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Comment by belval

3 days ago

Alternatively you give everyone a free mulligan and if they decide to start with <3 lands in their hand or no mana ramp that's on them.

My issue with guaranteed lands is that they remove the randomness of some lands. I am not guaranteed to get my "no maximum hand size" land and my rogue passage to make my creature unblockable in a typical game of commander. I have to plan for it by using stuff like expedition map.

Drafting last Friday, my first hand was zero lands, my second hand was one land, my third hand (bottoming two) had three lands. However, I then kept drawing four-drop spells and no more lands for 8 turns.

So is it "on me?" Or is it just that the game just is high variance?

  • Free mulligan means on your third hand you would only bottom 1, not 2.

    Besides, with a 37 lands commander deck, the chances that in 4 hands (if your limit is bottoming 2, 5 cards in hand) starts getting low. Around 1 in 10 and that's ignoring mana rocks (2 lands + 1 mana rock) which probably brings it much closer to 1 in 14+.

    If you add the chances of more than 4 lands (also fairly undesirable) your odds of a bad forced hand climb to 1 in 7, which is still pretty far from the 50% chance the original post is talking about.

    Without the free mulligan you would be at 1 in 4, which is why I said free mulligan is the way to go.