Ascension Gaming Network
Brainburst: the #1 Magic the Gathering Resource 

    Premium Log In
    Premium Articles
    Mobile Version
    SIGN UP!

    Type II - Darksteel
    Extended
    Mirrodin Block
    Type II - Mirrodin
    Deck Search

    Type II - Darksteel
    Extended
    MBC Block
    Limited
    Team Limited
    Type II - Mirrodin
    Theory & General
    Article Search

    Daily Discussions
    Deck Strategy
    Fantasy Cards
    Rules Q&A
    Random Magic
    Casual

    Fifth Dawn
    Darksteel
    Mirrodin
    8th Edition
    Scourge
    Legions
    Onslaught
    Other Sets

    Advertise Here
   ABUgames.com
    Online Card Store
    1st Place Report?
    Paid for Writing?
    Staff
    Contact Us
    
    PlayorDraw.com
    VSuniverse.com
    SWGcenter.com
    EQ2center.com
    DuelYugioh.com
    Pokeschool.com
    Warcraft III
    World of Warcraft
    FFXIcenter.com
    SWGcreatures.com

Random Technology: A Comprehensive Guide To Mulligans
Josh Lytle

A Little Magic History

I'm playing in the Washington State Championships in the somewhat early days of Magic. It's the semi-finals, and I'm matched up against an aggressive Deadguy Red deck. I draw my opening hand and see that it contains only a single land: Thawing Glaciers. That shouldn't be a problem, should it? I'll just mulligan, right? Wrong! This tournament was in the days before the Hyra Mulligan, the rule we still use today.

In the old days of Magic, you could only mulligan an all-land or no-land hand. All you had to do was reveal your qualifying hand to your opponent, and you got to draw seven new cards. But unfortunately, when you drew a one-land or six-land hand, you were out of luck. Originally, local players called it the "Pro Tour Mulligan." This is because it was first implemented at the Pro Tour, and didn't trickle down to local play for a couple of years.

The Hyra Mulligan

The Hyra Mulligan was first used at Pro Tour: Los Angeles, although it is often misattributed to Paris. Invented by veteran judge and player Matt Hyra, it was brilliant in design because it allowed a player to trade in a valuable resource in hopes of getting a better draw. Instead of being narrow and luck based like the original mulligan rule, the Hyra Mulligan helped make Magic more about skill and less about luck. It also opened the door for new kinds of mulliganing that we will discuss further. But first, we must examine the reasons why we mulligan.

Why Do We Mulligan?

The primary purpose of the original and Hyra Mulligan rules was to lessen the effects of mana screw. In fact, the average player still uses mulliganing only as a way to prevent land-light draws. But mulligans do much more than that. Mulligans allow you to control the quality of your entire hand, not just the land component of it. The goal of a mulligan should be to get the highest quality hand possible. But how do you determine the value of a hand?

Determining the Value of Your Hand

Each card in your deck has a value relative to the rest of the cards in the current environment. These values have a wide range in a Limited deck. In Constructed, however, players tend to build decks out of only the most powerful cards.

When you look at the cards in your Limited deck, try to assign a number value from 0.0 to 5.0. Wizards of the Coast's R&D uses this technique to balance sets. A detailed description of their rating system can be found here. I will be using their system.

An average Limited deck will contain cards that are valued between 1.5 and 3.0. Thus, the average card is worth 2.25. Below, I have listed the three most common hands, using the respective point value to represent the average card:

         Card 1  Card 2  Card 3  Card 4  Card 5  Card 6  Card 7  Value 
Hand 1 Land Land 2.25 2.25 2.25 2.25 2.25 11.25
Hand 2 Land Land Land 2.25 2.25 2.25 2.25 9.00
Hand 3 Land Land Land Land 2.25 2.25 2.25 6.75


As you can see, these are the two, three, and four land hands you would expect from your standard Limited deck. For now, lets assume you have access to the appropriate mana. By combining the value of these three hands, you get an average hand value of 9.00. This means that an average hand will contain cards whose combined value is about 9.00. Of course, all of this is based on a deck whose average card is worth 2.25. For practical application, you should find the average card value for YOUR deck and use that instead. But for now, the actual number we use is not as important as how we use it. It is also important to remember that a card's value changes based on the match-up you are playing. This change in card power applies more to Constructed, but it is present in Limited as well. For example, Null Rod is a 5.0 against Tinker decks.

