How to Mulligan Edgar Markov

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Start here: Mulligan Simulator (fast) → then Cost to Finish (money) → Budget Swaps (savings)
Mulligan Simulator
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Cost to Finish
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Budget Swaps
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Opening hand priorities
Low-curve vampire aggro with token multipliers and +1/+1 counters. 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 low-curve vampire aggro.
- Turn 2: add protection, card flow, or the support piece that makes Edgar 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
- - non-vampire tribal cards
- - slow control spells
Mulligan decisions with Edgar Markov start with role clarity: does your opener actually support a real Edgar Markov game plan around vampires and tokens? Low-curve vampire aggro with token multipliers and +1/+1 counters. Maximise vampire ETB token makers and haste support.
What a keepable hand looks like
Keep aggressive hands with two or three lands, at least one cheap vampire, and a way to keep the cards flowing. , , , , , and are exactly the kinds of cards that make Edgar openers feel unfair.
When to ship a hand
Ship hands that start on turn three, hands that only contain expensive tribal payoffs, and hands that are all removal with no clock. Edgar is at his best when he makes the table answer you first; if your opener is waiting around to 'play good cards later,' it is probably not good enough.
Your first three turns
Your ideal start is cheap vampire into cheap vampire into Edgar or a payoff that punishes blocks. Even without casting the commander early, you want your first turns to manufacture bodies that later turn on , , , or .
Ready to test real opener quality for Edgar Markov? 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.
