Pattern Recognition #115 - Try Again

Features Opinion Pattern Recognition

berryjon

4 July 2019

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Hello everyone, and welcome back to Pattern Recognition, TappedOut.Net's longest running article series. Written by myself, berryjon, I aim to bring to my reading audience each week a different look into some aspect of Magic: The Gathering - be it an individual card, a mechanic, a theme, or even just general history. I am something of an Old Fogey and Smart Ass, so please take what I say with a grain of salt. I enjoy a good discussion on the relevant subject matter!

Hey everyone! Today's subject came to me when I was talking to a co-worker, and my "Pulse of the Spike" guy whom I talk to when I want a Spike's view on things. Hey Nathan! If you're reading this, thanks!

So anyway, we were chatting, and the subject of the new London Mulligan came up, and I realized that this would make an excellent article! After all, why not talk about the nature of your opening hand, and some of the ways Wizards has tried to address the fact that, despite everything the randomness of the game itself can screw you over.

And, if I need to pad out my word count, I'm going to talk a bit about how a different game handles its own opening hands. I think it's one of the best out there, but if applied to Magic, would break the game so hard that the Earth would go with it.

But first, let me talk about the nature of your opening hand. In many ways, what cards are in your opening hand dictate not only how you play the game, but at what pace, and how you react to your opponent. Or even if you play at all.

When you look at an opening hand, of, say, Mountain, Mountain, Mountain, Mountain, Volcanic Island, Plains and Shivan Dragon, why would you keep it if you had any choice? You wouldn't! So, here is where the Mulligan comes into play.

In definition, a Mulligan is a.... stew created using odds and ends, and is an associated racial epithet for an Irishman? WHAT? Why is this even a thing?

No, rather the term Mulligan - and the definition I want to use - comes to us from the game of Golf - is a second chance at your initial play. And this game even has a full paragraph to itself in the article! Neat.

Anyway, in terms of Magic, when you mulligan, you admit that your opening hand is nonviable or simply just a poor one overall, and you wish to try again. This is only natural, and it can happen to the best of us at any time. Now, there has to be some way to prevent a person from simply declaring a mulligan over and over again until they get their perfect hand, and this has been something that Wizards has struggled with since the beginning.

Now... let's see, when was the last time, I did this..? Long enough? Good!

In the Beginning, the world was without form, and void.

Or rather, in the beginning, the Mulligan Rule was invoked for one of two conditions. If your opening hand consisted of all lands, or conversely, no lands, you could reveal it to your opponent, then you were allowed to shuffle your hand back into your library and draw a second hand of seven cards, which you had to keep, regardless of the condition of the hand.

In the early days of Magic, this was mostly acceptable. The odds of drawing a hand of all-or-none are pretty long, and doing it twice in a row pretty miniscule. And the idea behind the mana curve had yet to be sorted out, so play was... awkward back then. And having a poor hand wasn't seen as a serious risk of a loss.

In more casual environments, the restriction was loosened a bit to "One Land, or one Non-Land", while the same rules applied, and the process could be repeated a couple of times, as long as the hand was shown each time.

But, in 1997, Wizards decided to formalize a better Mulligan system, one that didn't reward players for poor deckbuilding skills, and could be used at the growing tournament scene. Called the "Paris Mulligan" after the Pro Tour in the city of the same name (despite being used in Boston and LA earlier), this Mulligan allowed the player to shuffle their hand into their library for any reason - not because of a glut or absence of lands - and draw that many cards minus 1. They could repeat this process as often as they liked, until they kept a hand, or were reduced to drawing zero cards in their opening hand.

This version of the Mulligan allowed players to toss their hand for more reasons, from off-colour cards, to high cost cards with not enough mana, to anything else. However the downside to this was each subsequent hand was one card less.

Fewer cards in your hand means that you have fewer options - and unless you're playing or with their ability to draw cards, you would be at a disadvantage if your opponent mulliganed less than you.

And at high level play, every advantage is one that could be needed to win.

