May 29, 2023

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All Settlements: Fallout 4 Settlement Map

Fallout 4 is an exciting and immersive game that takes place in a post-apocalyptic world. One of the many features of the game is the ability to establish and manage settlements. These settlements are essential for your character’s survival, as they provide food, water, and a place to rest. However, finding all the settlements in Fallout 4 can be difficult, and that’s where we come in. In this article, we will provide a comprehensive guide on where to find all settlements in Fallout 4. It’s important to note that the settlements in Fallout 4 are not just a part of the game’s building mechanics. They play a crucial role in the game’s story, where you are tasked with rebuilding the Commonwealth after the nuclear war. By finding all of the settlements, you gain a better understanding of the world and storyline of Fallout 4, making it an essential part of the game. Now that we have an understanding of the importance of settlements in Fallout 4, we’ll dive into where you can find them. But first, let’s take a brief look at the story of Fallout 4 and how settlements fit into the game’s narrative. Settlements in Fallout 4 In Fallout 4, settlements are a big part of the game. They are essentially communities that you build and manage using the resources you gather from the world around you. Each settlement can be customized to your liking, with a variety of crafting options and building materials available. Aside from being a fun and creative aspect of the game, settlements also play a critical role in your overall gameplay. For starters, they serve as a hub for resources. You will need to ensure that your settlements are well-stocked with food, water, power, and defense to keep your settlers happy and healthy. Settlements are also essential for building an army of settlers, which can be used to create supply lines between settlements, attack enemy outposts, and defend against invaders. Additionally, settlements can be used to generate income, with trade routes between settlements and merchants helping to increase your wealth in the game. Settlement Map In Fallout 4, finding all the settlements can prove to be a challenging yet fun task. A crucial tool in this endeavor is the settlement map, which serves as the ultimate guide in your search. The map is an interactive feature in the game that allows you to find all the different settlements. By using it, you can locate and explore each settlement to its fullest extent, collecting resources and completing quests along the way. The settlement map is imperative for players to keep track of their progress, ensuring that they do not miss any settlements. It highlights each settlement’s location, making it easier to navigate the vast expanse of the Fallout 4 world. As you explore, you’ll be able to gather resources and materials to help you build your settlements, which make them much more effective later in the game. One of the primary reasons why the settlement map is so vital is that finding settlements is essential for completion of the game. The settlements provide valuable resources and quests that players must complete to progress through the game. Additionally, they provide a place for NPCs to live and can become a crucial aspect of the game’s storyline. In short, the settlement map is a crucial feature of Fallout 4 that players must utilize to its full potential. Using it will allow you to find all the settlements, uncover important resources, and progress through the game’s storyline. Where to Find All Settlements Finding all settlements in Fallout 4 is essential if you want to progress through the game and achieve maximum efficiency in settlement building. Whether you’re protecting your settlers from raiders or building a sprawling metropolis, knowing where all settlements are located is key. Here is a comprehensive list of all settlements, along with their locations: 1. Sanctuary Hills – Located in the northwest corner of the map. 2. Red Rocket Truck Stop – Just south of Sanctuary Hills, near a gas station. 3. Abernathy Farm – Directly south of Red Rocket Truck Stop, it’s near a silo. 4. Tenpines Bluff – Northeast of the map, near a church. 5. Graygarden – Southeast of Tenpines Bluff, it’s near a highway. 6. Oberland Station – South of Graygarden, it’s near some train tracks. 7. Sunshine Tidings Co-Op – Directly east of Oberland Station, it’s located near a water tower. 8. Starlight Drive-In – Directly east of Sunshine Tidings Co-Op, it’s located in a drive-in theater. 9. Somerville Place – Southeast of Starlight Drive-In, it’s near a broken bridge. 10. County Crossing – Directly east of the bottom edge of the map, it’s near a pond. 11. Finch Farm – Northeast of County Crossing, it’s near a quarry. 12. Nordhagen Beach – Southeast of Finch Farm, it’s near a beach. 13. Warwick Homestead – Directly south of Nordhagen Beach, it’s near a pier. 14. Jamaica Plain – Southwest of the middle of the map, it’s near a town hall. 15. Greentop Nursery – Directly east of Jamaica Plain, it’s near a greenhouse. 