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How to Mulligan Urza, Lord High Artificer

Urza, Lord High Artificer
Urza, Lord High Artificer
Mulligan Guide
Public decks:2Median cost:~$293Archetype:ArtifactsDifficulty:Advanced

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Opening hand priorities

Artifact combo/control deck leveraging artifact density for mana and value. 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

artifactscombostaxcontrol

Hands to be suspicious of

  • - creature-heavy builds
  • - low artifact count

Mulligan decisions with Urza, Lord High Artificer start with role clarity: does your opener actually support a real Urza, Lord High Artificer game plan around artifacts and combo? Artifact combo/control deck leveraging artifact density for mana and value. Include cheap artifacts and mana rocks. Dramatic Reversal combos with Isochron Scepter. Urza requires high artifact density to function.

What a keepable hand looks like

In Commander, the London mulligan gives you a free first reset and rewards disciplined keeps. For Urza, Lord High Artificer, 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. Artifact combo/control deck leveraging artifact density for mana and value. 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 Urza, Lord High Artificer decks still want the normal Commander baseline of two to four lands or a hand that clearly replaces missing lands with reliable ramp. Your opener should cast its setup on time and not rely on perfect topdecks. Include cheap artifacts and mana rocks. Dramatic Reversal combos with Isochron Scepter. Urza requires high artifact density to function.

When to keep a borderline seven

If your list is built around artifacts, combo, and stax, 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 creature-heavy builds and low artifact count.

Play vs draw

On the draw, the extra card gives Urza, Lord High Artificer 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 Urza, Lord High Artificer? 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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