How to Mulligan better on MTG Arena in Timeless - Basic Tutorial by a Top 10 Mythic Player

Korae Timeless
30 Jun 202418:06

Summary

TLDRIn this tutorial video, the host delves into the art of Mulligan in high-powered Magic: The Gathering formats like Timeless, emphasizing its importance and complexity compared to slower formats. The video focuses on strategic deck understanding, Mulligan decision-making, and the impact of sideboard construction. Using an energy deck example, the host illustrates how to adapt Mulligan choices based on the opponent's deck and game plan, aiming to educate players on optimizing their chances of winning in fast-paced, high-stakes matches.

Takeaways

  • 📚 Mulligan strategy in high-powered formats like Timeless is crucial and differs from slower formats like Standard.
  • 🃏 Many players, especially from Arena, struggle with Mulligan decisions, which can be a decisive factor in winning or losing games.
  • 🤔 Players should understand their deck's game plan, speed, consistency, and interaction with the opponent's strategy for effective Mulligan decisions.
  • 🔥 The Mardu energy deck example is an aggressive creature-based strategy that can win through combat or card advantage engines like Codia Nightmare and Lurking.
  • 💨 Speed is a critical factor; knowing your deck's average win turn is essential to gauge if your Mulligan hand can meet that pace.
  • 🗃 Sideboard construction and understanding your opponent's deck are vital for making informed Mulligan choices, especially in post-sideboard games.
  • 🧩 Mulligan decisions should consider the interaction between your deck and the opponent's strategy, including the impact of sideboard cards.
  • 🛡 Against combo decks like Show and Tell, specific sideboard cards like Thoughtseize and Deafening Silence can significantly alter the game's outcome.
  • 🔮 Mulligan examples demonstrate the thought process of keeping or discarding cards based on the potential for fast aggression and interaction.
  • 📉 Mulligan to a lower number of cards can be risky but sometimes necessary to find the right combination of threats and interaction.
  • 🏆 Mastery of Mulligan decisions and sideboarding is a key skill that can elevate a player's performance in high-powered formats.

Q & A

  • What is the main focus of the video tutorial?

    -The main focus of the video tutorial is to teach viewers how to Mulligan effectively in Timeless and similar high-powered formats in Magic: The Gathering.

  • Why is Mulliganing considered a skill-testing part of playing Timeless?

    -Mulliganing is considered skill-testing in Timeless because it involves making strategic decisions based on your deck's game plan, your opponent's potential strategy, and the specific cards in your hand, which can significantly impact the outcome of the game.

  • What is the difference between Mulliganing in Timeless and in slower formats like Standard?

    -Mulliganing in Timeless is different from slower formats like Standard because Timeless is a high-powered format where games can be won or lost very quickly, and the Mulligan decisions are more critical due to the fast pace and the importance of starting with the right combination of cards.

  • What is the game plan for the energy deck discussed in the video?

    -The game plan for the energy deck is to be a fair aggressive creature deck that deploys cheap-cost creatures aggressively, generates energy, and uses cards like Ragavan, Guide of Souls, and Ocelot Pride to create a snowball effect, potentially winning the game through combat or through the combo of Thoughtseize and Deafening Silence.

  • How does the Mardu deck interact with the Show and Tell deck?

    -The Mardu deck does not interact well with the Show and Tell deck in the main deck because it lacks discard spells to disrupt the combo. The Show and Tell deck can win quickly if it assembles its combo, which the Mardu deck struggles to prevent without sideboard cards.

  • What are some sideboard cards that are good against the Show and Tell deck?

    -Some sideboard cards that are good against the Show and Tell deck include Thoughtseize, Deafening Silence, and Static Prison. These cards can disrupt the combo by removing key pieces or limiting the opponent's ability to cast spells.

  • Why is Deafening Silence effective against the Show and Tell deck?

    -Deafening Silence is effective against the Show and Tell deck because it limits the opponent to one spell per turn, which slows down their ability to assemble their combo and gives the Mardu deck more time to win through its aggressive strategy.

  • What is the significance of knowing your opponent's deck when making Mulligan decisions?

    -Knowing your opponent's deck is significant when making Mulligan decisions because it allows you to tailor your hand selection to counter their strategy effectively. For example, against a Show and Tell deck, you would prioritize finding sideboard cards that can disrupt their combo.

