How to Mulligan Aragorn, the Unifier

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Opening hand priorities
Five-color legends and multicolor-value deck that turns each gold spell into layered combat or board advantages. 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 multicolor legends.
- Turn 2: add protection, card flow, or the support piece that makes Aragorn 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
- - greedy five-color piles
- - legend cards with weak cast triggers
- - mana bases that cannot reliably cast multicolor spells on time
Mulligan decisions with Aragorn, the Unifier start with role clarity: does your opener actually support a real Aragorn, the Unifier game plan around legends and multicolor? Five-color legends and multicolor-value deck that turns each gold spell into layered combat or board advantages. Aragorn improves when the deck is dense with truly castable multicolor spells rather than just expensive five-color cards. The best shells keep the curve practical and use Aragorn's trigger spread to snowball tempo and board pressure.
What a keepable hand looks like
In Commander, the London mulligan gives you a free first reset and rewards disciplined keeps. For Aragorn, the Unifier, a strong opener usually does three things at once: develops mana, offers an early spell or piece of interaction, and points toward your actual game plan. Five-color legends and multicolor-value deck that turns each gold spell into layered combat or board advantages. If your seven has lands but no way to advance that plan, treat it as shakier than it first looks.
Mana, colors, and early sequencing
Most Aragorn, the Unifier decks still want the normal Commander baseline of two to four lands or a hand that clearly replaces missing lands with reliable ramp. Aragorn, the Unifier is white-blue-red-green, so your opener should cast your setup on time and not strand key colors in hand. A solid early script often looks like Turn 1: develop mana or the cheapest enabler for four-color multicolor legends., Turn 2: add protection, card flow, or the support piece that makes Aragorn matter., and Turn 3+: commit the commander or bridge toward the first engine turn only when the board can use it..
When to keep a borderline seven
If your list is built around legends, multicolor, and humans, a borderline hand should still contain at least one card that matters for that package. Keep more aggressively when the hand has cheap setup plus enough mana to function. Ship more aggressively when it is all payoff, all air, or a pile of unrelated medium cards. Common misses include greedy five-color piles, legend cards with weak cast triggers, and mana bases that cannot reliably cast multicolor spells on time.
Play vs draw
On the draw, the extra card gives Aragorn, the Unifier more room to keep a slower hand, especially one with two mana sources and a real early spell. On the play, be tougher on reactive hands that do nothing proactive until turn three. If your build is faster or more controlling than average, compare both modes in the simulator so your mulligan habits match the exact list you are piloting.
Ready to test real opener quality for Aragorn, the Unifier? 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.
