How do you know when to mulligan?

How to Know When to Mulligan in Magic: The Gathering

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The decision to mulligan in Magic: The Gathering (MTG) is one of the most crucial choices a player makes before the game even begins. A bad starting hand can severely hamper your chances of victory, while a well-timed mulligan can salvage a seemingly lost position. But how do you know when to throw back your initial seven cards and take a shot at a better draw? It’s not as simple as just looking for a perfect hand; it’s about evaluating potential, risk, and the overall game plan.

The core principle of when to mulligan is this: mulligan when your starting hand is unlikely to allow you to execute your deck’s strategy effectively or keep pace with your opponent. This is not just about having lands and spells; it’s about having the right lands and the right spells for your strategy. Let’s delve into specific factors that should influence your decision.

Land Count: The Foundation of Your Hand

Too Few Lands

A hand with zero lands is an automatic mulligan. You simply cannot play Magic without mana. Similarly, a hand with only one land is generally considered a risky keep, especially if that land is not of the right color or if you have high-cost cards in hand. You’ll be relying heavily on subsequent draws to get additional lands, and you might fall severely behind. While aggressive, very low-curve decks with one land could be kept, this is an advanced topic and generally a dangerous play.

Too Many Lands

A hand with six or seven lands is also a strong candidate for a mulligan. While a couple of lands in a hand is good for any strategy, you need to be able to actually cast the cards you draw. Drawing many lands means you are less likely to find threats or answers. While there are some decks that are able to function and win by having a lot of lands, those are the exception. Keep in mind that in some very late game focused decks, a large amount of lands, and cards to draw even more lands, can actually be desired.

The “Ideal” Range

Generally, hands with two to five lands are usually the most playable. However, this is not a golden rule. The ideal number of lands depends on your deck’s mana curve. Aggressive decks may be happy with two or three, while control decks often want three to five to ensure they can cast their higher-cost spells. Even within these ranges, the types of lands you have will affect the decision. For example, if a two-land hand only consists of lands that don’t give you the color you need, you should consider a mulligan.

The Right Balance: Spells and Mana

Assessing Your Spells

Beyond land count, you need to look at your spell composition. Ask yourself:

  • Do you have early plays? If your hand is full of four- or five-mana spells, you will have a very slow start. Hands without early plays often merit a mulligan, especially in faster formats.
  • Do you have a game plan? A hand with a bunch of random cards that don’t work together is not a good hand. Ideally, you’d like cards that synergize or advance your overall strategy.
  • Does your hand have answers? Having an answer is a reactive move. If you are not looking to respond and simply playing a threat, then you might not need that counter-spell in your opening hand.
  • Is your hand too slow? Some spells are designed to be played in the late game, so having too many of those in your starting hand is generally not ideal.

Considering Mana Costs

It’s crucial to consider the mana costs of the spells in your hand compared to your land count. If you have two lands but all your spells cost four or more mana, you’re going to have a difficult time getting started. On the other hand, if all your spells cost one or two mana but you have five lands, your mana might be wasted. You want to see a good mana curve. This means that you can follow up your initial plays with more efficient, more impactful plays.

The Mulligan Process

The Current Mulligan Rule

The current mulligan rule allows you to shuffle away your hand and draw a new seven-card hand. You can then take another mulligan down to six cards, then five, etc. The ability to take multiple mulligans allows you to dig deeper for a more optimal hand. You may mulligan until your opening hand is 0 cards. It is crucial to take each decision seriously, because your options are diminished at each mulligan.

The First Mulligan

Your first mulligan is where you are most flexible. Generally, you should be aggressive in your mulligan choice here, because you have the highest chance of a good replacement. You should look for a hand that lets you actually play the game. If your hand has too little land, too much land, or a lack of early plays, consider a mulligan. It’s better to take a mulligan and play with six cards than to play with a terrible seven-card hand.

Subsequent Mulligans

With each mulligan, the decision becomes harder. You’re now down a card for the rest of the game. However, it’s important to not be overly conservative. A bad five or six-card hand is often worse than a very good four or five-card hand.