16. The Slog – East of Greentop Nursery, it’s near some boats. 17. Croup Manor – Directly east of The Slog, it’s near a spooky mansion. 18. Coastal Cottage – Directly south of the middle of the map, it’s near a beach. 19. Taffington Boathouse – Directly north of Coastal Cottage, it’s near a boathouse. 20. Kingsport Lighthouse – Northeast of the map, it’s near a lighthouse. With these locations in hand, finding all settlements in Fallout 4 should be a breeze. Remember to protect your settlements and keep building them up – the Commonwealth needs you! Building Your Settlements When it comes to building your settlements in Fallout 4, it’s essential to understand the process thoroughly. Building your settlement includes everything from setting up a water source to constructing buildings and defenses. The building system in Fallout 4 is highly flexible, providing gamers with

Croc | Retro Video Game Review

Welcome to Game Revolution, your go-to source for the latest news, reviews, and information on video games, technology, and retro gaming. Today we are going to give you an in-depth analysis of Croc, a Sega Saturn retro video game that took the video gaming industry by storm. Croc is an old-school 3D platformer video game that has consistently remained popular among gaming lovers. Its unique game mechanics and excellent storyline have made it a fan-favorite even decades after its release. The Croc video game was the brainchild of Argonaut Games, which released it in 1997. During this year, the video gaming industry experienced an unprecedented level of growth with the introduction of consoles featuring 3-dimensional gameplay. Croc was one of the first games to be released that year on the Sega Saturn platform, introducing gamers to the world of 3D gaming. Since then, it has become a classic retro game, unparalleled in its impact on the industry. In this article, we will provide a comprehensive look at gameplay, graphics, storyline, sound design, replayability, difficulty, and our final score on a scale of 1 to 10. So let’s dive into the world of Croc and explore this amazing video game! Overview of Croc Video Game Croc was a platform game developed by Argonaut Software and published by Fox Interactive for the Sony PlayStation, Sega Saturn, and Microsoft Windows in 1997. It boasted a unique design and gameplay style that was refreshing for players at the time. Croc quickly became a celebrated contender in the platforming genre and was praised for its quirky gameplay, colorful worlds, compelling level design, and animation. Detailed Character Analysis and Design One of the standout features of Croc was its adorable protagonist characterized by its on-screen persona with charming, child-like naivety and curiosity. While playing the game, players could not help but get attached to the titular character. With intriguing acrobatics, Croc’s design was unique, with a gold plate strapped on its tail, which acted as a boomerang. Gameplay Mechanics, Controls, and Detailed Overview of Levels The game featured a top-down view and mostly 3D graphics. Players were tasked with guiding Croc through a labyrinth of obstacles while avoiding various enemies to rescue his tribe of the Gobbos. Croc could jump, roll and move through various environments. Croc also had the power to manipulate objects, including enemies, in a way that allowed him to progress through the game. The levels were intuitive and well designed, with varied themes and challenges, each testing the player’s dexterity and reaction time. The graphics and animations were colorful, making a visually appealing experience. History of Croc Video Game Development The inspiration behind the game came from an animation project called “‘Grrls” that would feature a young girl as the main character. While developing the project, the developers felt that it would be better suited for a video game, and thus, Croc was born. The developer’s goal was to create a new, unique video game experience and bring a fresh take to the platforming genre. Graphics and Sound Design Aside from its engaging gameplay, Croc was also known for its excellent graphics and sound design. The game featured detailed environments, colorful enemies, and amusing animations. The sound design was also brilliant and added to the overall immersive experience. The soundtrack had an upbeat and playful tune that added excitement and tension to the gameplay and helped to maintain players’ focus over extended periods of playtime. Storyline and Plot of Croc Video Game Croc is an iconic video game that tells a tale of an adorable and heroic Crocodile named Croc. The game is set in the Gobbo Islands, a beautiful place that consists of picturesque landscapes, mystical environments, and challenging obstacles. The story follows the adventure of Croc, who is on a quest to rescue his fellow Gobbos and defeat the evil Baron Dante, who threatens their peaceful existence. The game’s storyline is rich in content and depth, providing a perfect balance between action and drama. As players explore the vast game world, they encounter new