Now, there is an edge case here. If you have fewer cards in your opening hand, this means that there must be more cards in your deck. And if there are more cards in your deck, then it's just that much longer until you draw out and lose the game by decking yourself.

An edge case, I agree, but when I have won Draft/Sealed games because I had 41/42 cards in my deck, it's one I can accept as happening.

However, as time went on, and decks became more finely tuned, the Paris Mulligan started to show cracks with age. Especially when players would keep mulling down and still worry about their hands.

In response, in September of 2015 - 18 Years after the Paris Mulligan was introduced, the Vancouver Mulligan was formalized and introduced into the rules. This version was actually a small tweak to the Paris Mulligan, one designed to help smooth out the game after the first hand. To this end, if a player Mulliganed, they would draw a new hand as per the Paris Mulligan. Once all players have finished their mulligans, if anyone has an opening hand that is less than their starting hand, then they could Scry 1.

This change was implemented to allow for players to take more calculated gambles with their hand, especially if they were not playing first, but rather drawing first. By knowing what their first draw was - or by putting a poor fit for their hand at the bottom of their library, a player could make a more informed decision about what they would do with the hand they had chosen to play.

Don't do what I did when I first heard about this Mulligan version, and misread it to have a player Scry N, where N is the number of cards in their hand short 7. So Mull to 5, Scry 2.

This version was a definite improvement as it did exactly what it was meant to - smooth out the opening turns of the game, giving players more opportunity and incentive to take a hand that might not seem good on the surface, but would become good with time.

However, this didn't actually fix anything. Rather, it just gave players who started the game with cards short in their opening hand a glimpse into the future. It didn't change that they were still cards down, and that once they drew their first card, they were just in the dark about what came next as if they hadn't scried at all.

Tomorrow, this changes.

Tomorrow, the Vancouver Mulligan will be replaced with the London Mulligan.

Tested out both on paper, and on Magic Arena, the London mulligan attempts to solve the fundamental issue of a poor hand in a different manner. Now, whenever you Mulligan, instead of drawing progressively fewer and fewer cards, you keep drawing seven cards. But, once you decide to keep your hand, you then have to place a number of cards from your hand onto the bottom of your library in any order equal to the number of times you have Mulliganed. You do not get to Scry.

Wait. Cards on the bottom of your library? Huh, I Foresee an upswing in Grenzo, Dungeon Warden Commander decks if the idea turns out to be viable.

Anyway, the idea behind this is simple. You are removing some degree of uncertainty from a player's opening hand by allowing them to choose and keep which cards they want from their selection of seven. The idea here is that each player can optimize their opening plays from their seven, putting the unwanted or poor choices at the bottom of the library where they - probably - won't see the hand again.

Here, the loss of the Scry is irrelevant because the London Mulligan is designed to reduce the element of chance in the slowly shrinking opening hand.

How is this going to work you wonder? Well, I've thought about it, and I think it will work well. By being able to pick and choose the cards in ones opening hand from the seven, each player can better prepare for their opening plays and counter plays, while at the same time limiting the cards in hand to incorporate the basic implementation of the Mulligan in the first place. To not reward players for bad deck design.

But it is too soon to see how this all works out. We went 18 years from the Paris to the Vancouver Mulligans, while it only took four years until the Vancouver gave way to the London. How soon before Wizards tweaks the Mulligan rules again? And why will they? Will they bring back the Scry 1 or will they try something different? Only the future will tell.

In addition, I want to talk about Multiplayer Mulligans.

Whenever there are more than two people at the table, the first mulligan each player takes is 'free' in terms of cards drawn. That is, your first mulligan is still to seven cards, and under the London rules, no cards are put away. The second Mulligan sees one card tucked, while the third means two cards tucked and so forth.

This also applies to Commander, with the additional caveat that each new hand does not first require shuffling the old hand back into your deck first.

Yet I find myself with subjects still to talk about. What exactly makes for a good hand? How can a player define and know what they want to keep and what they don't?

