How to Mulligan Arcades, the Strategist

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Opening hand priorities
Defender tribal deck turning high-toughness creatures into card draw and combat threats. 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's first meaningful turns.
Your opener should support
Hands to be suspicious of
- - low-toughness creatures
- - non-defender creature focus
Mulligan decisions with Arcades, the Strategist start with role clarity: does your opener actually support a real Arcades, the Strategist game plan around defenders and walls? Defender tribal deck turning high-toughness creatures into card draw and combat threats. Wall of Omens and Overgrown Battlement are core. Focus on cheap defenders to maximize draw triggers.
What a keepable hand looks like
In Commander, the London mulligan gives you a free first reset and rewards disciplined keeps. For Arcades, the Strategist, 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. Defender tribal deck turning high-toughness creatures into card draw and combat threats. 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 Arcades, the Strategist decks still want the normal Commander baseline of two to four lands or a hand that clearly replaces missing lands with reliable ramp. Your opener should cast its setup on time and not rely on perfect topdecks. Wall of Omens and Overgrown Battlement are core. Focus on cheap defenders to maximize draw triggers.
When to keep a borderline seven
If your list is built around defenders, walls, and toughness matters, 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 low-toughness creatures and non-defender creature focus.
Play vs draw
On the draw, the extra card gives Arcades, the Strategist 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 Arcades, the Strategist? 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.
