Author Topic: Mulligan (Part 2)  (Read 7711 times)

Ironica

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Re: Mulligan (Part 2)
« Reply #25 on: July 29, 2013, 03:40:38 PM »
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From my experience playing Battletech (old school!), you could only take a mulligan if you had no resources on your first draw (for the youngins, you need resources to build the mechs).  Maybe we could place a restriction like that on it to prevent mulligan just to try and get a better hand (instead of necessity).  I would suggest that in your initial draw, if you have one hero and one evil character, you can't mulligan.  You should be able to start decent with at least those two peeps in your hand.  If you do it that way, I would only suggest leaving one lost soul out (opponent choice) and shuffling the rest (plus the hand reveal since you have to prove that you don't have one hero and one evil character (though that rule won't affect speed much since they have so few evil characters).

Offline Prof Underwood

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Re: Mulligan (Part 2)
« Reply #26 on: July 29, 2013, 04:19:12 PM »
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Redemption is also more fun when there isn't a soul drought.
Here's another idea.  What if there was a mandatory mulligan at no cost if you drew an initial hand without any LSs in it?  That way every game would at least start with one LS on the table for each player to go for.   :o

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Re: Mulligan (Part 2)
« Reply #27 on: July 29, 2013, 05:02:53 PM »
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Redemption is also more fun when there isn't a soul drought.
Here's another idea.  What if there was a mandatory mulligan at no cost if you drew an initial hand without any LSs in it?  That way every game would at least start with one LS on the table for each player to go for.   :o
I love this rule in a way.
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Re: Mulligan (Part 2)
« Reply #28 on: July 29, 2013, 05:42:19 PM »
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Redemption is also more fun when there isn't a soul drought.
Here's another idea.  What if there was a mandatory mulligan at no cost if you drew an initial hand without any LSs in it?  That way every game would at least start with one LS on the table for each player to go for.   :o

Don't like it. Just gives people more incentive to play offense-heavy decks as opposed to more balanced decks.
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Re: Mulligan (Part 2)
« Reply #29 on: July 29, 2013, 07:49:44 PM »
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Redemption is also more fun when there isn't a soul drought. My fear is players drawing lost souls, even with defense, but still taking a mulligan hoping to get no LSs the next time.
Although I feel overcoming a horrible lost soul pull to be a legitimate reason for taking a mulligan, I had not considered taking one to cause a drought. That is a good point that I completely overlooked.  What if--as a compromise of the two things--we said leave up to two lost souls of opponent's choice in play. Would this adequately defend against a drought seeker?

Quote
This ultimately comes down to deck-building. If you are not drawing a defense, then put more in your deck.
This past weekend I was playing a 51-card deck containing seven ECs and seven EEs. On my opening draw I pulled three lost souls, all seven evil enhancements, and Christian Martyr. I am open to your suggestions on how precisely to improve my deck-building skills to alleviate such draws in the future.

Quote
The game seems to be going more the route of combos and auto-blocks/rescues.
A part of the reason for character- and offense-heavy decks with tons of auto-blocks is because there is absolutely no way--within the current system--to overcome a draw like the one I experienced.

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Re: Mulligan (Part 2)
« Reply #30 on: July 29, 2013, 08:03:30 PM »
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Mulligans are inherently going to be abused when there isn't something forcing you to mulligan. There is not such condition to force mulligans in Redemption (unless, apparently, you are Mark Underwood and want to mulligan to draw more souls for the opponent to rescue, but I think we all know that was a joke) and therefore I am opposed to them.

Offline YourMathTeacher

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Re: Mulligan (Part 2)
« Reply #31 on: July 29, 2013, 08:08:08 PM »
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This past weekend I was playing a 51-card deck containing seven ECs and seven EEs. On my opening draw I pulled three lost souls, all seven evil enhancements, and Christian Martyr. I am open to your suggestions on how precisely to improve my deck-building skills to alleviate such draws in the future.

Out of curiosity, what shuffling method did you use, and during what round did it happen? I ask about the round to determine the proximity of the EEs before shuffling. What you have described is not a likely random draw. Now, mathematically speaking, this will have to occur with somebody at some point (or Nobody as the case may be) in the history of the game. But if cards are randomized effectively, this is too improbable. I would argue that the problem was with the shuffling, rather than the deck.

Which begs another question entirely. Does anyone sort their deck after each game? If so, how would that person's draw compare to someone who did not sort their cards between games? Just food for thought.

Back to the topic... I do not oppose mulligans. I think younger inexperienced players could use a lift to not lose hope too early in the learning process. I just think that there needs to be appropriate penalties in place to thwart misuse.
« Last Edit: July 29, 2013, 08:15:53 PM by YourMathTeacher »
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Re: Mulligan (Part 2)
« Reply #32 on: July 29, 2013, 08:18:47 PM »
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Which begs another question entirely. Does anyone sort their deck after each game? If so, how would that person's draw compare to someone who did not sort their cards between games? Just food for thought.