Well, the answer is that it depends a lot on the deck in question, the player in question and a few other factors. But I think I can reduce these complications to a few major aspects.

The first is the mana costs of cards in hand. A player should expect to play at least a card every turn, even if it's a reactionary card like Cancel or Lightning Bolt in order to not fall behind the opponent. Every card that is played that isn't given a response in the form of something to directly counter the played card or to match the new resource on the field is a step in which a player falls behind, and those first few turns are absolutely vital. This means a solid mix of lands and non-lands to keep the game from falling further and further behind.

In my favourite style of deck - Aggro decks - this is a fairly easy thing to accomplish. A solid Aggro deck is designed with a low mana curve in mind, and plenty of redundancy. They can afford to lose a card or two and maintain plenty of the necessary early game-threat to win the day.

However, starting out with fewer cards in hand also hurts the Aggro deck immensely. They are already under a self-imposed clock, and they tend to need every resource they can get. Starting with fewer cards in hand means that they will run out of resources sooner, rather than later. And a single turn can make all the difference to a finely tuned Aggro deck that finds itself a card short and a turn late.

For Combo decks, the London Mulligan presents a curious challenge. With ever decreasing cards in hand, they have to start asking themselves the hard questions about what they need to keep to get through the first turns, and if they can afford to keep a vital piece of their winning combination in their hand even though it would be dead weight at best, or an unprotected target at worse? Or perhaps they can gamble on having their winning hand, and needing to draw into being able to survive long enough to pull it off?

Control decks are much like aggro decks in that they should have early responses, and can usually hold a hand to hold off those equally early threats. However, unlike Aggro, a Control deck typically has some means of getting more resources faster, such as through pure card draws like Divination or even Opt if they can spare a turn to fall behind in the threat response. They can dig themselves out of the hole they start in - as long as their small hand holds out.

While each style of deck has things to gain and lose from the London Mulligan, I suspect that it is Aggro decks that will come out ever so slightly better for it. Not because the London Mulligan was designed this way, but rather because they are the ones that tend to benefit best when each style of deck has smaller hands.

But then, this is also highly dependent on the deck, and the player in question to successfully leverage their limitations to the best of their ability. A good deck can fail even with the best of intentions, so for the love of Urza, don't assume that your deck holds an advantage because you and your opponent are starting with the same number of cards - even if that number is seven!

Now, let's talk about a different game. The Babylon 5 Collectible Card Game. Sadly long dead, I want to talk about how this game handled their opening hands. Each player's opening hand consisted of 4 cards, one of which had to be their Starting Ambassador (think your Commander), and the other cards could be any card in the deck as long as they didn't share a card type.

Uh... example time. I'm playing as the Narn Regime. My Starting Ambassador would be G'kar, and my other three cards would be Ko'Dath, a Character (which doesn't count for duplication with the Ambassador), Build Infrastructure, an Agenda, and Quadrant 14, a Location.

Players of B5 should recognize this as pretty much the archetypal Narn Speed Start, which allows for explosive early growth at the cost of not being able to reliably interact with anyone else until turn 3 or four.

Now, B5 could get away with this because each card type was completely distinct from each other. You didn't have the overlap that Artifacts have with Creatures and Enchantments, and the timing rules of the game make the division in Magic between Instants and Sorceries a non-starter. Also, the game's primary resource, Influence was abstract, not a distinct in-game item like Lands are in Magic. The game was designed from the ground up with the idea that you could pick and choose your opening hand, and balanced in the early game with this resource base in mind.

Now, this is not to say that B5 couldn't bend the rules it laid down. Both Captain Sheridan and G'Kar were versions of your Starting Ambassador that let you have an extra card in hand at the cost of having a weaker version of said Ambassador, in addition to requiring an additional cost to replace them with a better version. On the other hand, Londo Mollari, the "Gambler", turned this around by stopping you from having any other cards in your opening hand, but giving you a bonus for your first few draws.

