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How to Mulligan Chulane, Teller of Tales

Chulane, Teller of Tales
Chulane, Teller of Tales
Mulligan Guide
Public decks:2Strategy:RampDifficulty:Advanced

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Opening hand priorities

Creature engine deck that chains cheap creatures into cards, lands, and combo-adjacent snowball turns. 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

  1. Turn 1: dork or cheap setup creature
  2. Turn 2: add velocity or hold up cheap interaction
  3. Turn 3+: deploy Chulane when you can follow with another creature quickly

Your opener should support

creaturesrampdrawcombo

Hands to be suspicious of

  • - high-curve creature piles
  • - noncreature filler that breaks creature density
  • - hands with payoffs but no early velocity

Mulligan decisions with Chulane, Teller of Tales start with role clarity: does your opener actually support a real Chulane, Teller of Tales game plan around creatures and ramp? Creature engine deck that chains cheap creatures into cards, lands, and combo-adjacent snowball turns. Low-curve creatures and bounce loops matter more than splashy finishers. Chulane becomes unfair when your deck keeps turning one creature cast into mana, another card, and another trigger.

What a keepable hand looks like

Keep hands with early mana creatures and at least one cheap creature that keeps the engine going. Birds of Paradise, Llanowar Elves, Wall of Roots, Shrieking Drake, and Whitemane Lion are exactly the sort of cards that make Chulane hands explosive.

When to ship a hand

Ship hands full of five-drops, hands that rely entirely on Chulane resolving, and hands with ramp but no creatures to chain afterward. You want the deck to function before the commander, not only after him.

Your first three turns

The best opening pattern is mana creature into more cheap board development, then cast Chulane, Teller of Tales when you can immediately follow with another creature. That first follow-up cast is where the commander stops being fair.

Ready to test real opener quality for Chulane, Teller of Tales? 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.

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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.

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