  • What is the rationale behind keeping a hand with Thoughtseize and Deafening Silence but no creatures?

    -The rationale is that Thoughtseize can disrupt the opponent's hand, potentially removing a key combo piece, and Deafening Silence can slow down their spell casting. This can buy enough time for the Mardu deck to draw into its threats and potentially win before the Show and Tell deck assembles its combo.

  • How does the Mulligan process change between Game 1 and subsequent games against the same opponent?

    -In Game 1, you might make Mulligan decisions based on less information about your opponent's deck. However, in subsequent games, you have a clearer idea of what your opponent is playing, allowing you to make more informed Mulligan decisions that specifically target their strategy.

Outlines

00:00

📚 Introduction to Mulligan Strategy in Timeless Format

The speaker begins by introducing the topic of Mulligan strategy in the Timeless format, emphasizing its importance and complexity compared to other formats like Standard. They highlight that many players, especially those from Arena, need to learn this skill. The speaker aims to teach the audience how to Mulligan effectively by sharing their thought process and providing examples. The video is intended for players of Timeless and similar high-powered formats, with a focus on understanding one's deck, winning strategy, speed, consistency, and interaction with the opponent.

05:01

🤔 Mulligan Decisions and Deck Interaction

This paragraph delves into the thought process behind Mulligan decisions, using the example of an energy-based creature deck. The speaker discusses the deck's game plan, which revolves around aggressive creature combat and the potential for a backup win strategy involving 'Codia Nightmare' and 'Luris'. They also touch on the importance of understanding the opponent's deck, particularly in a known matchup against 'Show and Tell', and how to adjust Mulligan decisions based on the opponent's strategy and potential sideboard cards. The speaker stresses the need to consider the speed and consistency of both decks and the impact of sideboard cards like 'Thoughtseize' and 'Deafening Silence' on the game.

10:02

🃏 Mulligan Examples and Hand Assessment

The speaker provides a detailed analysis of sample Mulligan scenarios, starting with a hand that appears strong but lacks the necessary sideboard cards to combat the opponent's strategy. They explain why this hand is not ideal against 'Show and Tell' and how Mulligan decisions should be influenced by the specific matchup. The speaker then presents a 'perfect six' hand that includes early interaction and aggressive threats, explaining why this hand is preferable. They also discuss the importance of planning the sequence of plays to maximize the impact of the hand and how the inclusion of 'Thoughtseize' can inform subsequent plays.

15:04

🔄 Mulligan Deep Dive and Sideboard Card Considerations

In this paragraph, the speaker continues the Mulligan discussion with more complex scenarios, including a hand that is initially considered bad due to a high land count but has the potential for a fast win. They explore the decision-making process for Mulliganing in different game states (on the play or on the draw) and the importance of considering the speed of the opponent's deck versus one's own. The speaker advises on the value of sideboard cards like 'Thoughtseize' and 'Deafening Silence' and how they can be used to disrupt the opponent's game plan. They conclude with a final Mulligan example that emphasizes the importance of card advantage and the potential for a quick win, even after Mulliganing to a smaller hand size.

🏆 Conclusion and Impact on Gameplay

The speaker concludes the video by summarizing the key points of Mulligan strategy and its impact on gameplay. They stress the importance of understanding Mulligan decisions and sideboarding to improve win rates, especially for Arena players transitioning to Timeless. The speaker hopes that the insights provided will be valuable for viewers, helping them to climb the ladder and succeed in tournaments. They encourage players to learn from the examples and apply the concepts to their own gameplay, emphasizing the difference it can make in achieving higher rankings.

Mindmap

Keywords

💡Mulligan

A 'Mulligan' in card games, particularly in Magic: The Gathering, refers to the process of reshuffling one's initial hand and drawing a new one if the player is not satisfied with the cards they initially received. In the context of the video, Mulligan is a crucial skill in high-powered formats like Timeless, where the initial hand can significantly impact the game's outcome. The script discusses the importance of Mulligan decisions and how they can affect the game strategy.