characters, allies, and enemies. The game’s narrative immerses players in Croc’s world due to the excellent character development and design. The stellar performance of the game’s voice actors adds an extra layer of personality to each character. One significant aspect that stands out in the Croc video game story is the retrospective analysis of its narrative direction. Although the game’s plot is straightforward and uncomplicated, it delivers its message through visual storytelling and symbolism. The game teaches players about teamwork, loyalty, and the importance of standing up against tyranny. In conclusion, the Croc video game is a must-play for those who enjoy a well-crafted and engaging narrative. Its unique characters, beautiful setting, and storyline provide players with an immersive experience that they will never forget. The story of Croc will undoubtedly continue to captivate gamers for decades to come. Analysis of Croc Video Game’s Gameplay and Replayability When it comes to the gameplay and replayability features of the Croc video game, there are a lot of things to consider. First, let’s take a closer look at the gameplay mechanics and controls. Overall, the game’s mechanics are smooth and responsive, making it easy to control Croc during his adventures. Players must guide Croc through over 40 levels, each with unique challenges, obstacles, and enemies to overcome. The levels are split up into multiple worlds, each with its own themes and music, providing an enjoyable and immersive experience. When evaluating the difficulty level of Croc, it’s essential to note that many of the early levels are relatively easy to complete, making it an appropriate option for players of all ages. However, as the game progresses, the difficulty factor increases. Some levels may require multiple attempts to pass, leaving players feeling challenged and rewarded upon successful completion. Replayability is another critical aspect of any video game, and Croc has a lot to offer in this regard. One of the primary replayability features is the game’s collectibles, which include

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Renting a Pinball Machine: What to Know Before You Book One

TLDR Most people do not look into renting a pinball machine because they suddenly developed a passion for moving 300-plus pounds of wood, metal, glass, electronics, and occasional chaos. They want the fun part. They want a real machine in the room, something with actual presence, something people walk toward instead of past. That is the real appeal of renting pinball machines. It is ownership without the commitment, and it is event entertainment with more personality than another generic rental game. You get the flash, the sound, the competition, and the “one more game” effect without taking on the full burden of purchase price, transport, setup, leveling, and maintenance. Why Renting a Pinball Machine Can Actually Make Sense There are three situations where renting pinball usually makes the most sense. The first is the home test-drive. Maybe you love pinball and think you want to own one someday, but you are not ready to spend real collector money on a machine, learn basic service, and figure out whether your household actually wants one in the room for months or years. Renting lets you answer that question without turning the experiment into a major commitment. The second is the office or business use case. A good pinball machine does something a lot of break room entertainment does not. It pulls people in. It is social without requiring a giant group. It is competitive without being overly serious. And it looks like a real object with some personality, not another disposable screen in the corner. The third is events. A pinball machine works well at parties, conventions, brand activations, and weddings because it gives guests something tactile and immediate to do. Even people who are not “pinball people” understand it fast enough to walk up and try. That matters. In Utah, the rental market reflects those different use cases. Some companies lean toward longer home and office placements, while others are broader event-rental businesses that happen to include pinball alongside arcade and party inventory. The Pinball Room advertises long-term home and business programs plus event rentals, Utah Pinball pitches low-monthly-fee rentals with maintenance included, and companies like The L.A.B. and Axis T position pinball as part of larger event packages. What Separates a Good Pinball Rental From a Bad One The title matters, of course. A great modern Stern or a beloved classic will always get more attention than a random machine nobody wants to touch. But the real difference between a good rental and a bad one is everything around the machine. Delivery matters. Setup matters. Leveling matters. Support matters. A pinball machine should arrive ready to play, not “mostly ready” while everybody stands around pretending the error message is part of the charm. RockCustomPinball says that directly on its Utah rental page, and that is exactly the right way to think about this category. The