Do you get a free mulligan in Commander?

Do You Get a Free Mulligan in Commander? Understanding the Mulligan Rule in Magic: The Gathering’s Commander Format

Yes, in Magic: The Gathering’s Commander format, you do get a free mulligan. This means that if you don’t like your opening hand, you can shuffle it back into your deck and draw a new hand of seven cards, without any penalty. However, subsequent mulligans will result in drawing one fewer card.

The Commander Mulligan: A Deeper Dive

The mulligan rule is a cornerstone of Magic: The Gathering, ensuring players have a reasonable chance of starting the game with a playable hand. In Commander, this is particularly important due to the singleton nature of the format and the reliance on having access to mana sources early.

How the Commander Mulligan Works:

The current mulligan rule used in Commander is a variant of the London Mulligan, modified to include a free initial mulligan. Here’s the breakdown:

  1. Initial Hand: Each player starts by drawing a hand of seven cards.
  2. Free Mulligan: If you’re not satisfied with your opening hand, you can choose to take a free mulligan. You shuffle your entire hand back into your deck, then draw a new hand of seven cards. There is no penalty for this initial mulligan.
  3. Subsequent Mulligans: If you’re still not happy with your second hand (or any hand after the first), you can take another mulligan. However, for each mulligan after the first, you draw one fewer card. So, if you mulligan again, you’ll draw six cards; a subsequent mulligan draws five, and so on.
  4. Scrying: After you’ve decided to keep a hand after mulligans, you may scry 1. This means you look at the top card of your library, and you may put that card on the bottom of your library.

Example:

  • You draw your initial hand of seven cards.
  • You don’t like it, so you take the free mulligan and draw a new hand of seven cards.
  • Still not happy? You take a second mulligan and draw six cards.
  • You finally keep the six-card hand. You then scry 1, looking at the top card of your library and deciding whether to keep it on top or put it on the bottom.

Why is the Mulligan Important in Commander?

The Commander format is unique in several ways, all of which make the mulligan rule even more critical than in other Magic formats:

  • Singleton Format: Commander decks are 100 cards with only one copy of each card (except basic lands). This increases variance, making it more likely to draw an unplayable hand.
  • Mana Requirements: Early access to mana (lands and mana ramp) is essential to playing your commander and building your board presence. A hand without the ability to cast spells early is often a losing hand.
  • Multiplayer Environment: Commander is typically played with multiple players, making it even more important to start strong. Falling behind early can be difficult to recover from.
  • Commander Tax: If your commander dies, it goes back to the command zone and costs two additional mana to cast each time it’s been cast from the command zone previously. Having early mana is critical for re-casting your commander if necessary.

Mulligan Strategy in Commander

Knowing when to mulligan is a crucial skill in Commander. Here are some things to consider when deciding whether to keep or mulligan your opening hand:

  • Mana Availability: Do you have enough lands to cast your early spells and ramp into your commander? A general rule of thumb is to have at least 2-3 lands in your opening hand.
  • Color Requirements: Do you have the necessary colors of mana to cast your spells? Consider your commander’s color identity and the color requirements of your other key cards.
  • Curve: Does your hand have a good curve of spells to play at different points in the game? A hand with too many high-cost cards or too few early plays might be worth mulliganing.
  • Synergy: Does your hand have any synergy or interaction? Look for cards that work well together or that can help you answer your opponents’ threats.
  • Overall Plan: Does your hand align with your deck’s overall strategy? A hand that doesn’t contribute to your game plan might be worth mulliganing for one that does.

The Importance of Rule Zero

It’s also crucial to remember Rule Zero in Commander, an unofficial yet widely accepted guideline that encourages players to discuss and agree on expectations for a game. This includes potentially modifying the mulligan rule if the entire group consents. For instance, some playgroups may prefer to allow two free mulligans or implement other variations to create a more enjoyable experience.

Commander is more than just a game, it’s a shared social activity. To learn more about the social and educational aspects of gaming, check out the Games Learning Society at GamesLearningSociety.org.

Commander Mulligan FAQs

Here are some frequently asked questions about the mulligan rule in Commander:

1. What happens if I mulligan down to zero cards?

You can mulligan down to a hand of zero cards. If you choose to keep a hand of zero cards, that’s your opening hand. You won’t draw any additional cards.

2. Can I keep my original hand after seeing my opponent’s mulligans?

Yes. You can decide to keep your original hand at any point during the mulligan process, even after seeing your opponents’ mulligans. The mulligan process goes around the table, and each player chooses to either mulligan or keep their hand.

3. Is the free mulligan mandatory?

No, the free mulligan is optional. If you like your initial hand of seven cards, you can choose to keep it without taking a mulligan.

4. What is “scrying”?

Scrying is an action that lets you look at the top card of your library. You can then choose to either keep it on top or put it on the bottom of your library. In Commander, you get to scry 1 after taking mulligans.

5. Does the scry happen before or after the first turn?

The scry happens after you decide to keep your opening hand and before the first turn begins.

6. Can I look at the cards I shuffled back into my deck after a mulligan?

No, you can’t look at the cards you shuffled back into your deck after a mulligan. Once the cards are shuffled back in, they are considered part of the random distribution of your library.

7. Does the Commander tax apply if I mulligan my commander back into my deck?

No, the commander tax only applies when you cast your commander from the command zone after it has died or been exiled. Mulligans don’t affect the commander tax.

8. What if a player doesn’t know what their deck does?

This can be challenging, especially for new players. Encourage them to consult their deck list or ask for advice from other players at the table. Transparency and communication are key to a positive Commander experience.

9. Can the “Rule Zero” discussion affect the mulligan rules?

Absolutely! Rule Zero encourages players to discuss and agree upon any modifications to the rules before the game begins. If all players agree, you can certainly adjust the mulligan rules to suit your preferences, such as allowing multiple free mulligans or experimenting with different mulligan systems.

10. What if I don’t draw any lands after multiple mulligans?

This is an unfortunate situation, but it can happen. In this case, you’ll have to make the best of it with the hand you have. Focus on card draw spells or mana rocks that can help you get mana into play. Sometimes, even a bad start can lead to an exciting and unexpected game.

11. Does the mulligan rule affect my commander in the command zone?

No, the mulligan rule only affects the cards you draw into your hand. Your commander remains in the command zone throughout the mulligan process.

12. Can I use effects that reveal cards from my hand during the mulligan process?

Generally, yes. You can use effects that reveal cards from your hand during the mulligan process, as long as the other players agree and it doesn’t significantly slow down the game. However, avoid actions that could be seen as intentionally delaying or disrupting the game.

13. Are there any resources to help me build a mana base?

Yes, there are many online resources and articles that can help you build a solid mana base for your Commander deck. Consider factors like your commander’s color identity, the number of colored mana symbols in your spells, and the overall speed of your deck.

14. What if a player takes too long to mulligan?

Politely remind them to make a decision in a timely manner. If they continue to take excessive time, consider implementing a time limit for mulligans to keep the game flowing.

15. Where can I find more information about Commander rules?

You can find the official Commander rules and resources on the Wizards of the Coast website. Additionally, many online communities and forums dedicated to Commander provide valuable information and discussions about the format.

Leave a Comment