Paradoxical Storm (Keep or Mulligan)

I mulligan that hand all day. You're banking on your Preordain getting you gasoline, but that doesn't quite work that way.

Here are three new hands (per request of Joe to have actual photos). What I would like to discuss, because I think it could be interesting, is depending on the match up (see above) or unknown opponent, if you are on the play/draw, how would you start off or would you mulligan?

Hand 1:
Underground Sea
Volcanic Island
Demonic Tutor
Ancestral Recall
Preordain
Timetwister
Tinker
2_1484594906890_IMG_1704.JPG

Hand 2:
Mox Opal
Chrome Mox
Gitaxian Probe
Paradoxical Outcome
Mox Opal
Senseei's Divining Top
Grim Monolith
1_1484594906890_IMG_1703.JPG

Hand 3:
Tinker
Sensei's Divining Top
Gitaxian Probe
Mox Ruby
Force of Will
Mox Opal
Defense Grid (I realize you wouldn't have this in game 2 against a Shops Deck).
0_1484594906890_IMG_1702.JPG

@mdkubiak Hands 1 and 3 look like easy keeps no matter the situation, and I could be talked to keeping Hand 2 in a Game 1 situation vs. a non-blue deck (where I wouldn't likely see Null Rod effects), but otherwise I would probably ship it back. Hand 3 has plans vs. Rod or Force, and the deck has a high number of low-casting bombs. It's not a high percentage among the ideal hands, but it seems better than a random six draw.

'Regardless the situation' seems a little agressive. I've only looked at hand 1 in some detail (Silly work keeping me busy) but Hand 1 is a mulligan against known Dredge, known Workshops on the draw, and maybe even known Workshops on the play.

my favorite hand by a MILE at first glance is Hand 3. You have Gitaxian Probe to either hit another 0cc Artifact or a land, and also to know if they have misstep (becuase they misstep the top but don't ever force it), and you have turn 2 Defense Grid with Force of Will backup. The Tinker is actually the least interesting card in that entire hand, too.

last edited by Guest

@Soly said in Paradoxical Storm (Keep or Mulligan):

'Regardless the situation' seems a little agressive. I've only looked at hand 1 in some detail (Silly work keeping me busy) but Hand 1 is a mulligan against known Dredge, known Workshops on the draw, and maybe even known Workshops on the play.

I question the call against Dredge... suppose it depends if you know what variation they are on. It has been my experience that Paradoxical Storm just out-speeds dredge most games. I think that on the play vs Dredge, I am keeping hand 1 all day.

Turn 1:
Underground->Recall
(if resolves)
should hit 1 or 2 artifact mana, either Twister that turn, or turn 2
(if countered)
pass turn

They play bazaar, pass

Turn 2:
(Draw 0 drop mana)
Land->rock->Tutor for Lotus->Twister
(Draw non-0 drop mana)
Land-Tutor for Lotus->Twister

Hello guys, I hope it's okay that I borrow this thread as it seems like almost a good fit for my question. So I am thinking about playing Paradoxical Storm, and I noticed that a couple of the deck-lists have an Ancient Tomb in the SB. So my question is, why and against which decks is this land used?

Ancient Tomb is mostly used against Workshop and Thalia decks.

It provides 2 mana, so it makes it easier to play your spells through taxing permanents, such as Sphere of Resistance, Thorn of Amethyst, Lodestone Golem and Thalia, Guardian of Thraben.

@toffs against shops or similar wasteland-running decks I think

Yeah, that makes sense. Thanks for the info!

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