To mulligan, or not to mulligan, that is the question.
Tournaments are won and lost based on this decision. My
analysis will focus strictly on the role of the mulligan in
limited.
My good friend, teammate and (two-time) GP champion Seth
Manfield got the following hand on the draw when going to game
3 in a limited PTQ:
4 x Swamp
1 x Disciple of Phenax
1 x Gainsay
1 x Daxos of Meletis
His deck contains 10 swamps, 6 island, 2 plains and an Opaline
Unicorn. Furthermore, you can assume that his opponent is Blue
because, conceivably, Seth would not have boarded in Gainsay
otherwise.
Casting Gainsay
The odds of drawing a non-Island card on turn 1 are 27/33 or
81.81%. The chances of drawing a non-Island card on turn 2,
assuming that you did not draw one on turn 1, are 26/32 or
81.25%. Therefore, the combined odds are 66.48%, or
approximately 2/3 of the time. In conclusion, you will only be
able to cast the Gainsay on turn 2 33.52% of the time (I
concede that you will be able to use Gainsay later on in the
game but it does not advance your board position when you are
likely to already be behind).
Casting Daxos of Meletis
Extrapolating this math to turn 5 and including the Opaline
Unicorn as a source of both Blue and White, the odds of
drawing a non-Unicorn, non-Island card on turn 1 are 26/33 or
78.79%, turn 2 is 25/32 or 78.13%, turn 3 is 24/31 or 77.42%,
turn 4 is 23/30 or 76.67%, and finally turn 5 is 23/29 or
75.86% (Unicorn excluded). Therefore, the odds of still not
having a source of Blue by turn 5 are 28.98%. Performing the
same calculation for White, the odds of not having a source of
White by turn 5 are 62.35%. Because each of the conditions
above prevent you from casting Daxos, there is approximately a
90% chance that you won’t be able to cast the Daxos early
enough in the game to turn this draw into a winner.
Mulliganing in limited is a dynamic exercise. Typically in
constructed you are able to look at your opening hand and
establish whether or not it is capable of doing what your deck
has been designed to do. Limited is not so easy. Decks are not
designed perfectly and don’t always present you with a clear
path to victory instantaneously. For example, think about a UW
flyer deck consisting of slightly inefficiently costed
creatures with flying and low-power/high-toughness ground
creatures for blocking. These decks have existed in virtually
every format in the last 15 years. On many occasions you will
draw hands that include either all of the Horned Turtles or
all of the Wind Drakes. These draws are vulnerable to
different strategies. The hand with all the Wind Drakes is
going to have a hard time beating an aggressive early game
deck that has a couple of removals like a BR aggressive deck.
It may also struggle with a Green deck that draws efficiently
costed creatures and a single Giant Spider. Alternatively, it
can be very effective at combating defensive decks with high
toughness ground creatures and a powerful late game.
Conversely, the Horned Turtle hand will be quite good against
the early onslaught of BR but has no chance of beating a deck
that has a more powerful late game because it is unable to
provide sufficient early pressure. So how do we know whether
or not to keep the hand?
This is where I think a fundamental misconception of Magic:
the Gathering first comes into play. Magic: the Gathering is a
resource allotment game. You have spells, mana, life, cards in
library and finite turns to vanquish your opponent. When
deciding whether or not to mulligan you need to analyze if the
resources in your hand will be able to effectively place you
on the path to victory. I often see mulligan decisions
analyzed incorrectly when the primary deterring factor is
fear.
Now if we apply this principle of resource allotment to Seth’s
hand (listed above), should we mulligan?
First, we need to see whether or not we have a productive
ratio of resources. This hand does not. We have 4 lands in our
hand already and in order to cast our spells effectively we
must draw a U and a W mana. Therefore, we are looking for a
best case scenario of 3 spells and 6 lands so that we can cast
everything on time. This is unlikely to be enough action to
win.
Second, is our hand all Horned Turtles or all Wind Drakes?