💡Timeless

Timeless is a format in Magic: The Gathering that allows cards from any set without restriction, creating a high-powered and diverse gameplay environment. The video is a tutorial on Mulligan strategies specifically tailored for Timeless and similar high-powered formats, emphasizing the unique challenges and considerations that arise in these fast-paced games.

💡High-powered formats

High-powered formats in card games like Magic: The Gathering are characterized by the inclusion of very strong cards that can significantly influence the game. The script mentions that Mulligan in Timeless and similar high-powered formats is more complex and requires a different approach compared to slower and more balanced formats like Standard.

💡Creature combat

Creature combat refers to the strategy of using creature cards to attack and defeat the opponent in a game of Magic: The Gathering. The video script mentions an 'energy deck' that aims to win through creature combat, emphasizing the importance of understanding how your deck is meant to win and making Mulligan decisions based on that strategy.

💡Sideboarding

Sideboarding is the process of adjusting your deck between games of a match in a tournament by swapping cards between your main deck and sideboard to counter your opponent's strategy. The script explains that sideboarding, along with Mulligan decisions and deck construction, are skill-testing aspects of Timeless that can greatly affect the outcome of games.

💡Deck construction

Deck construction involves the strategic selection and combination of cards to create a cohesive and effective deck in card games like Magic: The Gathering. The video script highlights the importance of deck construction in Timeless, as it influences Mulligan decisions and the overall strategy of the game.

💡Show and Tell

In the context of Magic: The Gathering, 'Show and Tell' refers to a combo deck strategy that involves casting the card 'Show and Tell' to put powerful cards like 'Omniscience' directly onto the battlefield. The script uses Show and Tell as an example of a combo deck that can win games quickly if not disrupted by Mulligan decisions and sideboard cards.

💡Combo deck

A combo deck in Magic: The Gathering is designed to execute a specific combination of cards to achieve a win condition, often bypassing traditional combat steps. The video script discusses how to Mulligan against a Show and Tell combo deck, emphasizing the need to delay the combo with specific sideboard cards.

💡Thoughtseize

Thoughtseize is a card in Magic: The Gathering that allows a player to look at an opponent's hand and discard a card. In the video, Thoughtseize is mentioned as a sideboard card that can be used to disrupt the opponent's hand, specifically against combo decks like Show and Tell.

💡Deafening Silence

Deafening Silence is a card that restricts the opponent to only casting one spell per turn. The script discusses how this card can be used in the sideboard to slow down combo decks, making it more difficult for them to assemble their win condition.

💡Amp Raptor

Amp Raptor is a card in Magic: The Gathering that allows a player to cast another card from their deck for free. The script mentions Amp Raptor as a way to rebuild the board after Mulligan decisions that result in a weaker hand, providing card advantage and momentum.

Highlights

The importance of Mulligan strategy in high-powered formats like Timeless, especially for Arena players.

Mulligan decisions can significantly affect the outcome of a game in Timeless format.

Understanding your deck's win conditions, speed, and consistency is crucial for Mulligan decisions.

The energy deck example is used to illustrate the Mulligan thought process in a fair, aggressive creature-based strategy.

The deck's interaction capabilities with the opponent's strategy, including color-based spell options.

The significance of knowing your opponent's deck for informed Mulligan decisions in games two and three.

How the Mardu deck's interaction with the Show and Tell deck is limited, affecting Mulligan choices.

The role of sideboard cards like Thoughtseize and Deafening Silence in Mulligan decisions against combo decks.

The impact of Deafening Silence on combo decks, increasing the difficulty of assembling their win conditions.

The process of evaluating Mulligan hands based on the presence of interaction and threat cards.

The example of a Mulligan to six cards with two pieces of interaction and two aggressive threats.

The importance of card sequencing and mana management when deciding on Mulligan hands.

The dilemma of Mulligan decisions when facing a potentially faster combo deck.

The example of a Mulligan to five cards with aggressive nut draw potential against Show and Tell.

The strategic choice between keeping multiple copies of interaction cards or spreading them out for better resilience.

The final hand evaluation emphasizing the balance between interaction, threats, and mana sources for optimal Mulligan decisions.

The overarching theme of adapting Mulligan strategy to the specific context of the game, including opponent's deck and game state.