I sure hope they don't cheat like that.

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Re: Mulligan (Part 2)
« Reply #33 on: July 29, 2013, 08:23:48 PM »
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What you have described is not a likely random draw. Now, mathematically speaking, this will have to occur with somebody at some point (or Nobody as the case may be) in the history of the game. But if cards are randomized effectively, this is too improbable. I would argue that the problem was with the shuffling, rather than the deck.

I have seen these types of shuffles using simulators of other CCG's, so I know they are in fact indeed probable even when using a completely random computer-assisted shuffle.
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Re: Mulligan (Part 2)
« Reply #34 on: July 29, 2013, 09:44:18 PM »
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This past weekend I was playing a 51-card deck containing seven ECs and seven EEs. On my opening draw I pulled three lost souls, all seven evil enhancements, and Christian Martyr. I am open to your suggestions on how precisely to improve my deck-building skills to alleviate such draws in the future.

Out of curiosity, what shuffling method did you use, and during what round did it happen? I ask about the round to determine the proximity of the EEs before shuffling. What you have described is not a likely random draw. Now, mathematically speaking, this will have to occur with somebody at some point (or Nobody as the case may be) in the history of the game. But if cards are randomized effectively, this is too improbable. I would argue that the problem was with the shuffling, rather than the deck.
This was the first round--so the deck started sorted.  I did two pile shuffles--one with seven piles, the second with five (which are relatively prime). I followed this by six or seven "smoosh"
shuffles where you take your deck, split it in half, and "smoosh" the two halves together. In other words, my normal T1 shuffling procedure. So, yes, there could be a shuffling error of some sort, but I have no idea what it wouyld be and it has not manifested itself previously. I would attribute it to some bizarre subconscious double-nickeling except that the three souls were scattered among the seven ECs, and my first draw brought three cards whose card types were separated in the original sorted deck (a covenant, a fortress, and an artifact).

Mulligans are inherently going to be abused when there isn't something forcing you to mulligan.
As this does *not* appear to be the case in the one CCG I am familiar with that allows unpenalized no-fault mulligans (i.e., Android: Netrunner) I do not understand this statement. Would you please explain?
« Last Edit: July 30, 2013, 06:55:12 AM by EmJayBee83 »

Offline Alex_Olijar

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Re: Mulligan (Part 2)
« Reply #35 on: July 29, 2013, 09:53:01 PM »
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As this does *not* appear to be the case in the one CCG I am familiar with that allows unpenalized no-fault mulligans (i.e., Android: Netrunner) I do not understand this statement. Would you please explain?

I would mulligan for numerous reasons such as:

-I don't a hero
-I don't have a dominant
-I have a hero with no support
-My opponent has no soul and I have no soul gen
-My hand is bad in general
-I don't have a way to search for my AUTO

I thought of those in about 10 seconds and I would consider mulligans in each situation. Mulliganing with souls drawn actually increases my deck speed potentially so that seems good too.

Offline ChristianSoldier

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Re: Mulligan (Part 2)
« Reply #36 on: July 29, 2013, 10:09:48 PM »
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As this does *not* appear to be the case in the one CCG I am familiar with that allows unpenalized no-fault mulligans (i.e., Android: Netrunner) I do not understand this statement. Would you please explain?

I would mulligan for numerous reasons such as:

-I don't a hero
-I don't have a dominant
-I have a hero with no support
-My opponent has no soul and I have no soul gen
-My hand is bad in general
-I don't have a way to search for my AUTO

I thought of those in about 10 seconds and I would consider mulligans in each situation. Mulliganing with souls drawn actually increases my deck speed potentially so that seems good too.

And you think that any of these reasons are abusing mulligans? I think they are perfectly legitimate reasons.

I have only heard of Mulligan abuse in 2 cases, in MtG with Elf decks when you could only Mulligan based on lands in your hand (the trick here was that you had no lands in your deck so you could mulligan as many times as you wanted until you got the right cards) and the old Mewtwo mill decks in Pokemon, (in Pokemon you can mulligan when you don't have a basic Pokemon, but caused your opponent to draw a card, so you would have 59 basic energies and 1 Mewtwo, if you drew all energies, mulligan,, your opponent draws a card, if you draw Mewtwo, you had Mewtwo). In both games the Mulligan rules changed to make those abuses not work.

I would suggest that a single, no penalty mulligan for any reason could very likely be good for the game.
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Offline Alex_Olijar

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Re: Mulligan (Part 2)
« Reply #37 on: July 29, 2013, 11:46:19 PM »
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I'm suggesting that I'd be accused of attempting to abuse mulligans by the people who in this thread love mulligans.