I have a deck running the Gambler Mollari that wins either by playing the diplomacy game and busting out a win thanks to Altruism or going all out on a Master of All victory. It's hilarious!

But I think this segue had finished its course. You may wonder why Magic doesn't have hand construction as part of its rules, and the reason is that the game was never designed for it. In fact, it would be a horrible idea! Hell, just for kicks, take your favorite deck and build a hand of five cards. These are the five cards that you want to see in your opening hand. It doesn't matter if you have one copy of a card in your deck, or four. You can put one copy in your opening hand.

Huzzuh! You now have a God Hand. That perfect hand that means your deck will win on time, every time.

Except now your opponent has one too. You really want to try your luck at that?

So, randomness is required for Magic. It keeps the games interesting by preventing the same decks from making the same plays every time, while the Mulligan system allows each player to alleviate the worst of a bad draw. It's a good compromise, and one that I think we're all happy to live with.

I for one, am happy with it.

Join me next week when I talk about something. What? I don't know! Yet. But I'll see you then.

Until then, please consider donating to my Pattern Recognition Patreon. Yeah, I have a job, but more income is always better. I still have plans to do a audio Pattern Recognition at some point, or perhaps a Twitch stream. And you can bribe your way to the front of the line to have your questions, comments and observations answered!

This article is a follow-up to Pattern Recognition #114 - New Phyrexia Part 2 The next article in this series is Pattern Recognition #116 - Worlds and Planes

bushido_man96 says... #1

I was iffy on the London Mulligan at first, but I do like it now. I'm just a Commander player, but I like it for what it is, providing structure in the social atmosphere of the game that I think most people can agree to use.

July 4, 2019 10:19 p.m.

DwaginFodder says... #2

Can you run the Commander version of the London by me again? I've read through it thrice now without getting it.

July 5, 2019 9:04 a.m.

berryjon says... #3

DwaginFodder: It's all the same. Except that in Commander, like any other multiplayer format, your first Mulligan is 'free' in that you take no penalty for the draw.

July 5, 2019 8:12 p.m.

ae0n5105 says... #4

I've always been against the "multiplayer" do not shuffle mulligan. I get that it saves the time to properly shuffle an EDH deck (for example) but it is not really random, and often i hate losing the cards you ship to the bottom.

For the not really random item: I had a combo heavy playgroup who would often have redundancy. You kind of knew what to expect every time a user would "Mulligan to 3" which was land, combo piece, tutor. Since their commander was often combo piece #2 you had to typically kill on site.

Speaking of this, this is why I'm a little confused about how the rules committee blanked out on sideboards in commander, since I often had to stop these guys from turn 4 combos in order for a real game to happen. but that should be a new article berryjon

I'll try out this London mulligan just like everyone else, but hopefully we do not see decks change like they did last time (bumping from 33-37 lands as you can't rely on mulligans to free up land slots)

July 5, 2019 8:28 p.m.

berryjon says... #5

The short answer on EDH Sideboards, from the Rules Committee themselves is that Commander was never designed to have a Sideboard. How would you interact with it, short of cards like Glittering Wish given that the purpose of the sideboard is to tweak ones deck between games of a match. In Commander, when do you Sideboard? How many cards are in it? How long do you have? There are too many questions, and the lack of a Sideboard is the best of many, many bad choices.

July 6, 2019 10:50 a.m.

ae0n5105 says... #6

berryjon Bennie smith wrote about this in a you'll lika the juice article from April 1st, 2011 when he observed the rule as it existed on the rules committee website up to at least 2016 (from my memory).

You would know what to change since you likely know who your playgroup is, or if nothing else would adjust based solely on the revealed commanders.

so if someone brings in mono-blue Teferi, most likely you need cards like red elemental blast, cards which say "cannot be countered" or split second.

Likewise if you see commanders like the Mimeoplasm, Tasigur or my Tariel build, you would likely bring in some graveyard hate.

This all happens game 1 and of course is a gamble that someone isn't bringing in 5 color surprise partners or has MAJORLY changes their deck since the last game.

