More Specific Ideas

Lets discuss some more about omaha poker ideas.

Concept No. 12: Stick with those hands which can make the nuts. You will not simply play a hand that does not have a draw to the nuts, unless you are heads up and the hand has many unlike probabilities.
There are several other exceptions. Suppose, you may call with middle or bottom trips if it appears to be the right spot. Hands like top two pair or just a pair of aces sometimes might win the entire pot. However, when many players are in, which is often the case at the lower limits you require the nuts or close to it to rake in any chips.

Concept No. 13: poker high hands bring down the value against low hands. When you know that you are going to be up against a made low hand, a high hand brings down much of its value. Suppose if the flop is

and you have a set of eights; your hand is not good. Although, you have the nuts for high, any card except three of the sevens or the case eight can beat you. Plus, a low hand has already been made. A set of nines would be little better with a similar floop like 932. (But do not play a pair of nines in this game.)

Concept No. 14: Your hands can be playable with back-door potential or a lot of outs. drawing hands that are not the nuts may be worth it if you have back-door potential or a lot of outs. Suppose you hold

and the flop comes

which gives you an ace-trey draw. You are drawing only to a deuce for the nut low. But a king might win the full pot for you, and another spade gives you the nut flush draw. If there is not more action, this hand is worth taking a card off.
If you make an ace-trey low, you should consider whether you should pey off a bet. That is, you should play very well. If you are caught in a jam, throw your hand away. But if it is a bet and a call, you certainly should also call. Keep in mind the pot easily can have as many as bets and both of your rivals may have high hands.

Concept No. 15: On the flop, when you are going low, do not "go to war" with many hands. The exceptions are when you do not get forged, you have an ace-high flush draw, or you have other back-door straight or nut fuslh potential. For example in the first condition when you have a hand like

and the flop comes

Being unable to get forged is much stronger reason for contesting your rival than either of the other two conditions.

Concept No. 16: You occasionally can "go to war" early with atop set. You can go to war when you have a top set, there is no low draw, and you are against a foolish kind of player who could easily have a smaller set. Suppose, you have two kings and the flop comes

Against several kinds of rivals, a raising war early in the hand sometimes might be correct. On the contrary, if three or more rivals are in the pot and you think you may be against a big wrap-around straght draw, it is better to slow down and notice how things develops. (More detail discussion about this topic is given later in the text.)

Concept No.17: When you have made your low and are certain you are getting quartered, you may have to throw your hand away. For example you have an ace-deuce in your hand and the flop comes

You are last to perform and five rivals ahead of you are betting, raising, and re-raising. In this case, you should discard your hand. Notice that you do not high and actually will be splitting the low with at least one other player.

Concept No. 18: In a multiway pot, when you play an ace-trey and flop a low draw, it is correct to throw your hand away. This is of the situations where you should play very well. However, if you do not have anything else to go with your low draw, you should generally foold. You might be inclined to play more if there are some other better possibilities. Suppose there are twelve cards that could give you a straight draw for the nuts. If this is the case, you should decide taking another card off. Otherwise, folding would be the best decision.

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