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Atarka, World Render
Legendary Creature — Dragon
Whenever a Dragon you control attacks, it gains double strike until end of turn.
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|Have (10)||meowCat1234 , Regulus1010 , rikertchu , Chandelier , Oloro_Magic , pskinn01 , Grantley91 , golgarigirl , Venser_the_Sojoner , Caldazar|
Atarka, World Render Discussion
16 hours ago
At a glance, I would remove Radha and Elvish Harbinger. Instead I would run Arbor Elves and Elvish Mystic They come out faster and can help you ramp a lot. Joiner adept is good but can die really easily, especially if you are building for modern. Dragonmaster outcast is a good card but unless you can ramp up to that point is not really worth running. But if you want to I wouldn't suggest running more then one. Dragon master is just to mana intensive for simular reasons. And Slumbering Dragon, while cheap mean you have to be attacked at least 5 times in total or by 5 creatures. Until then it's just there going nothing and by that point you could already of lost. For other suggestions for creatures I would suggest Dragonlord's Servant since it lowers cost of dragons. And for actual dragons for the deck, I would suggest Thunderbreak Regent as it punishes people for targeting your dragons. You probably could run a play set of those. Stormbreath Dragon can't be pathed and attacks the turn it comes out. If it comes down to it, it's monstrous ability could give you some extra damage if needed. Maybe run around 3 of those. At least 2 Thundermaw Hellkite, it flies, it hastes and it pings enemy fliers for one which is on but the best part is that it taps them, which clears up the skies for your dragons. Some other dragons you may one to consider as one offs are: Atarka, World Render and Savage Ventmaw
As for lands I would drop lands to around 20-24 and if you can get shock lands and fetchlands those will help a lot. Shocks work really well with Arbor elves as they can untap them. Since you are playing dragons Haven of the Spirit Dragon is a good tribal land. A play set of those can give you any color mana for dragons and can be sacced to bring a dragon back to your hand. May also consider 2 Aether Hub and if you can afford it, a playset of Grove of the Burnwillows will help more then cinderglades.
With how expensive Dragons are I think your current set of enchantments, instants and sorceries are a bit slow and don't really fit. (Infernal Plunge, Battle Hymn, Cryptolith Rite and Shared Animosity). Since you're playing Red, Lighting Bolt is a must have. 3 Damage for one red is to good. For two Atarka's Command is really nice and versatile. Utopia Sprawl can turn your forests into lands that can tap for two mana. Dragon Tempest gives your dragons haste and deals extra damage. And Sarkhan's Triumph can help you get any dragon from your deck that you need. Since you are in green Rancor is always great to drop on a creature and Sylvan Scrying can help you get your non-basic to your hand.
I hope this help, I was just saying the first things that popped into my head. Other then this, I would try to keep your deck at exactly 60 cards.
2 days ago
I was beaten to the punch by an Atarka, World Render deck. It hits hard and fast so the aggro slot has been occupied. I might still build an Ezuriclaw or Animar deck just to add a "racing" element in the mix :p
Also, I like Jazal Goldmane's effect, but mono white is.... err... rough to pilot :p
1 week ago
Atarka, World Render lets big dragons hit twice. Balefire Dragon can (theoretically) sweep an army of anything equal to or less than X/6 if there are no flying enemies. Dragonspeaker Shaman makes big dragons cost less to cast. Hunted Dragon provides a little buffer of an army in case he's getting swamped early game, Savage Ventmaw provides a total of 6 mana every time he attacks. Utvara Hellkite creates a new 6/6 dragon every time a dragon attacks. And Zirilan of the Claw can be used to pull out big dragons or even something like Utvara (to attack and generate a free 6/6 that actually sticks around) for a turn, and only costs 3 mana. It could be used to pull out Draco for a turn, skipping the whole mana cost and upkeep and getting to swing with a 9/9 for a turn. Plus Dragon Appeasement would let him hinder an enemy by making them skip their draw-phase and only let them draw cards through sacrifice, or he could play it on himself once he gets a steady inflow of tokens from Utvara in order to draw cards when needed (including drawing extra cards if desired)
1 week ago
I feel like Sigarda, Host of Herons deserves a spot on this list.
Skithiryx, the Blight Dragon, Surrak Dragonclaw, Teeka's Dragon, Wurmcoil Engine, Two-Headed Dragon, Dragonlord Dromoka, Atarka, World Render, Dragonlord Silumgar, Karrthus, Tyrant of Jund, Ojutai, Soul of Winter, Silumgar, the Drifting Death, Uril, the Miststalker, Anya, Merciless Angel, Archangel Avacyn Flip, Archangel of Thune, Avacyn, Angel of Hope, Empyrial Archangel, Lightning Angel, Razia, Boros Archangel, Stoic Angel, Sublime Archangel, Glissa, the Traitor, Vault of the Archangel, Griselbrand, Gisela, Blade of Goldnight and Aurelia, the Warleader all have that same Akroma-like feel to me, but some of them technically don't fit one or more conditions of big and 3+ static abilities.