company also emphasizes that local service matters because machines are heavy, need careful transport, and often need someone on site who understands how they should sit and play in the actual room. The other major separator is fit. The best rental company is not just dropping off a machine. It is helping match the machine to the setting. A loud, flashy modern title can be great for an event or office lounge. A smoother, more readable game may work better in a home. A machine that looks cool on paper may be wrong for a small room, a quiet venue, or a crowd that has never touched pinball before. Good renters think about that. Bad renters think about inventory turnover. The Best Utah Pick: RockCustomPinball If you are in Utah and want one place to start, RockCustomPinball is the recommendation I would make first. The biggest reason is that it reads like a pinball-first local specialist, not a general event company with pinball somewhere on the menu. RockCustomPinball explicitly says it serves Utah customers looking for rentals in homes, offices, and event spaces. It also says it offers both short-term and long-term rentals, which is important because not every Utah option seems built around that kind of flexibility. On top of that, RockCustomPinball also handles repairs and custom mods, which is a meaningful advantage in pinball specifically. A company that understands setup, diagnostics, tune-ups, and machine-specific upgrades is usually better positioned to keep a rental playing right. There is also a style difference. RockCustomPinball appears to want a conversation first. The site asks you to explain whether the rental is for a home, office, or event, and what kinds of games you are interested in. That usually means a more tailored recommendation process. If you want something more menu-like and standardized, another Utah option may feel easier to comparison shop. But if you want a local company that sounds like it understands the full life of the machine, from setup to service to long-term ownership questions, RockCustomPinball has the strongest pitch. How RockCustomPinball Compares to Other Utah Options As of April 2026, The Pinball Room is the clearest Utah alternative if your top priority is posted pricing and a long-term structure. It publicly lists home rentals at $250 per machine per month, business rentals starting at $250+ per month, event rentals at $300 per machine, and a six-month minimum for home and business placements. It also promises delivery, setup, maintenance, and machine rotation every six months. That is a very understandable offer. It is just a different kind of offer. Utah Pinball is another straightforward local option for home or business rentals. Its pitch is simple: low monthly fee, delivery, setup, and maintenance included. That makes it appealing for renters who want a classic monthly-rental model without overthinking it. The L.A.B. and Axis T are better thought of as broader event-rental companies. They make sense if you want pinball as one piece of a larger entertainment package that may also include arcade cabinets, party games, or other event rentals. That is a valid lane, especially for one-night events or large gatherings, but it is

MTG Beginner Box Vs Starter Collection: Which Should New Players Buy?

MTG Beginner Box vs Starter Collection is one of the most useful product questions a new player can ask right now, mostly because the names sound related but the jobs are different. One product teaches you how to play. The other gives you a bigger pile of cards so you can start building decks. Mix those up, and your first purchase can feel either too shallow or way too messy. For the broader learning path, MTG Beginner Guide 2026: How to Start Playing Without Feeling Behind lays out the big-picture onboarding plan, and Which Magic: The Gathering Format Should You Start With Right Now? helps once you are deciding where to actually play after the rules click. The Beginner Box Is A Teaching Tool First The Beginner Box is built for learning, and Wizards is not subtle about that. It is designed to walk players through early games step by step. That matters because a lot of Magic products are technically playable by beginners, but not actually friendly to beginners. Those are different things. The Beginner Box uses themed Jumpstart-style packs, simple onboarding materials, and a setup that is clearly aimed at getting two people from zero to “okay, i think i get combat now.” It also comes with the kind of practical extras new players actually use right away, like playmats, how-to-play guides, and life counters. That makes it the better product for people in these situations: In other words, the Beginner Box is not trying to be your forever card pool. It is trying to make sure your first few games are not miserable. That is a very good thing. Too many new players buy product as if the first goal is “owning cards.” The first goal is understanding the game. Until that part is real, extra cards mostly create extra confusion. The Starter Collection Is Better Once The Basics Already Make Sense The Starter Collection