When to Keep on a Lower Hand

Knowing when to stop mulliganing is a skill in itself. On a lower hand size, you should still be looking for the same things, but be a bit more tolerant of minor imperfections. For example, on a five-card hand, a mana base with two or three lands, and at least one good play is enough to make the hand keepable. On a four or three-card hand, a single land and a solid card can be acceptable. If you find yourself looking at one or two cards, evaluate if these cards are going to actually win you the game. If not, it might be better to simply concede.

Factors Beyond Your Hand

Format and Meta

The format you are playing in also affects mulligan decisions. In faster formats like Modern, a slow hand is much worse than in slower formats like Commander, since there are more ways to punish slow starts. The current meta is another factor. A popular deck can influence what an acceptable hand looks like. You may need more interaction, a faster start, or specific cards based on what you expect to see your opponents play.

Opponent’s Deck

Try to gauge your opponent’s deck as well. If you know you’re against a very fast aggro deck, a slower hand is almost certainly a mulligan. Conversely, against a slower control deck, you can afford to keep a hand with a slightly higher curve as long as you have some early plays.

General Tips

  • Don’t get greedy for a perfect hand. Sometimes a hand with minor flaws is better than going to a smaller hand size.
  • Practice and experience are the best teachers. The more you play, the more intuitive your mulligan choices will become.
  • Consider your overall game plan and win condition. Mulligan for cards that support that strategy.

Mulligans are a crucial part of Magic: The Gathering. Learning when and how to use them effectively will significantly improve your win rate. Practice, evaluate your hands, and understand your deck – these are the keys to mastering the mulligan.

Frequently Asked Questions (FAQs)

1. What is a mulligan in MTG?

In MTG, a mulligan is the act of shuffling your opening hand back into your library and drawing a new hand. This is done when you are not happy with your starting hand.

2. How many mulligans can you take in MTG?

You can take mulligans until your opening hand would be zero cards. You keep reducing your starting hand size each time, until you keep or must accept the final hand.

3. Do you shuffle when you take a mulligan in MTG?

Yes, when you take a mulligan, you shuffle your current hand back into your library before drawing your new hand.

4. What is the size of the first hand in Magic?

Your starting hand in Magic is always seven cards. This is true whether you are playing a 1v1 game or a multi-player game.

5. Do you draw a card on the first turn if you go first?

No, in a two-player game, the player who goes first does not draw a card during their first turn. However, in a multiplayer format such as Commander, all players draw on their first turn.

6. What is the ideal land count to start with?

A starting hand with two to five lands is usually considered the ideal range, but it depends on your deck’s mana curve and strategy.

7. Is a hand with no lands an automatic mulligan?

Yes, a hand with zero lands should always be mulliganed, as you cannot play Magic without mana.

8. Is a hand with too many lands a bad thing?

Yes, a hand with six or seven lands is usually a bad thing. It means you have too much mana and not enough spells.

9. What should I look for in spells when deciding to keep a hand?

Look for early plays, a clear game plan, answers to common threats, and a good balance of mana costs.

10. How does the format affect my mulligan decisions?

Faster formats generally require a lower curve with more early plays, while slower formats can allow you to keep hands with slightly higher mana costs.

11. Should I factor in my opponent’s deck when making a mulligan choice?

Yes, knowing or guessing your opponent’s deck will affect your mulligan choice. If they have an aggressive deck, you want a fast start, and if they have a slow deck, you can afford to be more patient.

12. What is the hand size limit in Magic?

Your maximum hand size in Magic is seven cards. If you have more than seven cards at the end of your turn, you must discard down to seven.

13. How do you lose in MTG by running out of cards?

If you are required to draw more cards than you have left in your deck, you draw the rest of the cards, and then you lose the game the next time a player would receive priority.

14. Can I respond to my opponent’s mulligan?

No, the act of taking a mulligan is an action that does not use the stack, and so it cannot be responded to.

15. What is the importance of mulliganing aggressively?

A good hand, even if it has a reduced size, is often better than a bad hand of seven cards. Do not be too attached to your seven card hand, but don’t be too quick to throw it away either.

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