Transcripts

play00:00

hey everyone welcome to another Timeless

play00:01

video today I am going to be giving a

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bit of a tutorial a bit of a lecture on

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how to Mulligan in Timeless and similar

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High powerered formats multing is a very

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skill testing and important part of

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playing Timeless and it's something that

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I've noticed that a lot of Arena players

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tend to struggle with multing in

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Timeless is very different than

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mulliganing in slower lower powered and

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more fair formats like standard and

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alchemy that you see on Arena so it's a

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skill that a lot of players do need to

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learn so making this video to hopefully

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help teach everybody I've said before in

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the past it sounds like an exaggeration

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but I do think there's a shred of truth

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to it that a lot of Timeless players

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lose games when they cast their first

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spell or even before that and the reason

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I said that they've already lost the

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game when they cast their first spell is

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because mulliganing sideboarding

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sideboard construction deck construction

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are very important very skill testing

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parts of Timeless and if you make a

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mistake mulliganing you can

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more or less throw a game away so I'm

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going to go over my thought process as

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Ian we're going to go over some examples

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together and hopefully you are going to

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learn to be a little bit better at Magic

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this is aimed at people learning

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Timeless though it's also applicable to

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other high-powered really fast formats

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also this is a PowerPoint not Arena I've

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tricked you so let's say for the purpose

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of example we're playing the energy deck

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that everybody's been playing on Arena

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ladder this is a fair deck that is

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trying to win through creature combat

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and it's very important when you do your

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Mulligan decisions to understand your

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deck how you're going to win how fast

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you're going to win how consistent and

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how you are going to interact with your

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opponent so let's go over all those

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criteria for this energy deck what's our

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game plan here we are a fair aggressive

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creature deck we're going to slam these

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creatures they all cost one and two

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really aggressively costed really cheap

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we're going to slam them we're going to

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turn them sideways we're going have a

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nut draw with a ragavan we're going to

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have a nut draw with a GU of souls we're

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going to have a nut draw with an ocelot

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Pride

play02:00

and we also have the back door option of

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grinding with this deck which is awesome

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because we play both codia Nightmare and

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luris so you can win games through this

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Avenue as well that's something we want

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to keep in mind how fast and consistent

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I've played this deck the most out of

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any deck on ladder and even when your

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opponent interacts with you and they

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lightning bolts your turn one ragavan

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you're still winning on turn five and

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six if you have a dense draw of

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creatures and if your opponent is

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playing another creature deck that comes

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up the board it will go slower but you

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can overcome with your cthonian

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nightmare um but with a minimum am

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minimal amount of interaction just like

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one or two removal spells and then your

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opponent doesn't put too many blockers

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up yeah you're very consistently winning

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on turn five turn six with this

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deck so let's also think about what this

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deck does to interact with its our

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opponent we are in the Maru black white

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red colors so that means we have access

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to Black discard spells which are very

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strong against a bunch of different

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decks we have access to Red creature

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removal which is strong against some

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decks does nothing against others we

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have access to cards like static pres

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that Exile any per which is sweet and

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then we have specific hate pieces in our

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sideboard which are tailored to fit the

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meta and Decks that we are weak against

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I'm not going to go over sideboard

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construction now let's just assume that

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we have these things in our

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sideboard for the purposes of example we

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also need to understand what we're

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playing against so for the example we're

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playing against Shanel and every single

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time you make a Mullan decision you need

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to consider what your opponent is

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playing against if you watch my videos

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where I post me playing like and I'm

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really high Mythic I always think about

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what my opponent is playing if it's game

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one I look their companion and I try to

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figure out what their deck is and if I

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don't know that then I make the Mulligan

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decision as best as I can but if it's

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game two and game three I always know

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what my opponent is playing and I will

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always consider it when I'm making the

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Mulligan decision so the show Intel deck

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what are they trying to do they are an

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a+b combo they need to cast a show Intel

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with an omniscience in their hand that's

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more or less it and once they put the

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omnics into play they can win with a ham

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sandwich as long as they have any spell

play04:00

that draws cards or digs through their

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Library they're pretty much guaranteed

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to win once the omniscience hits the

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battlefield they're very fast Speedy

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gonzale deck they could do it on turn

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three if they just happen to have all of

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the cards in their

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hand and even if they don't have it in

