The problem with the card is this: Even if you could always play an opponent who for some reason, allowed you to be on the draw in every game you have with caverns, you have only a 40% of seeing one without muliiganing. And mulling even once nullifies the advantage you had in that you get to see an extra card while also "going first".
This is the important part IMO. Does it really nullify your advantage?
I posted a bunch of test data, but the gist of it is, at least as it applies to Hulk Flash, that the deck wants to mulligan. Alot. The deck was way faster under an aggressive mulligan than by keeping a safe hand most of the time. The beauty of such a redundant build is that it's pretty easy to find some combination of a Hulk, a Flash, or the cards to find them. Look at a hand like:
Mox
Delta
Hulk
VampTutor
Chain
Watery Grave
Echoing Truth
I drew this exact hand in a test game. My opponent on the play went Grave, Duress, and took my Vamp, shutting me off. Just to see what would happen, I mulliganed to six (unkeepable), and then to five, where I saw:
Caverns
Chain
Hulk
Vamp Tutor
SSG
That's a net loss of -3 card advantage, and the difference between winning on my turn one, or probably losing the game in topdeck mode.
The mulligan might lose you card advantage, but if it can gain you card quality so easily, Caverns truly shines.
In a real-life situation, you will be on the draw about 66% of the time (between picking and chooisng to go first), while only having a 40% chance of it making a difference. Which means somewhere about 30% of the time will you get to use caverns.
Which means 70% of the time you are stuck with a legendary land than can't even produce a colored mana.
Currently, I bet there's a very real chance that you'll be able to be on the play nearly 100% of the time when it matters. I realize that this might change when Future Sight is released and this deck is viable, but right now, *no-one* draws. If you win the roll and crush your opponent, there's a good chance currently that he'll choose to play, giving you the draw again. If he chooses to draw, you either win in spite of it, or lose, and get the draw again in game three. This reverses if you lose the roll, but again, right now, nearly every Classic player who wins the roll chooses to play, and if that's the case, you get the same result.
Which means it's almost a non-issue, and it comes down to mulliganing for optimal use of your card-pool.
In a combo deck like Hulk or Dragon, you up your usefullness of caverns by leaving it in the sideboard when you know you can choose to go second. In which case it's STILL at 40% chance. However, since that 40% chance matches pretty well with the 40% of the oppoenent having a duress, and your chances of responding with a Mirage Tutor or Brainstorm, at that point I see it being worth the risk.
This may prove to be the case once this deck catches on and players realize that if they let a Hulk player draw, they might lose before they get a main-phase. Like I said, strategic use of play/draw choice. But for now, I feel like it's always worth the risk, as decks that play Duress typically main-deck them and will usually open with them if possible.
--->DJ