1 month ago
well, typical ramp decks utilize things like Utopia Sprawl, and Overgrowth, in conjuction with creatures that can untap lands -- such as Arbor Elf, Voyaging Satyr, and Kiora's Follower to then untap those enchanted lands to generate tons of mana. Garruk Wildspeaker can do the same. As far as what you ramp into -- Genesis Wave is super good. It might be a little bit more than you want to spend though. It is cheaper than Tooth and Nail though -- and arguably better. As far as creatures to use, I would say your best bets are Broodmate Dragon, Hellkite Overlord, Balefire Dragon, Utvara Hellkite, Dragonlord Atarka, and Atarka, World Render. Do not use all of these, but a total of 4-6 of them is likely good. Any more than that and it can clog up your hand really bad.
As far as colors go, how attached are you to Jund? I think Temur might be better for a dragon ramp deck -- Temur Ascendancy can get pretty nuts -- giving your dragons haste and giving you draws (which I know you love :P)
1 month ago
I've got a few suggestions for you that would make the deck a little more...cruel.
First and foremost, Food Chain. This single card allows you to create infinite creatures, infinite colored mana to cast creature spells, and infinite ETB triggers. It is Prossh's signature card.If you like the thought of infinite combos, I can post more suggestions along this line. Prossh is a devastating combo commander. If not, I'd still strongly recommend this card. Single card combos with your commander are the strongest possible thing in EDH.
After that, I'd start abusing death triggers. ETB triggers are great, but you have a commander that is both a sac outlet, and creates a horde or creature ready to sac. This puts you in the unique position to control the board with cards like Dictate of Erebos, Grave Pact, and Butcher of Malakir. These turn every play of Prossh into a one-sided boardwipe, and allow you to lock your opponents out of playing creatures so long as you have something to sac. After all, you can sacrifice as an instant.
Fecundity, while it can benefit your opponents some, is far out balanced by the draw power in confers to you.
I would suggest replacing your Warstorm Surge with the Vicious Shadows. After all, the tokens Prossh creates have 0 power, so they won't do any damage when entering with Surge. However, you can sack them for an average of 3-5 damage, (up to 7), when using Shadows.
Deathbringer Thoctar: This guy isn't a complete lock, but he can help control the board pretty well. Your opponents instantly lose all of their 1 toughness creatures. (As each one you kill replenishes the +1/+1 counter removed to kill it) And it will quickly accumulate counters as you sacrifice to other purposes, or if you really need something dead, sacrifice a few tokens to pump it where it needs to be.
Swinging with Prossh is also incredibly powerful. Sacrifice creatures to his ability, hopefully with your opponents sacrificing their defenders to effects you have on the board, the swing in with boosted commander damage. Two cards that you may consider to aid in this are Atarka, World Render, and Xenagos, God of Revels. Sacrificing the 6 tokens Prossh creates, either one of these has him swinging for 21+ commander in one go.
Earthcraft, or its cheaper cousin Cryptolith Rite could prove useful for mana later in the game. You may also consider some token doublers like Parallel Lives or, if you want to spend a lot of money, the always useful Doubling Season.
Extra token generation, aside from Prossh, could be useful as well. Mitotic Slime is a personal favorite. It simply gives you 7 sacrifice triggers in one card. Sprouting Thrinax is similar, as it gives 4, and for less mana. Endrek Sahr, Master Breeder is also fantastic in this deck. Basically double's Prossh's ability. And you can keep from having to sacrifice him by freely sacrificing his thrulls to keep their numbers in check.
I would suggest cutting back to 36-38 lands, and instead running more mana-ramp. Cards like Cultivate, Kodama's Reach, and even Rampant Growth help speed up the deck, fix colors, and make reliable drops.
Anyhow, I know I left you a book to read through. I'm hoping some of it is useful, at the least. If you like any of the ideas and would like me to make some suggestions on what you might cut, I'd be glad to take a detailed look through and make some suggestions there. (Bein given a list of possible cards doesn't mean a thing if you can't find room for them, after all) Lemme know, and sorry for the veritable tome.
1 month ago
1 month ago
Nice deck. I'm always happy to see a deck featuring Dragonlords in modern. I got one myself though I might have been a bit too deep in the them as I'm runing 5 color dragonlors.
Have you considered Atarka, World Render? I know it's quite expensive, but she can close game really quickly thanks to the double strike.
Again, really nice deck.