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their hand on turn three they play a

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bunch of draw spells a bunch of Dick

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spells a bunch of tutors so you bet that

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they're going to get it together on turn

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four and turn five so how do our two

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decks interact with each other

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Unfortunately they don't if you go back

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a couple slides and you look at how I

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had the mardu deck set up I'm not

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playing main deck discard so I don't

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have a way to mess with their combo we

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don't interact and the unfortunate part

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for us is that they are a little bit

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faster when I said how fast are the

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decks Our Deck was winning on turn five

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turn six very consistently but their

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deck can win as quick as turn three

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there is no nut draw on the boros deck

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that wins on turn three so that is a

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problem for us so one last thing to

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consider before we get to mulliganing is

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what cards are good against them in our

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sideboard I just said thought Seas very

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good we also consider cards in the main

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deck of course if thought Seas was in

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the main deck we would be considering it

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as well so we have thought Seas which

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are very strong against them and the

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reason that it is strong against a combo

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deck is because they are an A plus b

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combo deck they need both A and B in

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their hand when they try to win the game

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so if we thought seiz them and we take B

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and they only have a they need to Now

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cast a tutor or a draw spell to try and

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get B again and in order to do that it's

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going to slow them down we also have

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deafening silence which is good which

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can slow them down I have another slide

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on defening silence next so we're going

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to get to that later and then we also

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have some backup like emergency could

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maybe interact with show Andel cards but

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they I wouldn't count on them static

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person is one of them uh if her opponent

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cast show Andel and they put an omnition

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into play you could put a static prison

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into play and it'll Exile the omnics

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though a lot of Show and Tell decks are

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built to beat that because they play Bor

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upo in so don't rely on cards like this

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but you can consider them when you m so

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let's think about how good our sideboard

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cards actually is as I said before

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they're an e plus b combo they just need

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two cards in their hand two specific

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cards if we slam a defining silence and

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we put this onto the battlefield they

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now become an A+ B combo still need the

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payoff they also need interaction with

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us and the interaction that this deck

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usually plays is force of vigor so they

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very specifically need Show and Tell

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omniscience force of vigor and extra

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green card and a draw spell in their

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hand that's five cards now that is part

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for them to assemble it's pretty much

play06:31

impossible for them to naturally have

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that on turn three and it's going to

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take them quite a few turns to dig

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through their deck and find all of those

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pieces especially considering deing

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silence is limiting them to one spell

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per turn so it's slowing down how they

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even assemble their combo so this is a

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really really really good card putting

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this card in play is the difference

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between oh they went on turn three and

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we win on turn six we're going to lose

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every time because they're faster to a

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their deck is now stumbling and they're

play07:01

putting their combo together only on

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turn six or turn seven we can win faster

play07:06

than

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that and as I said before we're not

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trying to shake them off forever because

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they do have cards like force of figure

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they can't answer our sideboard cards if

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we thought seiz them it's not like we

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permanently removed all copies of show

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Andel from their deck they could still

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do it but we've delayed them to make

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them slower than our deck to give us a

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chance because without sideboard they're

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going to win turn three before we've

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even dealt 10 damage to them if we

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thought seiz them we take the important

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card and then they take five turns to

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reassemble their combo we kill them

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that's simple it's shrimp as that as

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they say all right it's been 10 minutes

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approximately and we still haven't

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gotten to actually talking about

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mulliganing so let's go ahead and go

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through some sample Mulligans together

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I'm sorry it took a little bit to get

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here but you know the phrase Don't Give

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A Mana fish teach the fish I'm trying to

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explain why we're going to mull again so

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hopefully you can do these decisions by

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yourself and not have to reach for a

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sideboard guide every single time that

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you play a specific

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deck all right here's your opening seven

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after doing the yunk splanky we have

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indeed drawn seven cards we know we are

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against Show and Tell let's say we're on

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the play it doesn't particularly matter

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with this hand we are against show Andel

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are you going to keep this seven think

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pause the video real quick

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I am not going to keep this seven and I

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posted this because I think this is a

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hand that's going to trick a lot of

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Arena players and a lot of people who

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are not used to mulliganing to specific

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sideboard cards this is a hand that has

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a mix of lands and spells we have four

