How to Mulligan Aesi, Tyrant of Gyre Strait

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Opening hand priorities
Lands deck that ramps hard, converts extra land drops into cards, and wins by overwhelming the table with mana and value. The goal is not a pretty seven-card hand. It is a hand that develops mana, lines up colors, and actually points toward the deck first meaningful turns.
Ideal Early Script
- Turn 1: develop mana or the cheapest enabler for Simic extra-land ramp.
- Turn 2: add protection, card flow, or the support piece that makes Aesi matter.
- Turn 3+: commit the commander or bridge toward the first engine turn only when the board can use it.
Your opener should support
Hands to be suspicious of
- - too many payoff monsters and not enough early ramp
- - cute landfall cards with no volume
- - hands that cannot reliably cast Aesi on time
Mulligan decisions with Aesi, Tyrant of Gyre Strait start with role clarity: does your opener actually support a real Aesi, Tyrant of Gyre Strait game plan around lands and ramp? Lands deck that ramps hard, converts extra land drops into cards, and wins by overwhelming the table with mana and value. Aesi wants land velocity first and finishers second. Cheap ramp, extra land-drop effects, and cards that turn landfall into pressure are what make the seven-mana commander worth the setup time.
What a keepable hand looks like
Keep hands with three lands or strong ramp and at least one effect that increases land velocity. , , , , and are the exact cards that justify a keep.
When to ship a hand
Ship hands that only cast Aesi on turn six or seven and then hope to draw well. Aesi is powerful, but the deck gets punished hard when its early turns are just lands and nothing else.
Your first three turns
Your first turns should establish extra land drops or a ramp sequence that jumps directly into Aesi. If Aesi lands with a fetchland or another land drop still available, the game usually feels much easier from there.
Ready to test real opener quality for Aesi, Tyrant of Gyre Strait? Run your own list through the ManaTap mulligan simulator, compare play versus draw, and check how often your opener actually lines up with the plan above.
Related commander guides
FAQ
- What is the London mulligan?
- You put any number of cards from your hand on the bottom of your library, then draw back up to seven. In Commander, your first mulligan is free.
- How many lands should I keep?
- Most Commander decks want two to four lands in the opener. Low-curve decks can keep two; higher curves want three or four.
- Should I mulligan a hand with no ramp?
- It depends on your curve. If your deck needs early ramp to function, ship hands without it. If you have enough lands and cheap plays, you might keep.
- Does play vs draw affect mulligan strategy?
- Yes. On the draw you get an extra card, so you can sometimes keep slightly weaker hands.
- How can I test my mulligan strategy?
- Use the ManaTap mulligan simulator. Paste your decklist, set parameters, and run thousands of simulations to see keep rates.