This point-based system will help you quantify the often-ambiguous mulligan decisions that must be made during every tournament. If you know the average hand value of your deck, you can compare that number to the value of your current hand. If the average hand for your deck is better, then mulliganing is probably a good idea. But don't forget to factor in the loss of a card.

There are certain mulligan decisions that tournament players face all the time. Mulligans happen during every tournament, but the issue hasn't received the attention it deserves. Below, I will discuss the types of mulligans you can use to increase the value of your opening hand.

The Auto Mulligan

This is the most common form of mulliganing. You use the Auto Mulligan when the hand obviously can't get the job done. Unfortunately, this is the only type of mulligan many players utilize.

The most likely candidates for the Auto Mulligan are:

  • The no-land hand.
  • The seven-land hand.
  • A one-land hand that does not contain any cheap spells.

    Besides these simple hands, not much else can be mulliganed without thinking. Even the one-land hand is often hard to decide on. Are you drawing first? Does your deck contain many cheap spells? Are you holding a card that is so powerful it is worth the risk of mana screw? These are the questions you must ask yourself when deciding to mulligan.

    The Aggressive Mulligan

    The Aggressive Mulligan is the form of mulligan that is used the least among tournament players. Basically, the Aggressive Mulligan involves pitching a hand that COULD have been played, but you felt it was not powerful enough.

    To use the Aggressive Mulligan effectively, you must understand the power level of your cards in the specific match-up you are playing. This is especially true in Constructed, where cards' values vary greatly from match to match. However in Limited play, the value of your cards does not fluctuate as much so it can be easier to Aggressively Mulligan.

    The most likely candidates for the Aggressive Mulligan are:

  • The six-land hand, unless your single card is as powerful as Masticore in Limited.
  • A hand that cannot win a specific match-up, such as no early plays from your beatdown deck versus a combo deck.
  • A hand that does not contain a specific class of card that you MUST have, like removal.
  • An overcosted hand, such as 4 lands and 3 high cost spells.
  • A hand that has plenty of land, but not the proper type.
  • Any other hand whose total value is less than your deck's average hand value.

    In Constructed play, the Aggressive Mulligan is best suited to beatdown decks. They are better equipped to deal with the loss of a card. Additionally, there consistent design means they are more likely to draw into a hand they are happy with when they mulligan.

    The Close Call

    Close Call Mulligans are the toughest to make. They usually involve a hand that is very tempting to keep, but you can sense the inherent danger in doing so. While these types of hands make Magic exciting, excitement is not necessarily a good thing to a player who is trying to control their opening hands and better their game.

    The most likely candidates for the Close Call are:

  • A one-land hand containing a few cheap spells and cantrips.
  • A two-land hand that does not contain the proper color of mana.
  • A five-land hand where the two spells are very powerful (more on this below).
  • A six-land hand where the card is insanely powerful, like Masticore in Limited.

    Each of these hands must be carefully considered. It is especially important to play the land-light draws perfectly. To determine if you should keep a land-light hand, try counting the number of new cards you will get to draw before you miss a land drop. For example: If I have the opening hand of Island, Peek, Obsessive Search, Phantom Whelp, Hydromorph Guardian, and Mystic Zealot, then I will most likely keep it because I will get to draw several new cards from my cheap cantrips before I miss a land drop. Keeping this hand becomes even easier if I am drawing first. Additionally, my hand contains several cheap spells that will be easy to cast as soon as I draw my second and third land.

    The land-heavy Close Call hands are all about not getting mana flooded. It can be tempting to keep five and six-land hands because you know you will have access to all your mana. But you must also realize that your options are severely limited from the beginning of the game and you have put yourself at the mercy of your deck when you keep a land-heavy draw. In fact, this issue is so complicated that it gets its own section.

