Originally Posted by
QuantumNinja
Fully agree with everything here. With a well-constructed deck, bad starting hands really don't happen all that often.
With a 39 card deck with exactly 20 cards which cost 3cc or less, you have a ~0.12% chance of not drawing one by turn 3 if you went first and a ~0.04% of not drawing one by turn 3 if you went second. Obviously those odds get even smaller if you include even more 3cc or less cards.
The point is, with careful deck construction, you can be almost guaranteed to be able to do *something* by turn 3. Being completely hosed by a bad starting hand really should almost never happen. The odds I quoted above roughly translate to something on the order of 1 game out of every 1000 where you won't be able to make a play by turn 3.
Even if you find yourself in that rare situation where you're unable to make a play by turn 3, that means you've only had 4cc+ cards in your hand up until that point. Again, with careful deck construction, some of these higher cost cards should be aimed at being able to pull you out of a bad starting hand. Things like Lightning Strike, Tidal Wave, Supernova, Anklebreaker, Soul Seeker, Portal, etc. can often help mitigate a bad starting hand. Unlike Magic, where you can literally be unable to do anything for several turns when you get mana-flooded or mana-screwed, at least in SE you can continue to build up your resources every turn and make progress toward your 4cc+ plays.
So yea, I just don't really see any need for a mulligan in SE. Those frustrating starting hands are so few and far-between, there's really no need to invent a solution to something that barely even a problem to begin with.