In a way, I sort of am looking for the basic generalities, as I'm admittedly a bit inexperienced with the deck, but I do have a few examples that came up recently:
Game 1, On the Play
http://puu.sh/7Yj79.jpg
This hand has loads of mana, a Ponder to dig for business, and a discard spell... but no initial land. This probably most exemplifies that sort of "I could keep and this could go off insanely" kind of thing that makes it hard to decide whether to keep or pass. What sticks in my mind is that I'd likely use the Chome or Petal, thus it feels like I'm playing at a mulligan, but I don't really want to mulligan, since I couldn't expect that density of mana and a discard spell, this feels better than the average 6, so I think I'd keep here.
You can call me crazy, but this looks like a classic example of a Belcher-hand rather than one you want to try riding by opening with Petal -> Ponder and see if you can sculpt something in the next 3 turns. Petal, Mox (imprint Therapy), DR, DR, LED, Ponder, break LED for RRR and look to hit a 10-outer. YOLO
Game 1, On the Play
http://puu.sh/7YjiW.jpg
This is another hand with a "missing piece", discard, and a hiccup in colors as the business spell doesn't match the land. On the turn you go off, the Petal can power the Ritual though, and that Brainstorm can probably find the discard spell. If I knew the deck wasn't Blue, I would keep for the fast combo potential, but using the same sort of "this seems better than the average 6" logic, I think I keep blind too.
Volcanic, go. BS for protection or to fire off EoT
Game 2, On the Draw against Miracles (I boarded out Warrens, Ponder, Tutor, Chrome Mox, for 2 Decay, 1 Pyroblast, 1 Tropical Island)
http://puu.sh/7YjFB.jpg
This hand seems way too clunky to keep. The Chrome Mox isn't looking too hot, the Infernal Tutors could be used to bait counters and assemble Rituals, but that seems poor off of either Chrome Mox or Gemstone Mine as the 2nd mana. I also have no interaction with what could be a looming Counterbalance. I ended up mulling here.
Mox (BW), Gemstone, Infernal for DR #2. Turn 2, Tropical, DR, DR, Infernal, AN ... all before Counterbalance or Clique
Edit: missed being on the draw. You can still gamble against CB or be more conservative, imprinting IT and Wish for Thoughtseize instead
http://puu.sh/7YjHH.jpg
This hand is a bit risky with no initial land, but I do have 3 shots to draw one. Moreover, this hand is full of disruption which gives me a fighting chance to assemble a combo. I ended up keeping here, mostly due to the allure of the Cabal Therapies versus the risk of hitting a 10-outter for black sources in 3 draws.
total junk. No IMS, no fastmana. Still better than mulling to 5
Game 2, On the Play against Reanimator (I boarded out Warrens, Ponder, Tutor for 2 Xantid Swarm and 1 Tropical Island)
http://puu.sh/7YjNv.jpg
This hand is anemic in terms of mana, but it has business and land. What drove me to keep was the interesting little pincer of disruption: Gitaxian Probe lets me get a nice Cabal Therapy off, or Thoughtseize if a value play isn't there, or it lets me know if I can safely Ponder to dig for mana. The trade-off here is that I have none of my Swarms and likely no access to them in the foreseeable future, based on that line of play.
there is a line to consider: Probe, Petal, Ponder, Fetchland -> U.Sea. You trade here the Petal for a shuffle effect. Against Reanimator on the play I would ponder first regardless
Game 2, On the Draw against Patriot Delver (I boarded out Ponder, Tutor for 2 Pyroblast)
http://puu.sh/7YjRY.jpg
I value sideboard cards pretty highly in this deck, since we bring in so few and they tend to be so high-impact, and here I am with the Pyroblast and sources to back it. The dangerous aspect here is the possibility of getting Brainstorm-locked when I'm looking for both mana and business. Being on the draw makes it a bit worse too, as they could drop a threat and then I'm stuck with a slow hand or possibly locked one negating whatever time or edge I could produce with Pyroblast. I think this hand just comes down to betting the game on Brainstorm, and idk if that's the way to play, I'm probably most curious about this hand. I ended up mulling though.
clear keeper with "Volcanic, go" once more. You have stable mana, sit on your cantrips and handle Delver, Meddling Mage, SFM and TNN. What more to ask for?
http://puu.sh/7YjTv.jpg
This hand is a bit land-heavier than I'd like it to be at a glance, but it also has some resiliency to Wasteland for that reason. The mana accel is a bit awkward, but it works due to Gemstone and Petal, it just seems like there's a bit too little of it. Overall, this hand just seemed to be missing too much. I mulled and kept 5, I didn't screen it since I don't really think you should mull below that as it becomes really difficult to play any sort of line at all at 4 or less cards.
also a keeper for a 6-card hand