    The Five Land Hand

    For years, I have debated the merits of mulliganing and keeping five-land hands in both Constructed and Limited. To this day, I still hear top players giving different perspectives on the issue. It is my contention that keeping five-land hands is not the correct play in the majority of situations. I believe that keeping five-land hands will result in a higher chance of mana flooding at a crucial point in the game.

    Whenever you shuffle your deck, you are hoping for an even distribution of land. When that happens, you get smoother draws. But other times, there is a large land-clump somewhere in your deck, just waiting to show its ugly face. We have all seen it. We have all drawn four lands in a row during the late game and lost to a single 2/2 creature in a close game.

    The best possible time to face a land clump is when you are ahead in the game. That way, you still have a chance to win the game on the strength of your current position. But dealing with a land clump when you are even or behind is not easy. This is where mulliganing the five-land hand ties in. When you draw five lands in your opening hand, you have basically started with a land clump on top of your deck. Sure, you will begin the game with plenty of land, but every land you draw for the rest of the game will be of little use. Lets look at the numbers:

    You have a Draft deck containing 40 cards, 17 of which are land. You draw an opening hand featuring three lands. Pretty good. But what are the odds of drawing another land? You still have 33 cards left in your deck, 14 of which are land. That would be a 42% chance. This percentage increases with each non-land card you draw and decreases with each land you draw. You will most likely draw a few more lands during the opening turns and develop smoothly with plenty of playable cards.

    Now, lets look at this scenario with the same deck, but a five-land opening hand. What are the odds of drawing more land? Twelve out of 33, or 36%. That is a lower chance, but not much lower than 42%. You will probably draw into a few more lands in the opening turns as well. But unlike the three-land draw, your next lands won't have much use. The 4th and 5th land are much more valuable than the 6th and 7th land. Effectively, you have significantly decreased the card quality of your deck during the opening turns of the game. Eventually all lands become fairly useless, but you don't want cards to be useless early in the game while both players are struggling for board position.

    Each card you draw should be looked at as a separate event. Just because you drew five lands in your opening hand doesn't mean you will draw six spells in a row. The cards you draw are random, each and every time. Good players want to leave as little to chance as they can. So, relying on drawing spells from the top of your deck is not a good game plan. This is another reason mulliganing a five-land hand is the right play. Keeping it puts you at the mercy of your deck.

    Of course, this rule can be broken given the proper circumstances. Before, I mentioned keeping a five-land hand that contained two powerful spells. This is in line with the hand valuing techniques I discussed earlier. If the average hand value for your deck is 9.00, then you could conceivably keep a hand of value 8.00, although it is underpowered. This means you might keep a hand containing two 4.0 cards, but you need to be careful when doing this. You should make sure you will have a good board position with only those two cards while you wait for reinforcements to arrive. I still think keeping this hand is wrong in a majority of situations, but it is important to think about it before acting. Additionally, there are cards that can increase the value of extra lands, such as Seismic Assault or Cephalid Scout. These cards increase in value when you have a land-heavy draw, thus they increase the overall value of your hand.

    Another reason to break this rule is if you are significantly better than your opponent. If you have determined that the primary threat against you is mana screw and NOT your opponent, then keeping your five-land hand might be the right play because you will undoubtedly outplay your opponent even if you draw extra land.

    The Other Side

    I have heard several arguments from skilled players against mulliganing five-land hands. Their arguments could be used against the Aggressive Mulligan as well. Basically, they have said the odds of drawing well from your deck are better than the odds of getting a good six-card hand. I disagree with them. I have demonstrated above that there is a 36% chance you will draw an "unwanted" land on your first draw phase when you keep a five-land hand. Those odds only get worse as the game goes on. But what are the odds of getting a decent draw out of your deck?

    If you have a Constructed deck handy, I'd like you to try an experiment with me. Deal out a seven-card hand face up onto a table. Then, repeat this process until you have dealt out eight total opening hands. If your deck is 60 cards, then you should have four cards left over; set them aside. Now, look at the eight possible opening hands. For each hand, ask yourself, "Would I mulligan this hand?"

