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How to Mulligan The Wise Mothman

The Wise Mothman
The Wise Mothman
Mulligan Guide
Public decks:3Median cost:~$325Difficulty:Intermediate

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Opening hand priorities

Mutant-themed mill with proliferate and +1/+1 counter synergies. 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

mill+1/+1 countersproliferatemutants

Hands to be suspicious of

  • - tribes unrelated to mutants
  • - subthemes without counter support

Mulligan decisions with The Wise Mothman start with role clarity: does your opener actually support a real The Wise Mothman game plan around mill and +1/+1 counters? Mutant-themed mill with proliferate and +1/+1 counter synergies. Use self-mill for value and rad counter payoffs.

What a keepable hand looks like

In Commander, the London mulligan gives you a free first reset and rewards disciplined keeps. For The Wise Mothman, 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. Mutant-themed mill with proliferate and +1/+1 counter synergies. 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 Wise Mothman decks still want the normal Commander baseline of two to four lands or a hand that clearly replaces missing lands with reliable ramp. The Wise Mothman is blue-black-green, so your opener should cast your setup on time and not strand key colors in hand. Use self-mill for value and rad counter payoffs.

When to keep a borderline seven

If your list is built around mill, +1/+1 counters, and proliferate, 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 tribes unrelated to mutants and subthemes without counter support.

Play vs draw

On the draw, the extra card gives The Wise Mothman 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 Wise Mothman? 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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