I've also seen sideboards used to adjust the overall power level, where you substitute out cards to balance it out. Card substitutions like taking out mana crypt, sol ring, strip mine for mind stone, worn powerstone, encroaching wastes. For example if you have a STRONG regular group but happen to be visiting a new group of players with precons. Though I must admit that often this would be better with a full 15 card sideboard (or more) since 10 cards is a bit limited for backing off the power level.

Ultimately, my prior group still uses sideboards as the norm, but I feel that many playgroups would flourish a bit more if they had this available.

for example, I remember my first game with [Nether Void]. Piloted by a regular in the group who happened to have "old cards" and decided to make a Commander deck to see what all the hooplah was about. And yes, he also bought a Gaea's cradle recently as he has disposable income, no kids and odd priorities.

July 7, 2019 8:40 p.m.

dryhamm says... #7

I agree wholeheartedly ae0n5105. Call them wishboards if you prefer that, but allowing them is much better than not. Especially when Wizards keeps printing cards like Karn, the Great Creator , and Vivien, Arkbow Ranger that are all nerfed into being essentially useless in Commander despite being strong in standard when they should be even stronger in Commander where we have so many more cards to choose from.

It's pure foolishness that Mastermind's Acquisition should be reduced to an overpriced Diabolic Tutor purely because the rules committee whiffed on sideboards for Commander. My playgroup allows for wishboards and honestly I think the game is better for it.

July 8, 2019 11:46 a.m.

berryjon says... #8

There will not be a Pattern Recognition this week due to burnout at work. I've worked on the update, but there is next to no way it'll be ready in time for Thursday. I apologize in advance.

July 10, 2019 1:06 a.m.

Tzefick says... #9

On the subject of EDH Sideboards and Wishboards:

Commander is first and foremost a casual format. So players are often deciding for themselves what they allow and what not. As such it can be slightly irrelevant what the official rules are in corner cases such as the Wish rules. Many groups allow the Dune-Brood Nephilim (apparently the URL linker doesn't work...?) to be used as Commanders, at least before the introduction of Atraxa and friends in Commander 2016.

In non-settled or flexible groups, you need some baselines and usually just sticks 1-to-1 to the official rules - herein we have a slight problem when some players want to change/ignore/bend a rule and others don't. In most groups, the majority carries the vote and ties result mostly in following official rules or the vote of the host.

I recently checked up the rules on Wish cards due to a similar discussion and found that there was no reason in the Wish cards' rules why Wish effects wouldn't function in Commander and they were not banned in the format. It further bothered me that many were talking about sideboards to utilize Wish effects, while the rules for the Wish cards says that in sanctioned events (... look up above again) you would be limited to your sideboard. In all other cases, it refers to your collection. Yes... Your entire flipping collection is at your disposal when casting a Wish card in a casual format. More on spawned issues related herein later.

It was not until I searched the official Commander rules and found a very specific rule that disables Wish-esque effects that I understood why the discussion existed in the first place.

I found this weird beyond anything. Why specifically disable a functional card effect in this format that is perfectly legal in any other format? Is it to lower redundancy further than tutors already do? Is it because of the time aspect of searching? Is it because there was only those few cards (6 I think in Judgment / Future Sight) at the time of decision?

The only valid reason I see is time, but we'll get back to that later.


As said before, Commander is first and foremost a casual format.

As a casual format, there's no rules preventing you from editing your deck between games. So if game 1 has me struggling against a mono-blue Teferi deck with artifacts through the nose, then I might change my deck to game 2, to include more artifact hosers and/or removal - and it's perfectly legal.

Now enters the aforementioned issue: Time

Commander games are without a doubt a time consumer beyond pretty much any other format.

And it's pretty much known between any committed Commander player that you need to limit inactive time during a game. So much so, that many do shortcuts when they have to do particularly lengthy actions, like searching their library. When a player cast a turn 2 Sakura-Tribe Elder and pass turn and instantly goes searching for a basic land, everyone around the table assumes he does so just before that player gets their turn again - as such they have a ready blocker until their next turn, even though chronologically the creature is already sacrificed.