Ironica

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Re: Mulligan (Part 2)
« Reply #38 on: July 30, 2013, 03:54:38 PM »
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If we follow the guidelines of Battletech (where you can only mulligan under a particular circumstance (which, as mentioned before, was lack of resources)), then there will be close to zero abuse.  What the requirements would be for Redemption is up to debate as Redemption is much different than Battletech.  I suggested that if you have a hero and an EC, then you can't mulligan (I later realized, though, that offense/defense heavy decks can mulligan almost every game).
« Last Edit: July 30, 2013, 03:58:14 PM by Ironica »

Offline YourMathTeacher

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Re: Mulligan (Part 2)
« Reply #39 on: July 30, 2013, 03:58:11 PM »
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This was the first round--so the deck started sorted.

That's interesting. I think I need to do some playtesting with just the first draw under a variety of circumstances. For others who have had the worst draw imaginable, how many of those were in the first round? And if it was a later round, did you sort your deck before shuffling?

I have seen these types of shuffles using simulators of other CCG's, so I know they are in fact indeed probable even when using a completely random computer-assisted shuffle.

Just to make sure that we are on the same page, did the draw include all of a certain card type in the deck? MJB's draw had all of his EE's, which is the part that I find improbable. I don't know his deck, but assuming a balanced spread of 7 EE, 7EC, 7GE, 7GC, 7LS, 7Doms, 7 Art/Fort (Farts for short), and 7 sites, a draw that includes all 7 of one type is incredibly unlikely based on sheer probability.
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Offline Alex_Olijar

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Re: Mulligan (Part 2)
« Reply #40 on: July 30, 2013, 05:34:30 PM »
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If we follow the guidelines of Battletech (where you can only mulligan under a particular circumstance (which, as mentioned before, was lack of resources)), then there will be close to zero abuse.  What the requirements would be for Redemption is up to debate as Redemption is much different than Battletech.  I suggested that if you have a hero and an EC, then you can't mulligan (I later realized, though, that offense/defense heavy decks can mulligan almost every game).

That type of restriction has never come up because it's literally impossible to define anything in redemption like that.

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Re: Mulligan (Part 2)
« Reply #41 on: July 30, 2013, 05:47:33 PM »
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That type of restriction has never come up because it's literally impossible to define anything in redemption like that.

QFT

I agree with Alex that Redemption is not like the other games when it comes to conditional mulligans. Pokémon, as well, has an easy condition (no basics), but that is because you can't play without them. If we are going to have a mulligan rule in Redemption, it would not be conditional. I still think it would just have to have a penalty of some sort.
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Re: Mulligan (Part 2)
« Reply #42 on: July 30, 2013, 07:10:07 PM »
+1
I still think it would just have to have a penalty of some sort.
Maybe a non-game play related penalty. For example, we could require any player who takes a mulligan to wear a large crimson M for the remainder of the tournament. Then the other players players could whisper behind his/her back that "Old so-and-so is a lousy deck builder."

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Re: Mulligan (Part 2)
« Reply #43 on: July 30, 2013, 07:12:17 PM »
+3
I still think it would just have to have a penalty of some sort.
Maybe a non-game play related penalty. For example, we could require any player who takes a mulligan to wear a large crimson M for the remainder of the tournament. Then the other players players could whisper behind his/her back that "Old so-and-so is a lousy deck builder."

I propose Big Red shots.
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Re: Mulligan (Part 2)
« Reply #44 on: July 30, 2013, 07:23:44 PM »
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I wish we could just come to the obvious conclusion that mulligans are just going to be abused and the same people who want mulligans are going to hate them because it don't be fun when I mulligan a hand with good cards to get better cards.

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Re: Mulligan (Part 2)
« Reply #45 on: July 30, 2013, 07:41:42 PM »
+2
Or worse cards.
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Re: Mulligan (Part 2)
« Reply #46 on: July 30, 2013, 07:42:22 PM »
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I still think it would just have to have a penalty of some sort.
Maybe a non-game play related penalty. For example, we could require any player who takes a mulligan to wear a large crimson M for the remainder of the tournament. Then the other players players could whisper behind his/her back that "Old so-and-so is a lousy deck builder."

I propose Big Red shots.

Remember the root beer tablets Matt brought to MN state last year.  They were even worse...... I didn't think that was possible at the time.

Offline Alex_Olijar

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Re: Mulligan (Part 2)
« Reply #47 on: July 30, 2013, 07:43:17 PM »
-1
Or worse cards.

No one will care when that happens. They'll care when I mulligan away a playable hand and get a hand that wins me the game and cry about how mulligans are broke.

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Re: Mulligan (Part 2)
« Reply #48 on: July 30, 2013, 07:47:21 PM »
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And both players have the option of doing that. Opening the nuts already exists in this game without mulligans. So what's the problem?
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Offline Alex_Olijar

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Re: Mulligan (Part 2)
« Reply #49 on: July 30, 2013, 07:47:59 PM »
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And both players have the option of doing that. What's the problem?

I don't want to listen to this thread in reverse next year.

 


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