    Below, I have listed the results of my own experiment using a fairly generic OBC Quiet Roar deck:

    Hand 1: Keep

    Forest
    Forest
    Forest
    Basking Rootwalla
    Quiet Speculation
    Arrogant Wurm
    Wild Mongrel
    Hand 2: Keep

    Island
    Forest
    Island
    Quiet Speculation
    Circular Logic
    Circular Logic
    Aquamoeba
    Hand 3: Keep

    Forest
    Forest
    Basking Rootwalla
    Deep Analysis
    Roar of the Wurm
    Circular Logic
    Arrogant Wurm
    Hand 4: Keep

    Island
    Forest
    Island
    Wonder
    Deep Analysis
    Wild Mongrel
    Wild Mongrel
    Hand 5: Keep

    Island
    Island
    Forest
    Forest
    Roar of the Wurm
    Aquamoeba
    Aether Burst
    Hand 6: Close Call

    Island
    Island
    Island
    Arrogant Wurm
    Arrogant Wurm
    Basking Rootwalla
    Aquamoeba
    Hand 7: Mulligan

    Forest
    Wonder
    Circular Logic
    Quiet Speculation
    Aether Burst
    Aether Burst
    Roar of the Wurm
    Hand 8: Keep

    Island
    Forest
    Forest
    Roar of the Wurm
    Basking Rootwalla
    Quiet Speculation
    Wild Mongrel


    As you can see, there are only two hands listed that should be mulliganed. Hand 6 is very interesting, and deserves further analysis, but for now we can consider it an Aggressive Mulligan hand. From this crude example, we can see that this particular shuffle gives the deck a mulligan rate of 25%. From my own empirical testing, this seems to be about right. On average, I would say that anywhere from one to three hands will be mulligans out of the eight.

    The above example is an oversimplification, but it serves a purpose. What I am trying to establish is that a majority of hands you could draw from your deck will be good. Thus when you mulligan, the odds that you will get a playable hand are in your favor. Of course, nothing can replace the loss of a card, but that is a separate issue. I am just saying you don't need to fear drawing into a worse hand when you mulligan. Sure it sometimes happens, but the odds are against it.

    In Conclusion

    The most important thing to remember is that you need to evaluate your hand's strength each and every time you are faced with a mulligan decision. You shouldn't just pitch one and no-land hands automatically and keep everything else. You might be giving wins to your opponents that could have been yours. Above all else, I hope you realize that bad draws might be more under your control than you thought. And bettering your game is all about finding things that YOU can control.

    Questions? Comments? E-mail me: bccaccount@hotmail.com

    Josh Lytle


      Series Details
      Event Calendar
      Host an Event



    Sorin, Lord of Innistrad - as low as $44.97
    Huntmaster of the Fells - as low as $11.81
    Havengul Lich - as low as $11.39
    Grafdigger's Cage - as low as $6.47
    Gravecrawler - as low as $6.17
    Falkenrath Aristocrat - as low as $5.39
    Vorapede - as low as $4.70
    Geralf's Messenger - as low as $4.66


    [View All Magic 2012 (M12)]
    [View All Magic 2012 (M12) Sealed]

    LATEST COMMUNITY DECKS


     Home

     Cards
     Mirrodin Besieged
     Scars of Mirrodin
     Magic 2011 (M11)
     Rise of the Eldrazi
     Zendikar
     Worldwake
     Alara Reborn
     Conflux
     Shards of Alara
     Card Search
     Standard Hot 100
     Decks
     Standard
     Extended
     Legacy
     Vintage
     Deck Search

     Articles
     Standard
     Extended
     Legacy
     Limited
     News Archive
     Article Search
     Forums
     Deck Discussion
     Fantasy Card Creation
     Casual Decks
     Rules Q&A
     News and Issues
     Forum Log in
     Forum Log Out

     Draft
     Team Members
     Store
    RSS Feed
    Facebook
    Twitter

    All original content herein is Copyright 2000-2012 Ascension Gaming Network, Inc.
    TCGplayer and MaxPoint are trademarks of Ascension Gaming Network, Inc.
    No portion of this web site may be used in any way without expressed written consent. All rights reserved.
    Magic the Gathering and it's respective properties are copyright Wizards of the Coast.
    Privacy Policy