When a player cracks a Fetchland, most state what land they fetch, and play as though the Fetchland on the board is the mentioned land and postpone searching until passing turn, if no other action would interact with your library (like drawing cards) while you have information about your library (top cards through Scry or bottom cards through a tuck-effect).

As such I think it is fairly acceptable to assume that most Commander players are perfectly aware of time consumption as a cost to the format and attempt to limit that cost.


What I mean to point out is that the only real reason I can see against permitting Wish effects in Commander is the time aspect.

However when your player base already acknowledge time as a cost to the format, why worry that Wish effects would be particularly time consuming?

I think if my playgroup ever decided to use Wish cards, we would just know to keep a limited selection to choose from as to not botch up the game with a collection-wide search (call it a Wishboard if you want, but I don't require strict limits like a Sideboard's other than common sense). I know it would be perfectly legal to search the entire collection, but most just want a fun game.

Most groups also have internal guidelines, so if your deck is search-heavy - think Birthing Pod / Vannifar - you already know your targets when you activate it.

If you take up too much time, you will likely be asked to play something else or get faster. If you don't comply, you risk that you don't get to play with that group again. Your cost to the group is too high then.


The Command Zone recently made a video on Youtube about the announcement on Commander ban changes and a revisit to the Wish rule for and against. There the main issue for the Commander Rules Committee seemed to be implementing a Sideboard for Commander. However that only applies to sanctioned events.

I recognize that in cEDH you would need some further rulings to help alleviate the time consumption aspect.

Although I find it hard to believe that a cEDH player wouldn't know what they search for at the time they cast a Wish card. So if such a player is taking a long time "searching" for a card, wouldn't it be exactly the same as if they cast a tutor and kept "searching" their library while stalling time?

You could even put in a time restrain if it was bothersome for cEDH. So you get 3 minutes to search for a card or the effect fizzles. If it's a rule in sanctioned events, then you know your limits to a Wish card and must prepare accordingly.

In sanctioned events for other formats you can be disqualified if suspected of stalling. I don't see how that would be any different from the issues in cEDH.

As such, I don't see why Wish cards couldn't be allowed back into Commander.

There may be a power problem with cards like Karn, the Great Creator and fetching Mycosynth Lattice . But as it stands, Karn in Commander is gimped pretty heavily by having one of his two loyalty abilities disabled, so banning him instead is likely not much of a difference.

That Karn kinda falls into the same category that caused Iona, Shield of Emeria to be banned quite recently in Commander.

July 11, 2019 9:05 a.m.

ae0n5105 says... #10

Tzefick, I mainly am concerned about sideboarding rather than wishboards, as there are several common threats that if left unchecked, would greatly reduce the play experience for everyone. Especially in groups with new players as they often do not have the experience to understand threats, and often are visited by people looking for new players to try their combo decks out on (as their groups are already burned out on the idea).

The EDH rules committee often says that these types of rules can be house ruled in, so their word is not absolute which is a fair point, but I find that often you can only bank on their rules being known to any normal group. When I join a new playgroup, I often find myself having the same conversation as I discuss my sideboard and provide reasons why they should be concerned of "Certain threats". Mostly they are OK with using them, but I feel like I would prefer more to skip having to have the conversation.

At one point I actually joined a game at a local Card store in my new neighborhood and sided in a "Solemnity" by chance (someone had an Atraxa deck). My new acquaintances were amazed as a different player just so happened to bring his blue green surprise infect deck that night.

I didn't win, but we all had more fun than expected since the infect deck had cards like blighted agent and tons of pump spells.

July 15, 2019 10:13 p.m.

Tzefick says... #11

First of all; sorry Berry for derailing your article's comment section.

I invite the interested people to go to this thread instead so we can discuss it separately:

https://tappedout.net/mtg-forum/commander/sideboard-and-wishboards-in-commander/

July 17, 2019 7:59 a.m.

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