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June 20, 2026 · FloodBorn

The Lorcana Mulligan Guide

In Lorcana you draw seven cards, then choose any number of them to put on the bottom of your deck and redraw that many. You only get one mulligan, and it's not a full redraw — so the decisions you make here shape your whole game. Here's how to do it well.

What a good opening hand looks like

A keepable hand almost always has three things:

  • At least two inkable cards. You need to grow your inkwell every turn. Two inkable cards lets you ink on turns 1 and 2 without giving up a key play.
  • An early play. Something you can do on turn 1, 2, or 3. A hand full of five- and six-drops will sit there doing nothing while your opponent develops.
  • A plan. You should be able to picture your first three turns. If you can't, that's a sign to dig.

The bottom-and-redraw mindset

Because you replace only the cards you bottom, mulligan the specific cards you don't want, not your whole hand. Keep your inkable early plays and ship the clunky high-drops and the second copy of a situational card.

A quick rule of thumb:

Hand shapeAction
2+ ink, a turn-1/2 play, a curveKeep it all
Good cards but all cost 4+Bottom 2–3 expensive cards
One or zero inkable cardsBottom the uninkables aggressively
Two copies of a 5-drop, nothing earlyBottom one copy, dig for early plays

Don't over-mulligan

Bottoming five cards to chase a perfect hand usually backfires — you're shrinking the part of your deck you've already seen and gambling on four fresh cards. Keep hands that are fine. You're looking for functional, not flawless.

Mulligan toward your game plan

Aggro decks mulligan hard for a low curve and explosive starts. Control decks can keep slower hands with removal and card draw, because their plan is to survive and out-value you later. Know what your deck wants to be doing on turn 3 and keep the hands that get you there.

Want to see how likely you are to open with a specific card? Plug your numbers into the draw odds calculator, or practice live with the goldfish simulator.