How to Mulligan Xenagos, God of Revels

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Opening hand priorities
Gruul combat deck that turns each big creature into an immediate, hasty, doubled-power threat. 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: mana source if possible
- Turn 2: keep ramping rather than drifting
- Turn 3+: line up Xenagos so a real threat follows immediately
Your opener should support
Hands to be suspicious of
- - small-value creatures
- - too many noncreature payoff cards
- - hands that ramp poorly into no real threat
Mulligan decisions with Xenagos, God of Revels start with role clarity: does your opener actually support a real Xenagos, God of Revels game plan around aggro and big creatures? Gruul combat deck that turns each big creature into an immediate, hasty, doubled-power threat. Xenagos does not need many tricks, but it desperately needs threat quality and turn pacing. The best builds ramp early, stick one creature that matters, and make every combat step threaten lethal chunks of damage.
What a keepable hand looks like
Keep hands with acceleration and a real threat to follow Xenagos. Llanowar Elves, Nature's Lore, Three Visits, Selvala, Heart of the Wilds, and a five- or six-power creature are exactly what you want.
When to ship a hand
Ship hands with no ramp, hands with support cards but no payoff creature, and hands full of creatures that are big but not threatening enough on one doubled attack. Xenagos wants quality, not just size.
Your first three turns
Your early turns should ramp, then deploy Xenagos, God of Revels only when the next turn includes a creature worth doubling. Casting Xenagos into a turn cycle where you do nothing with him is much weaker than waiting one turn and attacking immediately.
Ready to test real opener quality for Xenagos, God of Revels? 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.
