How to Mulligan Omnath, Locus of Creation

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Start here: Mulligan Simulator (fast) → then Cost to Finish (money) → Budget Swaps (savings)
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Opening hand priorities
Landfall value deck generating incremental advantage and burst mana from land drops. 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 four-color landfall value.
- Turn 2: add protection, card flow, or the support piece that makes Omnath 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
- - low land count
- - spell-heavy non-land synergy builds
Mulligan decisions with Omnath, Locus of Creation start with role clarity: does your opener actually support a real Omnath, Locus of Creation game plan around landfall and ramp? Landfall value deck generating incremental advantage and burst mana from land drops. Fetchlands maximize triggers. Include Scute Swarm and Omnath synergy loops.
What a keepable hand looks like
Keep hands with access to early ramp and at least one card that pushes multiple land drops. , , , , , and fetchlands are exactly what you want.
When to ship a hand
Ship speculative keepable sevens that have lands and big payoffs but no landfall acceleration. Omnath costs four colors and wants to start generating extra value immediately, so clunky hands fall behind faster than they do in normal ramp decks.
Your first three turns
Your first turns should set up either an extra land-drop effect or a fetchland turn that turbocharges Omnath on turn four. If Omnath enters and immediately sees two lands that turn, the deck feels completely different.
Ready to test real opener quality for Omnath, Locus of Creation? 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.
