Players new to Duels of the Planeswalkers and Magic the Gathering in general have a lot of problems. They can’t evaluate card strength, they don’t have a sense of timing, and they tend to smell a lot like Fanta. I don’t know why, it’s just how things are.
You can help them out by, say, giving them net decks, or by giving them some simple rules to play by (save removal for real threats, hold cards that are useless, stop drinking fucking Fanta), but there will be errors in judgment they’ll still make… often before the game even starts.
Yes, that’s right, I’m talking about the mulligan prerogative, the option each player has to ditch his or her hand and hope Fate grants’em a better draw. In real Magic there’s an immediate penalty to six cards, though in Duels of the Planeswalkers, gamers are given a freebie (which is not uncommon as “house rules” in many establishments). And while it may sound like a super-powerful option to be able to kick off a crappy initial draw for something else, the fact is few noobies ever mulligan.
I don’t know why, though I’d guess it’s fear. They might be thinking sure, thishand sucks, but what if the next one sucks more? Unfortunately, that thinking is dead wrong, and is probably a direct result of brain damage caused by Fanta consumption. That’s why I decided to put together a “short” video about the important of mulligans: what they are, when you should take them, and how to know if a hand’s worth settling for.
Well, without further ado, here it is. There are certainly other mulligan considerations (which you’re free to leave a comment about!), but I believe this video covers the essentials and should help prevent mana screw from ruining scrubs’ days.