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Mulligans

  1. Priorities
  2. Easy Keep
  3. Close Keep
  4. Close Mulligan
  5. Easy Mulligan
  6. Play/Draw Dependent

Priorities

  1. Two or three Mountains. Almost every spell in the deck costs one or two mana, so two lands already cast most of your hand, and the draw-two spells find the third land or more spells as needed.
  2. A draw-two spell. Grab the Prize, Highway Robbery, or Faithless Looting is what makes the rest of the hand work. It turns Fiery Temper into a one-mana spell, it is the way Sneaky Snacker reaches the battlefield, and it refills your hand.
  3. A damage-per-spell creature. With Kessig Flamebreather or Guttersnipe on the battlefield, every instant or sorcery you cast afterwards deals extra damage, so a hand with one is worth more than the same hand with another burn spell.
  4. A discard payoff. Fiery Temper or Sneaky Snacker makes the discard from your draw-two spell free. Without one, the discard usually costs you a real card, unless it is a spare Mountain or a you can still flash back.
Lava Dart
  • A one-mana play for turn one. Voldaren Epicure, Lightning Bolt, or Lava Dart keeps the first turn from being wasted. This is the item to give up first: a hand that has the first four and starts on turn two is still a good hand.
  • The payoffs only count when the hand can use them. Sneaky Snacker cannot be cast with Mountains, so in a hand without a discard outlet it is a blank card, and Fireblast is a finisher that, early on, only trades two of your few Mountains for 4 damage. Count neither as a play when you judge a seven.

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