How to Mulligan Gishath, Sun's Avatar

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Opening hand priorities
Naya dinosaur deck that ramps aggressively, attacks fast, and converts one clean hit into a huge board. 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 Naya Dinosaur ramp combat.
- Turn 2: add protection, card flow, or the support piece that makes Gishath 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
- - cute enrage packages with no pressure
- - too many non-dinosaur spells
- - hands that ramp poorly into an eight-mana commander
Mulligan decisions with Gishath, Sun's Avatar start with role clarity: does your opener actually support a real Gishath, Sun's Avatar game plan around dinosaurs and ramp? Naya dinosaur deck that ramps aggressively, attacks fast, and converts one clean hit into a huge board. Gishath is much better when the first attack step is protected and meaningful. Favor dino density, ramp that curves into eight mana, and top-end creatures you are happy to flip into play rather than cast fairly.
What a keepable hand looks like
Keep hands that either ramp repeatedly or curve cost reduction into ramp. , , , , and are exactly what you want to see early.
When to ship a hand
Ship hands where the first meaningful spell costs five, or hands with good dinosaurs but no acceleration. You are not winning because your deck contains dinosaurs; you are winning because Gishath attacks before the table is ready.
Your first three turns
Your first turns should almost always spend mana on ramp or cost reduction. If you are making side plays instead of pushing toward a protected or hasty , the deck usually becomes slower than it needs to be.
Ready to test real opener quality for Gishath, Sun's Avatar? 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.
