Originally Posted by
Mayk0l
(I know it depends on what you're playing against but just try to consider these hands in general)
1) CotV, Mountain, SSG, Mox, Mox, Blood Moon, Seething Song
This hand offers a powerful lock early game, but lacks in threats
2) Tomb, Mountain, SSG, Raiders, Raiders, Seething Song, Mox
This hand offers threats and pressure early game, but has difficulty enabling Hellbent (unless you want to waste the cards in your hand). It lacks in locks, and a deck with removal might take advantage of this fact.
3) Tomb, City, RPD, Seething Song, CotV, MotM, Jitte
This hand is pretty powerful if you draw a red source. Do you wait and hope to draw that red source, as you have eighteen in your deck, and have not yet drawn a single one?
4) Mox, Mox, MotM, Blood Moon, Mountain, SSG, Trinisphere
This hand might be worth playing, but how much of your hand do you want to contribute to speed? Turn one Magus, Moon or Trinisphere is doable, but eats up a lot of your hand. How to play this? Mountain --> go?
Also: if you do not know what your opponent is playing, do you drop turn1 Blood Moon or turn 1 Magus?
5) Mountain, Mox, SSG, Slogger, RPD, MotM, SSG
This is a similar example; it offers an explosive start at the cost of almost your entire hand. Without a :2:mana land it's often possible to make that 3-drop turn one; is it worth it? Do you wait?
Do you drop turn one MotM or turn one RPD? Dropping MotM means cutting yourself out of turn 2 RPD.
Consider this hand if it were:
6) Mountain, Mox, SSG, Slogger, RPD, MotM, CotV
Would that change it?
And finally:
7) Tomb, SSG, MotM, RPD, Trinisphere, CotV, Blood Moon
I get this quite often; in general number 7 is basically a hand that nails you a three-drop turn one, but leaves you at two mana turn 2 (if you drop trinisphere), or more often: at one mana if you drop MotM or Blood Moon as they turn the :2:land into a mountain. What to do with hands that mean a turn 1 drop for you, but leaves you out of the mana turn 2?