This deck is a combo deck at heart, and is therefore all about the opening hand. Even though you can topdeck very well, don't rely on anything you don't see in your opening hand; you cannot rely on any one card to guarantee you victory. You should be able to win with the cards in your opening hand, or be very close to it. The kinds of hands you should keep or mull vary depending on what you're up against, but i will give general rules below.
- Do not keep any one-land hands, except in extreme circumstances where you know you can win with one land for the whole game. Do not count on drawing more land!
- Do not keep any creatureless hands. Ever. You will never draw into a creature, and you are powerless without them. Also, if your only creature is Inkmoth Nexus, i recommend having three lands at least.
- Try to not keep any hands without protection. Being 3-for-1'd when you stack pumps on a Glistener Elf that just gets Path to Exile'd is not a good feeling, and will usually cost you the game.
- Try to not mull below five cards. Having something in your hand is better than nothing.
Here is an example of a great hand:
Pendelhaven
, Breeding Pool, Glistener Elf, Noble Hierarch, Distortion Strike, Mutagenic Growth, Vines of Vastwood. You are looking at a turn 3 kill here. Play your elf first, then have your way with your opponent.
Another example of a keepable hand:
Forest
,
Pendelhaven
, Blighted Agent, Noble Hierarch, Apostle's Blessing, Rancor. Note that it has only six cards. This hand has a nice assortment of different cards to choose from, and can deal nine damage on its own by turn 4. If you draw into... well, anything besides a land, by or on your fourth turn, then you can easily win on your fourth turn (maybe your third).
Yet another example of a keepable hand: Breeding Pool, Windswept Heath, Glistener Elf, Distortion Strike, Vines of Vastwood. It is only five cards, so you will have to compromise some. Under ideal conditions, this hand can have dealt eight damage by the end of your third turn, and a good chunk of the cards in this deck can push you past that. Also, it's not like pitching to four is very appealing.
An iffy hand: Breeding Pool,
Forest
, Windswept Heath,
Gemstone Mine
, Blighted Agent, Groundswell, Apostle's Blessing. This hand does not have much power, and you're really at the mercy of whatever you happen to draw. I would keep this against certain matchups, like control.
Another iffy hand: Misty Rainforest, Breeding Pool, Glistener Elf, Blighted Agent, Blighted Agent, Noble Hierarch, Gitaxian Probe. This is a bit more control-y and slow paced than the other hands. It also has lots of creatures, but little protection, which may be good or may be terrible.
A terrible hand which should not be kept: Misty Rainforest,
Pendelhaven
, Noble Hierarch, Spell Pierce, Vines of Vastwood, Rancor, Distortion Strike. Sure, you could pile it high on the hierarch if you really wanted to, but i thought you were playing infect! No infect creatures means insta-mulligan.