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How to Mulligan Edgar Markov

Edgar Markov
Edgar Markov
Mulligan Guide
Public decks:3Archetype:TokensDifficulty:Intermediate

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Opening hand priorities

Low-curve vampire aggro with token multipliers and +1/+1 counters. 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.

Ideal Early Script

  1. Turn 1: land + one-drop or strong rock
  2. Turn 2: curve vampires; deploy pressure before answers stabilize
  3. Turn 3: start converting tokens into real damage or hold interaction

Your opener should support

vampirestokensaggroanthem

Hands to be suspicious of

  • - non-vampire tribal cards
  • - slow control spells

Mulligan decisions with Edgar Markov start with role clarity: does your opener actually support a real Edgar Markov game plan around vampires and tokens? Low-curve vampire aggro with token multipliers and +1/+1 counters. Maximise vampire ETB token makers and haste support.

What a keepable hand looks like

In Commander, the London mulligan gives you a free first reset and rewards disciplined keeps. For Edgar Markov, 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. Low-curve vampire aggro with token multipliers and +1/+1 counters. 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 Edgar Markov decks still want the normal Commander baseline of two to four lands or a hand that clearly replaces missing lands with reliable ramp. Edgar Markov is white-black-red, 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: land + one-drop or strong rock, Turn 2: curve vampires; deploy pressure before answers stabilize, and Turn 3: start converting tokens into real damage or hold interaction.

When to keep a borderline seven

If your list is built around vampires, tokens, and aggro, 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 non-vampire tribal cards and slow control spells.

Play vs draw

On the draw, the extra card gives Edgar Markov 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 Edgar Markov? 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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