The Art of the Mulligan

Source: Salubrious Snail Feb 16, 2024 cEDH Uncategorized

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Summary

Argues mulligans are a filtering resource, not just a yes/no on bad hands. London mulligan (2019) lets you see a full seven every time, so the first mulligan costs nothing but itself; Commander's free mulligan makes it stronger. Land math: at 40% lands, a 7-card hand averages 2.8 lands, six 2.4, five 2.0. In Commander, cards vary wildly—fast mana, cheap ramp (Birds of Paradise), cheap draw (Mystic Remora, Skullclamp), high-impact creatures (Professional Facebreaker, Academy Manufactor)—so a five/six-card hand holding a top card often beats an average seven; the commander creature guarantees an accessible card. Land-count tradeoffs: low-40s maximizes three-land hands; a 28-land aggressive-mulligan plan yields ~95% two+ lands mulliganing to six but spends filtering solely on lands. 30 vs 40 lands gives 2-4 lands 66% vs 76%. Cutting a land (e.g. for Ledger Shredder) raises missed-land-drop risk. For sought card types, 20 copies = 80% to draw one but 40%+ to draw two; running 10-12 and mulliganing aggressively can beat 15-20. cEDH power cards (Dockside Extortionist, Esper Sentinel) redeem five-card hands. Build mulligan skill via ratio analysis and playtesting.

Key Clips

  • [01:35] Taking that first mulligan has no cost to you other than that it requires taking your first mulligan, so if you aren't using that mulligan regularly, every few games at least, you're actively giving up on a resource the game is handing you.
  • [02:06] In commander, just about every deck runs a piece of fast mana that will dramatically warp its early turns if drawn, along with other high-impact cards like Birds of Paradise, Mystic Remora, Skullclamp, Professional Facebreaker, and Academy Manufactor. A six or even five card hand with one of the deck's best cards will often be better than your average seven.
  • [02:46] The existence of a commander creature means decks have a pre-selected card effectively in-hand at all times—so as long as you like your commander, it's literally impossible for a hand to have access to no good cards.
  • [03:34] If everybody had to keep their first hand every time, you'd see more decks gravitating toward land counts in the low 40s, the range that maximizes the odds of a three land hand.
  • [04:05] One commenter advocates a land count of around 28 for most lower-curved decks, the logic being that an aggressive mulligan policy can guarantee a high probability of drawing into enough lands to function. A 28-land hand has a 36% chance of 0 or 1 lands, 33% for two, and 31% for three or more.
  • [05:55] If we're looking for a hand with 2-4 lands, running 30 lands gives that 66% of the time, whereas 40 lands gives it 76%. Almost a third of the hands a 30-land deck must mulligan for land count are keepable by a 40-land deck—and those hands might contain really great cards.
  • [07:37] Running 20 copies of a card type gives an 80% chance to draw at least one, but a more than 40% chance to draw two or more—actually a lower chance to draw exactly one than at 15 or even 10. For a deck tight on space, running 10-12 copies and mulligan-ing aggressively might beat running 15 or 20.
  • [08:51] In cEDH, a single power card like Dockside Extortionist or Esper Sentinel might redeem an otherwise-painful five card hand, and a high density of specific stax pieces means ditching a hate card that doesn't matter against the table isn't a large cost.

Tags

Archetypes/Strategy: lands, midrange Format/Bracket: Core, Upgraded Card Categories: ramp, draw

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