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How to Mulligan The Ur-Dragon

The Ur-Dragon
The Ur-Dragon
Mulligan Guide
Public decks:4Median cost:~$1,134Archetype:Dragon TribalDifficulty:Advanced

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Opening hand priorities

Dragon tribal ramp with treasure support; curve to high-impact dragons and anthem effects. 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 + cheap rock or setup where possible
  2. Turn 2: ramp or early interaction; deploy a clock if safe
  3. Turn 3+: begin deploying dragons or hold up protection based on table speed

Your opener should support

dragonstreasureflyinganthem

Hands to be suspicious of

  • - off-tribe creatures
  • - lifegain packages without synergy

Mulligan decisions with The Ur-Dragon start with role clarity: does your opener actually support a real The Ur-Dragon game plan around dragons and treasure? Dragon tribal ramp with treasure support; curve to high-impact dragons and anthem effects. Prioritise dragon cost reducers, tutors like Sarkhan's Triumph, and board-wide haste enablers.

What a keepable hand looks like

In Commander, the London mulligan gives you a free first reset and rewards disciplined keeps. For The Ur-Dragon, 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. Dragon tribal ramp with treasure support; curve to high-impact dragons and anthem effects. 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 The Ur-Dragon decks still want the normal Commander baseline of two to four lands or a hand that clearly replaces missing lands with reliable ramp. The Ur-Dragon is WUBRG, 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 + cheap rock or setup where possible, Turn 2: ramp or early interaction; deploy a clock if safe, and Turn 3+: begin deploying dragons or hold up protection based on table speed.

When to keep a borderline seven

If your list is built around dragons, treasure, and flying, 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 off-tribe creatures and lifegain packages without synergy.

Play vs draw

On the draw, the extra card gives The Ur-Dragon 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 The Ur-Dragon? 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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