You wont have mana issues if like 30% of your spells are just grabbing lands for you, especially with Gatecreeper handing you your turn 3 land drop.
Well here's a situation I run into a lot. Either 1 land off the start or 2 lands with no creeper. I just lost 3 games because of situations like this. I guess it can't be helped. I mean, I still win 80% of my games and always hover at 40, but it's frustrating to have mana problems in a ramp deck lol.
And many times I get the perfect ramp hand, but it takes forever to draw threats. And I have 9 threats in my deck. I have nothing mid range except for
Outland Collosus. That's my only 5 drop.
But I can handle getting flooded or even too much ramp as long as I can draw a few of my sweepers. But it's just the beginning I'm worried about.
This is a situation I run into a lot. Starting hand has two lands and no Pilgramage or Vine and maybe Moss and a few threats. The threats are all 6 drops or higher, so if I miss any drops I'm screwed. And I have to draw two lands to play moss. That kind of hand gets obliterated in mirror match ups, aggro or any other type of ramp deck if miss any drops. And if someone else is running moss then that hand gets destroyed if they play theirs first. I guess that issue will resolve itself soon enough.
So that is an obvious mulligan hand. And it always seems when I mulligan in those situations it comes out worse.
Maybe that's the conversation I need to hear. When should I mulligan? Is the above example ok to keep after the 1st or 2nd mulligan? What combinations of cards do I need, at a minimum, to not mulligan?