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spells three lands that's optimal if

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you're playing draft you're going to

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keep this every single time if you're

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playing standard you're going to keep

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this you know why you might be tempted

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to keep this because we have amp Raptor

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and unstable amulet together those are

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two cards that work very well together

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we have the Nightmare and the Bro

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Masters those are two more cards that

play09:00

work really well together these are

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cards that let us grind the GL game

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we're going to we're going to win if we

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get to play all of our cards right I

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think we're against show Andel if we

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don't kill them before like turn five

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they're just going to combo we need to

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stop their combo so we cannot keep this

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the only way this hand has a chance of

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winning is if amp Raptor just gets super

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lucky and hits into a defening silence

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or something like that or we just happen

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to draw a sideboard card and then our

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opponent happens to stump

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but that's a 5% chance to

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happen we're not doing that so here six

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cards are better than the seven even

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though this is a totally fine seven to

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keep in game one against a random

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opponent so in game one I would also

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think about hey could I be against an

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unfair deck should I Mullan a little bit

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deeper to have some One Drops let's

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Mullan this seven new cards will you

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keep six of these pause think

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Sor you're getting a little silly here

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this is perfect this is a perfect six

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here and let's talk about why it's a

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perfect six we have two pieces of

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interaction and we also have our two

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fastest most aggressive threats in the

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deck both guide souls and ocelot Pride

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our One Drops so we can deploy them both

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on turn two and they instantly start

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snowballing we're going to instantly

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start generating energy we're going to

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start creating extra creatures we're

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going to be able to put the pressure on

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our opponent really really fast and then

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we interact with them in two different

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ways if interacting with them once

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pushes them back from a turn three combo

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to like a turn five or six combo

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interacting with them twice is going to

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push them back to turn seven turn eight

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and then we are very very very very

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favored at this point this is a obvious

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example of a very strong six that I'm

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always going to be happy to keep and

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since we have all One Drops here how I

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would particularly do it is I would put

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the mountain back and we would keep

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these particular six cards because we

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really only need the two lands and then

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one other important thing that you want

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to think about when you keep these sorts

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of hands is Secret saying in exactly

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what order you're going to play your

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cards it matters less here but if we had

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two drops in our hand we would have to

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consider okay are we going to have the

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Mana to cast all of these things in what

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order do we want to cast these things

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here what we can do is we can cast the

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turn one thought Seas to look at what is

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in their hand to take any interaction

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that might kill our deafening silence or

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kill our creatures early and then turn

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two based on what we saw at the thought

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Seas we can play guide of souls followed

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by defening silence or guide of souls

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followed by ocelat Pride if we have time

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and we don't need deafening silence on

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the board

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immediately if we had like two drops in

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this hand we have to rethink that it

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might be a little bit awkward you might

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think about keeping three lands in that

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case so always always think about your

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sequence and what order you actually

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want to play these spells and the fact

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that we the thought seas and the silence

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at the thought Seas to inform our

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sequencing increases our win rate by a

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lot all right example number

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two I presented you with seven cards are

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you going to keep these seven

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water break Yep this is an obvious bad

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hand where unfortunately we got screwed

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by RNG uh we do have our two most

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explosive one drops but we have five

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lands we don't have the sideboard pieces

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against the unfair deck so we are going

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to knock this back if this was game one

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and we were on the play against a random

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opponent you could maybe keep this on

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the draw you would really like never

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want to keep this and against show and

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tell when we know what we're playing

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against yeah we got to find those sideb

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bird cards go to six are you going to

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keep this six think about it I'm taking

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another sip just so you can

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think now this is a tough one I'm G to

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be honest with you this is one of these

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Mulligans that if I saw this hand in

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game I would think about it until the

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Rope showed up on Arena because this is

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really interesting every single time you

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mull in it's super punishing when you go

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from 7 to six and then 6 to 5 and then 5

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to four your win rate drops pretty

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significantly for each card you lose out

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of your hand of course 7 to six isn't a

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big issue we can all think of times that

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we Mullan to six and one happens really

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frequently even mulliganing to five you

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still win sometimes on five but if we're

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going to go to four or

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less it's not it boys I don't think you

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could really win at that point it's very

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very rare So now that we're on six we

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going to five after this which is really