does a different job. Instead of walking you through the rules, it gives you a larger stack of cards, basic lands, boosters, and a deckbuilding booklet so you can start making your own lists. That makes it more of a bridge product. It sits between “i just learned the game” and “i am ready to build with intention.” That difference is huge. The Starter Collection is stronger for players who already know: It is also better for people who get more excitement from deckbuilding than from tutorial structure. Some players are happiest once they can spread out a card pool on the table and start brewing. The Starter Collection is for that crowd. It also helps that the product is fairly substantial. You are not just getting a tiny sampler. You are getting a real base to start building from, plus some boosters, plus a deckbuilding guide. Wizards has also said Foundations stays in Standard until at least 2029, though some Starter Collection support cards are Commander-focused rather than Standard legal. That gives the product more runway than the average beginner purchase. So yes, there is a real case for it. Just not as the first thing for every single new player. MTG Beginner Box Vs Starter Collection Comes Down To Your Actual Situation This comparison gets much easier once you stop asking which box is “better” in the abstract. The real question is which box matches where you are. Buy the Beginner Box when learning the rules is still the main job. That includes players who have watched some videos, played a tutorial, or know what tapping lands means but still need a clean first paper experience. Buy the Starter Collection when the rules are already stable and the next step is building decks from a bigger pool. That is the cleanest way to split it. I think a lot of disappointment comes from buying the Starter Collection too early. New players open a big stack of cards and assume that means more value. Sometimes it does. But when the rules are not settled yet, more cards can just mean more paralysis. You end up sorting, reading, and guessing instead of playing. The reverse mistake happens too. Some players buy the Beginner Box when what they really want is deckbuilding freedom. In that case, the product can feel a little too guided. Not bad. Just too structured for the stage they are already at. What About Welcome Decks, Arena, And Magic Academy? This is where the product decision gets more interesting. Wizards has more than two lanes for new players now. As of April 2026, new mono-color Welcome Decks tied to Secrets of Strixhaven have been announced for participating WPN stores, and Wizards is also offering 60-card Theme Decks with that release. Magic Academy continues to exist as the official learn-to-play event path. And, of course, MTG Arena is still the cleanest solo learning tool for a lot of players. So the better question may be this: What kind of beginner are you? A totally solo beginner often does well starting on Arena first, then moving into the Beginner Box or an in-store learning path. A player with a friend at home does well with the Beginner Box almost immediately. A player who already understands the rules and just needs cardboard to start building is a better match for the Starter Collection. A local-store learner might not need either one first if Welcome Decks or Magic Academy already cover that first step. That is actually good news. It means there is less pressure to force one product to solve every problem. The Most Common Buying Mistakes The first mistake is skipping learning products and going straight to random boosters. Packs are fun. They are not a plan. New players who start there usually end up with a small pile of cards, a foggy idea of deckbuilding, and no real path from point A to point B. The second mistake is treating card count like the same thing as value. A bigger box is not automatically the better beginner purchase. Sometimes

How To Upgrade A Commander Precon Without Wasting Money

Last updated: April 10, 2026 The fastest way to waste money in Commander is to upgrade a commander precon by buying the loudest cards first. That feels fun for about ten minutes. Then you play the deck, miss land drops, do nothing on turn three, and die with a hand full of expensive “upgrades” that never got cast. A precon does not become better because the singles got pricier. It becomes better because the deck functions more often. For social context, Commander Brackets Explained for Regular Players is worth reading before you tune too hard, and MTG Custom Proxies for Commander: What to Personalize First is a nice follow-up once the deck actually feels like yours. Start By Figuring Out What The Deck Is Supposed To Do This sounds obvious, but it is where a lot of upgrade plans quietly fall apart. A precon usually has one clear center of gravity. Maybe it wants to make tokens. Maybe it wants to recur artifacts. Maybe it wants to pile counters on creatures. Maybe it wants to cast big splashy spells after a ramp-heavy start. Whatever the plan is, your first job is to name it in one sentence. Not three sentences. One. “This deck floods the board with tokens, then wins with anthem effects.”