Lands Final Hand Answer
Hand 10: (on the draw)
This is a keep, but a hesitant "loose" keep. I was actually somewhat shocked that no one else found the same way, I think the issue is/was not taking enough time to properly analyze the hand. The most common response to this hand was, "if you keep hand seven, then you keep this hand too", which isn't the case at all. Hand seven had Infernal Tutor where this hand has Burning Wish, which might not seem like a huge deal, but actually is.
- Past in Flames due to Bojuka Bog.
- Dark Petition due to Bojuka Bog.
- Empty the Warrens due to The Tabernacle at Pendrell Vale.
It's very difficult to throw back a hand with a pair of Lion's Eye Diamond and an action spell for the most part, but the real reason is anything that creates +1 mana source off the top of your library wins you the game. All of the mana in your hand adds up to nine mana after you cast your Burning Wish, a tenth mana allows a Dark Petition for Ad Nauseam even through a Crop Rotation. Making this hand slightly worse than hand seven but ultimately worth the risk. The real downside is this hand can't ever cast Abrupt Decay to answer a hate piece because it's only mana source is a Volcanic Island.
Hand 1: (on the play)
This hand has two options, the first being to Ponder for Infernal Tutor and the second being to generate ten Goblins. New age Miracles is weakest in their set-up stage of the game and ten Goblins on the play is likely good enough to get there. What I like about this hand is you're in position to combo off again if a card like Terminus did bail them out. Generally, I'm not a fan of Empty the Warrens versus Miracles but there's always exceptions.
Hand 2: (on the draw)
This hand doesn't have anything going for it – It's very slow and doesn't have disruption. Meaning, a card like Azcanta, the Sunken Ruin will likely seal the game or an early Counterbalance. Burning Wish for Past in Flames is strong versus Miracles, but you would need your cantrips to find Infernal Tutor, "ritual effects", and discard spells. It seems like a lot to ask for, while hoping for the blue enchantments to not lock up the game.
Hand 3: (on the play)
This hand is everything hand #2 wanted to be! It has disruption, "tutor effects", and mana to recur with Past in Flames. I would likely start off with Duress, then Burning Wish on the second turn. From there, turn three could be the combo turn.
Hand 4: (on the draw)
This hand needs two initial mana sources in order to win, which is asking a lot, but you don't need to win on turn one. If this hand had Infernal Tutor over Burning Wish, I'd snap it off. I think hitting two initial mana sources early isn't likely, especially when needing to play around things like Counterbalance, Counterspell, and Force of Will.
Hand 5: (on the play)
While going to five is bad, this hand doesn't have a lot going for it. You would need multiple Dark Rituals or Dark Ritual, Rite of Flame and another mana source to make this playable. I think this hand is already a mulligan to five, that's likely too slow.
Website recommendation for sideboarding
Hand 6: (on the draw)
Attacking Miracles in the early game is best, as mentioned before, this hand is capable of that but it can also go late if need be due to the Abrupt Decay. If the opponent taps out on turn one, I would consider going for it. If they don't, I'd likely pass.
Hand 7: (on the play)
Almost the ideal post-board hand, just need to find an Infernal Tutor.
Hand 8: (on the draw)
I can't fault anyone for keeping this, but at the same time, part for me wants to mulligan. If I was up a game, I'd likely keep – otherwise mulligan.
Hand 9: (on the play)
While this hand doesn't have any business, I believe it has enough disruption in order to win the game. I'd likely start off with Bloodstained Mire into Bayou, and then cast Duress. Follow up the next turn with Xantid Swarm (most likely).
Hand 10: (on the draw)
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I'll provide my answer in the next article, but for now, make sure to post your thoughts!