
Okay, here we are at that classic keep or mull. Aggressive deck on the draw with only one land.
Deck Here. Pretty mediocre RW deck, lacking some of the strong uncommons. Still, a vicious curve-out with the Keldon Strike Team as a topper can win games.
So, keep or mull?
My usual heuristic for “keep or mull” is “does any land activate this hand?” And usually within two draw steps. Not a particular land, but literally any land. And the answer, somewhat surprisingly for this hand, is yes! The key here is that the Goblin Picker is a looter. If I draw any land, I can spend my third turn looting it away to dig for more lands.
Also under consideration: this deck isn’t very good. This causes me to embrace higher variances moves, since I need everything to break my way to work. This makes mulliganing more of a death sentence.
Result: I did not draw any land until my fourth draw step and my opponent had a nutso defender deck that would have crushed me even if I *had* drawn lands. Good to know!
i see it as you have two pulls to hit any land, would be nice if a plains but not essential. would be nice if not a tap land, and there’s only one of those in the deck.
you’re looking at a 75% to hit one or more lands in the first two pulls. contrast that with the loss in win rate for a mulligan and I say you should roll the dice and keeep
put another way. this hand needs one thing to go right so its a keep
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