“This deck fills the graveyard and reuses value creatures.”“This deck ramps, copies spells, and closes with big turns.” Once you can say that clearly, cuts get easier. Cards that are merely “fine” but do not serve the plan become obvious cuts. A lot of stock precons include those cards on purpose. They need to be broad enough to play decently out of the box and interesting enough for a range of players. That means some slots are there for flavor, range, or variety, not because they are the most efficient thing possible. That is okay. It also means they are the first cards you should be willing to replace. Fix The Mana Base Before Buying Fancy Toys Nobody likes hearing this because lands are boring and splashy mythics are not. But the mana base is where smart upgrades start. When you upgrade a commander precon, the first real jump in quality usually comes from making the deck cast spells on time. Not from making the spells themselves more dramatic. That means looking at three things: A lot of precons can stand to lose their clunkiest lands first. Lands that always enter tapped and do very little else are common cut candidates. The same goes for cute utility lands that look fun but quietly make your opening hands worse. You do not need an absurdly expensive land package to improve a precon. You just need lands that let the deck play its first few turns without tripping over itself. Even budget-friendly duals, better color balance, and a cleaner count of basics can do real work. And here is the annoying truth. Those changes are not glamorous, but they show up every single game. That matters more than a single shiny finisher you draw once every four matches. Ramp And Card Draw Are Usually The Next Upgrades After mana, the next upgrade tier is almost always the engine package. That means ramp and card draw. Precons often include enough of both to function, but not always enough of the right kind. Some lists lean too hard on clunky four-mana ramp. Others give you card draw that is technically present but awkward, slow, or tied to board states you do not always have. Try to ask two questions: How soon does this deck start accelerating?How often can it refill after the first wave of plays? A good precon upgrade path makes both answers cleaner. For ramp, lower-cost options usually matter more than cute late-game burst. You want to spend early turns getting ahead, not casting a card on turn five that says you should have fixed your mana three turns ago. For card draw, repeatable engines usually beat random one-shot fluff. A deck that sees more cards finds its lands, removal, payoffs, and recovery pieces more consistently. That is how you stop a decent precon from running out of steam after one board wipe. I think this is one of the biggest differences between a stock list and a tuned casual list. Tuned decks do not just have stronger cards. They see more of the cards that matter, more often. Tighten The Removal, Not Just The Threats New Commander players love upgrading threats because threats are easy to notice. Bigger creature. Cooler legend. Nicer art. Cleaner story. Removal feels less exciting, so it gets neglected. That is a mistake. A better precon needs a tighter answer package. That means more cards that can remove the things that actually stop your deck from functioning. You do not need to jam the most ruthless interaction possible. But you do need enough of it, and it needs to be flexible enough to matter. That usually means improving: A precon with good threats and weak answers often feels strong only when it is already winning. A better-tuned list still has game when somebody else sticks the scary permanent first. And that is what real improvement looks like. More live draws, more recoverable games, fewer hands where you stare at the board and mutter, “well, that resolves, i guess.” Protect The Deck’s Actual Plan The next smart place to spend money is protection. Not every deck needs a huge protection suite, but most Commander decks benefit from some mix of protection spells, recursion, indestructible effects, counterplay, or ways to survive a wipe and rebuild. This matters even more when your commander is central to the deck. Some precons are basically commander-delivery systems. Without that card in play, the deck becomes a pile of medium cards pretending to be a strategy. When that is your list, protection is not a luxury upgrade. It is structural. The goal is not to become impossible to interact with. The goal is to stop losing the whole game because your

MTG Mulligan Rules Explained For Beginners And Commander

