How will the Mulligan be implemented against teams using turn zero exploders? Will it explode, give you the resultant mana plus cascade mana and still offer you a Mulligan even though you have perhaps a couple of troops castable already?
I guess the traits would only kick in after a mulligan, once the match starts.
A mulligan in MtG has a built in penalty, where you draw one fewer cards each time you mulligan. It canât be used to just redraw into a superior hand; itâs something you want to do only if your hand is downright terrible.
I donât see any equivalent here. A mulligan on the game board which lets you keep control of the board would be incredibly overpowered, to the point that no penalty could hold it back from being the âsmart playâ every time you start off without a 4 match on the board. On the other hand, any mulligan where you lose control of the board when shuffling would be a bad play in all cases because you effectively lose a turn, and there is a chance the AI would get a board thatâs set up for a combo or 4/5 match anyway.
Its a bad idea. Just take a loss from time to time and move on. The only way this would be a neutral idea is maybe in guild wars so if you take one it cost you points and for every one you take the penalty for taking it climbs. Points and or Gems.
My only disagreement with the concept of a mulligan is in and of itself a bigger problem.
If Iâm running my current PvP team with its optimal class, most boards win within 3 turns and a startling number of them win within 2. There are some very specific teams that will always beat me if and only if the starting board doesnât let me make particular early moves.
If I could mulligan/shuffle, Iâd go from something like a 95% win rate to a 97% win rate. In the end, that wouldnât help me very much. But Iâd also be even more angry about the games where I mulligan a bad starting board into another bad starting board.
So I think itâs diminishing returns. That extra 2% of wins wonât make me much happier, and it comes at the cost of a new scenario where I feel like the game screwed me against all odds. No deal.
On the other hand, I can stand behind, âThe game should be reworked such that winning within 5 turns is not possible with any configuration outside of exceptionally rare board states.â Weâd have to rework the economy, though, as the game would be much slower. Weâd probably lose almost all Empowered troops and weâd need significant nerfs to all generators and exploders. Damage would have to be cut across the board, etc. Itâd be a completely different game, and itâd also mean the modes like Delve that require such power would need to be reworked.