How to Mulligan Muldrotha, the Gravetide

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Start here: Mulligan Simulator (fast) → then Cost to Finish (money) → Budget Swaps (savings)
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Opening hand priorities
Permanent-based recursion engine replaying permanents from graveyard each turn. 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 Sultai permanent recursion.
- Turn 2: add protection, card flow, or the support piece that makes Muldrotha 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
- - spell-heavy builds
- - exile-dependent effects
Mulligan decisions with Muldrotha, the Gravetide start with role clarity: does your opener actually support a real Muldrotha, the Gravetide game plan around graveyard and recursion? Permanent-based recursion engine replaying permanents from graveyard each turn. Include permanent-based removal and ramp like Seal of Primordium and Sakura-Tribe Elder. Avoid too many instants and sorceries.
What a keepable hand looks like
Keep hands with ramp, self-mill or discard setup, and at least one permanent you are happy to recur later. , , , , and are exactly the sort of cards that make the deck hum.
When to ship a hand
Ship hands with too many sorceries, no graveyard setup, or expensive permanents that only look strong after Muldrotha is already on the battlefield. You want your graveyard to be ready before the commander resolves.
Your first three turns
The first turns should ramp, stock the graveyard, and trade your permanents early. When comes down, the best feeling is already having a land, creature, and interaction permanent worth replaying immediately.
Ready to test real opener quality for Muldrotha, the Gravetide? 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.