Last updated: April 10, 2026 MTG mulligan rules sound harsher than they really are. New players hear “go down a card” and assume a mulligan means something went wrong. But a mulligan is just part of starting a real game of Magic instead of pretending a bad opener is “probably fine” and then doing nothing for three turns. That is not courage. That is just losing slowly. For a broader new-player path, MTG Beginner Guide 2026: How to Start Playing Without Feeling Behind is a strong companion piece, and Best MTG Arena Modes for New Players in 2026 helps once you are learning on the client instead of at the kitchen table. How MTG Mulligan Rules Actually Work The current system is the London mulligan. In plain English, every time you mulligan, you draw back up to seven cards, then put a number of cards equal to your mulligans on the bottom of your library. So the first mulligan works like this: You draw seven.You do not like it.You shuffle it away and draw seven again.Then, after you decide to keep, you put one card on the bottom. Take another mulligan and you still draw seven, but now you bottom two after keeping. That keeps the process from feeling hopeless, because every new hand still starts at seven cards. You are choosing from a full opener, not staring at a six-card hand and praying. That matters more than people admit. Old mulligan systems could feel brutal. The London version is cleaner. It lets you look for a functional hand, not a fantasy hand, and that is an important difference. There is also one Commander wrinkle people often hear about in half-correct form. In multiplayer games, the first mulligan does not cost you a card. That means in a normal multiplayer Commander pod, your first mulligan is effectively free. You still reshuffle and redraw, but you do not bottom an extra card for that first one. After that, normal London mulligan math kicks in. That is why Commander mulligans often feel gentler than one-on-one Standard, Modern, or most other two-player games. They are gentler. At least at first. What A Keepable Hand Really Looks Like This is where beginners usually make the game harder than it needs to be. A keepable hand is not “a hand with my best card.” It is not “a hand with something cool.” And it is definitely not “a hand that might work if i topdeck exactly one Plains, one red source, and a miracle.” A keepable hand usually has four things: For a lot of decks, that means two to four lands, at least one early play, and access to your main colors. That is it. Nothing glamorous. Just functional. Here is the trap, though. A hand can have lands and still be bad. Five lands plus two expensive spells is usually not a keep unless your deck is built for that sort of nonsense. One land plus six amazing cards is usually still a mulligan. A hand full of cards you technically can cast, but in the wrong order, can also be a trap. MTG mulligan rules reward honesty. If your hand does not meaningfully function in the first few turns, send it back. Commander Mulligan Tips That Actually Help Commander players get into trouble because the format is slower and splashier. That makes people too forgiving. They keep hands like: “Three lands, but wrong colors.”“One land, but Sol Ring fixes everything.”“Two lands, no ramp, and every spell costs five.”“This hand is bad, but my commander is awesome.” That last one gets a lot of people. In Commander, your opening hand should answer a few boring questions before it gets to be clever: Can i make my first three land drops, or at least reasonably expect to?Can i cast ramp, draw, or setup pieces early?Do i have the colors that matter?Am i doing anything before the table has already pulled ahead? Because your first mulligan in multiplayer is free, you do not need to marry a sketchy seven. Use that rule. That is what it is there for. At the same time, do not abuse it by chasing a perfect opener. Commander players sometimes mulligan like they are trying to assemble a highlight reel. That is a good way to turn a decent hand into a desperate six. You are not looking for the nuts. You are looking for a hand that plays Magic. I think this simple Commander test works well: if your hand gives you mana, colors, and one useful thing to do in the first three turns, it is probably keepable. Not exciting. Keepable. That is enough. One-On-One Mulligans Need A Stricter Eye In two-player Magic, especially Standard or Arena, you usually need to be less sentimental. Games are faster. Punishment is quicker. Missing your second land drop or keeping a clunky hand gets exposed harder because there are fewer players to slow the pace and fewer turns for the table to reset the game for you. That means your one-on-one opener should care more about: A two-land hand can be fine. But it depends on what those lands do and what the rest of the hand asks of you. A two-land hand with cheap spells and a smooth curve is normal. A two-land hand where your third color matters on turn three and your first real spell costs four is not nearly as cute as it looks. This is also why beginners tend to learn good habits faster in formats like Standard. Mulligans, curve, and sequencing all matter in a more obvious way. Bad keeps get punished. Good keeps feel stable. The lesson arrives fast. For that bigger format question, Which Magic: The Gathering Format Should You Start With Right Now? helps sort out where those mulligan decisions matter most. The Biggest Mulligan Mistakes New Players Make The first mistake is keeping a bad seven because going to six feels scary. That fear is understandable. It is also wrong