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sus I don't see our sideboard cards here

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which is a reason to want to go to Five

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however in this example we have probably

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our best most aggressive nut draw if we

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are on the play here we can go turn gu

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of souls turn two we do second guide and

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ocelot Pride generate an extra creature

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token generate so much energy turn three

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we play an amp Raptor we hit another

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threat we can pay energy with gu of

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souls twice because we're going to have

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so much energy we're going to have the

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aggressive nut draw that keeps our

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opponent dead on either turn four or

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turn five this is kind of crazy so if we

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were on the play I would keep this

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instead of going to five because I think

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us killing our opponent by turn five at

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the latest is going to be faster than

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they kill us on average I did say the

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show and H de can win on turn three but

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they're not going to do that pretty

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frequently their average turn to win is

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closer to five so if we're going to kill

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them on turn four or turn five on the

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play we're good in that scenario it's at

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least better than willig getting to five

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and we might end up keeping an even

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crappier hand with close to zero chance

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of winning or we just keep a hand that

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has sideboard cards and no action and

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then we just sit there waiting to draw a

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threat and our opponent wins on turn 16

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that would also really really suck so if

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we're on the play I think this is a

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pretty simple keep I would put one of

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the amp rptor back I have that slide

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right nope I don't have that

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slide if we were on the play I would put

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one amp Raptor back because this is the

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nut draw if we were on the draw

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I would probably mull again this which

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is tough this is one of those marginal

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decisions because even on the draw this

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is the nuts this is very fast and it's

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worth keeping so let's say we

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hypothetically do Mulligan because we're

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on the draw and we go to Five are we

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keeping this five the answer is yeah we

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are keeping this five we we three

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sideboard cards and an amp Raptor and

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amp raptor is awesome because it lets us

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get the card Advantage back amp rapor is

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essentially a two for one you C you get

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the two1 Raptor and then you can cast

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another card out of your deck it's

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awesome it's how you rebuild from

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mulliganing so this is fantastic but my

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question to you the viewer is this is an

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obvious keep but what five cards are you

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keeping simple

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water

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excepts so the specific five that I

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would keep our next slide is we keep one

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thought Seas one defening silence one

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amp Raptor and the two lands we need the

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two lands to Caster Spells Of course so

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we don't want to keep just one the

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reason we kept a split of thought seas

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and deafening silence is because I know

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my opponent on Show and Tell and their

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main sideboard to fight my sideboard

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cards is force of Viger force of Viger

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says destroy up to two target artifacts

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and enchantments so having a second copy

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of defening silence doesn't do anything

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that's why I'd rather split the thought

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sees and the deafening silences we also

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went down to one amp Raptor because it

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doesn't make sense to keep two amp

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Raptors cuz then that would force us to

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keep only one land and then we would be

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top decking hoping that we hit it I

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would much rather keep it like this and

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let's say we do our thought seas turn

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one and then we happen to draw our third

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land well now we have a fetch that we

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can use to get a surveil land to

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hopefully filter our draws to make sure

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that we don't flood and that we are

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actually able to kill our opponent in a

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reasonable time frame I think even

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though you Mulligan to five here you

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still have a good chance to win against

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shael because you have two pieces of

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interaction and the amp Raptor should

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rebuild your board and if you don't top

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deck horrendously you should still be

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able to kill them on like turn six or

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seven with your energy cards and through

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two sideboard cards it's probably going

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to take them that long to do their Show

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and Tell thing unless they get very

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lucky so I think you have a really good

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shot

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here and that's it that's the video we

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only did two examples but the point with

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this is to more teach you the idea

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behind how you make these mulling

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decisions and how you make sideboarding

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decisions as opposed to going through

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every specific example with you this is

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in my opinion the difference between

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somebody who ends up wallowing and

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languishing at like 80 something perc

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Mythic even though they play a crap ton

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and somebody who goes to the moon and

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ends up at the top of the ladder and

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ends up smashing some tournaments so

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hopefully this was eye opening hopefully

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you learned something if you've been

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playing Paper vintage for 20 years no

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you didn't learn anything but you're an

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arena player who's new a Timeless hoping

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to get there win rate up hopefully this

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was some really nice insight for you

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thanks for watching folks

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