Neither: This hand is essentially 1 defensive creature, 1
offensive creature and 1 removal spell. That would usually be
a strong keep. You have a creature which can apply pressure,
you have a creature which can avert your opponent’s pressure
and you have a spell that can be protective or aggressive as
needed. The problem is that the offensive creature will not be
played in a timely manner the vast majority of the time, so
there will be no pressure on your opponent. Furthermore,
Disciple of Phenax‘s power and toughness are minor in
comparison to its cost in order to provide any real combat
deterrent in early action. Essentially this draw doesn’t have
game against a marginal draw from an aggressive deck or a
powerful late game deck.
If I mulliganed and got the same hand with one less Swamp, I
would keep the hand. Why wouldn’t I keep this one then?
This line of thinking involves a simple logic error: while the
hand that you are considering is essentially the same as the 6
card hand, it is still an inadequate comparison because of the
drastically different alternatives. The consideration should
be whether or not you should take a free mulligan if you have
a 6 card hand of 3 Swamp, Disciple, Daxos and Gainsay (in this
case I think you should). The flaw is in the fact that if you
mulligan a 6 card hand you have to go to 5, while if you
mulligan a 7 card hand you go to 6. I have never understood
this logic and I laugh to myself every time someone uses it
when considering whether or not to mulligan.
While this may not have as great a following in Europe, the
American football coach Dennis Green said it best: “We play to
win the game!”
When looking at a hand it is essentially a simple expected
value calculation. You want to calculate the chances you have
to win, given the particular cards you have, against the
chances you have to win with a random 6 card hand. The
numerical analysis above can be used to aid in these
decisions. For example, let’s assume that your opponent has an
Ashiok, Nightmare Weaver in his deck. He is on the play and
you have very little early game pressure, so you probably
can’t beat it without a turn 2 Gainsay. Furthermore, let’s
assume that other than the troublesome planeswalker his deck
is rather weak and should not cause you many issues. This
means that you are likely to win if you are able to Gainsay
his Ashiok and lose if not (for the sake of simplicity, let us
assume that you are 100% likely to win if you counter it and
0% if it is resolved, which is certainly not the case). The
above calculation tells us that this hand was 33.52% likely to
be able to cast Gainsay on turn 2. The chances of drawing the
card Gainsay in a 7 card hand is 17.5% and for a 6 card hand
the chances are 15%. Therefore, it is more likely that you
will be able to counter the Ashiok with your current hand than
after a mulligan. Normally, we would have to calculate the
chance that your opponent will draw Ashiok (which is around
20% by turn 3), but it is irrelevant in this case given the
premise: “If he doesn’t draw Ashiok, we win.” This is a
fundamental, simplifying assumption. Using this information,
it would be correct to keep the hand because the particular
importance of a certain spell improves your chances of winning
by keeping the hand.
No player ever has to mulligan. It is a privilege to be able
to draw a new hand when your first one is incapable of
winning. However, it is a daily occurrence to see how the
demeanor of both the player taking the mulligan and his
opponent changes drastically when the mulliganer throws his
hand. The mulliganer experiences anger and disgust while his
opponent perks up and exudes confidence. This psychological
effect has significant impact on the outcome of matches: your
body physiologically changes when you experience anger or
sadness and your opponent senses weakness and becomes
increasingly aggressive and confident. Most games of limited
do NOT come down to the utilization of every card from both
players. Therefore, my advice is to battle your opponent’s
confidence with unflappable stoicism and show him that not
only do you believe you can win with 6 cards but that you WILL
win with 6 cards. Furthermore, your opponent will play more
aggressively when he senses submission. This could cause him
to kill you a turn faster and take away an opportunity for you
to draw to narrow outs. When extrapolated over time this could
change a GP top 32 player to someone that cracks his first top
8 and finds his way on to the pro tour.
I hope you found this article insightful. Please feel free to
leave any comments or email me with topics for discussion at
[email protected]. I graciously thank you for your
time.
P.S. Seth kept the hand, drew an Island on turn 1, Plains on
turn 2, hit many times with Daxos and won easily. It is good
to be blessed.
Signing off,
The Gatormage
Chris Fennell
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