Hey all! I am a newer player. I just built my first non-precon deck for EDH. Anyway, what I wanted to know is what are you looking for an opening hand and when do you know whether to mull or keep? Is there some kind of method to the madness? Whether it is draft or EDH, I do not know how to strategize for it. So I was wondering what your advice was for on this for a new player who just has not figured out what to do.
Hey all! I am a newer player. I just built my first non-precon deck for EDH. Anyway, what I wanted to know is what are you looking for an opening hand and when do you know whether to mull or keep? Is there some kind of method to the madness? Whether it is draft or EDH, I do not know how to strategize for it. So I was wondering what your advice was for on this for a new player who just has not figured out what to do.
1) you want a mix of spells amd lands that are able to cast them (obviously)
2) ideally you want those spells "on curve", meaning a 2 mana spell to cast on turn 2, a 3 mana spell to cast on turn 3, etc
3) spells specific to the deck youre playing against in an attempt to disrupt their game plan. This is more relevant games 2 & 3 when you sideboard in cards to improve the matchup
I look at my opening hand and if I can't plan out the first few turns with the cards I have, it's a mulligan. If I have only two lands and I am on the draw, I may gamble to draw a third land within my first three draws and keep it. If I'm on the play, however, that gamble is too risky. I may still keep a 2-lander, if that is enough to play some of my opening stuff. If I play a multicolor deck and I have only one color available, I usually don't gamble on getting that second color, especially if my hand contains heavily colored costs of that second color, because the chances of drawing a land that provides the other color are far less than just drawing a third land. Other things, like what I can draw, what I'm playing against, etc. also influence my decision. But overall it comes down to what I said in my first sentence: If I can't plan out the first few turns with the cards I have, it's a mulligan.
1) you want a mix of spells amd lands that are able to cast them (obviously)
2) ideally you want those spells "on curve", meaning a 2 mana spell to cast on turn 2, a 3 mana spell to cast on turn 3, etc
3) spells specific to the deck youre playing against in an attempt to disrupt their game plan. This is more relevant games 2 & 3 when you sideboard in cards to improve the matchup
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