|Commander / EDH||Legal|
Printings View all
|Commander 2014||Mythic Rare|
|Duel Decks: Knights vs. Dragons||Mythic Rare|
|2010 Core Set||Mythic Rare|
|From the Vault: Dragons||Mythic Rare|
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Creature — Dragon
Flash (You may cast this spell any time you could cast an instant.)
When Bogardan Hellkite enters the battlefield, it deals 5 damage divided as you choose among any number of target creatures and/or players.
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|Have (12)||Tiddilywinkus , TheAlmostHero , Forkbeard , pskinn01 , maR2307 , Kvothe1115 , PTsmitty , saj0219 , moonmonster , johnsongrantr , Ashy , Msgstallion|
Bogardan Hellkite Discussion
1 week ago
Vandalblast can really shut down people in one spell, although it is not a creature, like Viashino Heretic, Manglehorn and Gorilla Shaman. Ambush Viper is an instant speed creature removal spell that Ruric ignores, same with Bogardan Hellkite. Bloodrush cards like Ghor-Clan Rampager, Rubblehulk and Wrecking Ogre are also instant speed tricks. Dwarven Miner & Dwarven Blastminer are good at what they do. Cheers!!
3 weeks ago
3 weeks ago
Well, I think the list I gave was pretty well tuned. So I would advise trying to get to something similar to that. But my next question would be -- how set are you on keeping black? You could go Jund Dragons, but I feel that becomes a different deck. Sticking to 3 colors is usually your best bet. If you are fine with cutting black, then I would cut all the planeswalkers, Bladewing the Risen (very good if you are playing jund and if your opponents do not care that it is not modern legal), Hellkite Charger (there are more impactful dragons), Dragonmaster Outcast (it does not help you early, and by the time it would help you late, you would usually just rather play a big dragon), Karrthus, Tyrant of Jund, Scourge of Valkas (cool ability, but underwhelming in practice), Solemn Simulacrum, Thundermaw Hellkite (the deck gets into top deck mode quick... why play a 5 drop that you just top decked, when you have 9 mana open and can cast a 9 drop?), Viridian Emissary (pretty slow ramp in comparison to what we can do), Attune with Aether (again, pretty slow), Farseek (good, but slow), and Lightning Bolt (similar to Thundermaw Hellkite... why play this when you have mana for Bogardan Hellkite?)
In their the land enchants and untappers (I have 10 of each in my list, and then one spicy Scryb Ranger that can act as an untaper by untapping your untappers, or as a cool combat trick to untap your big dragons.) I would also add Temur Ascendency (Giving your big dragons haste is pretty good. Drawing a card off of playing your big dragons so you can draw and play more big dragons is even better.), Anger of the Gods (It is a sort of insurance policy. Against aggressive decks when you do not have an explosive hand -- you can let them play their creatures and board wipe them to destroy their card advantage. Your one card will kill 2 or 3 of theirs meaning they now have less aggro in their hand and you can then stabalize off of that.), and then my big dragons of choice are again Bogardan Hellkite, Dragonlord Atarka, Balefire Dragon, Utvara Hellkite, and Niv-Mizzet, Dracogenius or Niv-Mizzet, the Firemind.
If you want to go Jund, or to keep the black, then my suggestions would change.
3 weeks ago
The best advice I can give in regards to ramp is to use what I call land enchants and untappers. Land enchants are things like Utopia Sprawl, Trace of Abundance, and Overgrowth. Untappers are Arbor Elf, Voyaging Satyr, and Kiora's Follower. By themselves, they are nothing special. Arbor Elf essentially taps for 1 mana. Utopia Sprawl will ramp 1 mana. The ridiculous stuff happens when to play them together. If you have Arbor Elf and Trace of Abundance in play, you tap the enchanted land for 2 mana, untap it with Arbor Elf, and then tap it again for another 2 mana. The ridiculousness only grows in intensity with the more copies of untappers and land enchants you have in play. Here is a list I made for another user about 2 months ago :Dragon Deck Here. It is capable of 9 mana on turn 3! After that, I would suggest using dragons enter the battle field abilities. Things like Bogardan Hellkite and Dragonlord Atarka are great for this. Not only are they bug bulky fliers, but they kill your opponent's creatures when they enter play -- something which is especially important given you are not doing much aside from durdling and ramping the first few turns while your opponent plays threats. Balefire Dragon is good for similar reasons -- especially if you are using Temur Ascendancy to give it haste.
1 month ago
Thank You Cthu1uS4uru5R3x and gadenlock for the suggestions. I have updated the list.
1 month ago
1 month ago
Thanks for the feedback lithium142,
Would be nice to try fit in 2xGhostly Prison
2 months ago
Here are some cards that I might immediately cut:
Academy Elite, Aeon Chronicler, Bloodbraid Elf, Bogardan Hellkite, Breaker of Armies, Dragon Mage, Flameblast Dragon, Hamletback Goliath, Hermit of the Natterknolls Flip, Horizon Chimera, Hypersonic Dragon, Inkwell Leviathan, Jin-Gitaxias, Core Augur, Keranos, God of Storms, Kruphix, God of Horizons, Lorescale Coatl, Magus of the Future, Melek, Izzet Paragon, Memnarch, Mindwrack Liege, Murkfiend Liege, Niv-Mizzet, the Firemind, Nylea, God of the Hunt, Psychosis Crawler, Purphoros, God of the Forge, Quicksilver Gargantuan, Rishkar, Peema Renegade, Scute Mob, Servant of the Conduit, Shipbreaker Kraken, Simic Sky Swallower, Somberwald Stag, Spellbreaker Behemoth, Spellheart Chimera, Surrak Dragonclaw, Talrand, Sky Summoner, Thassa, God of the Sea, Thromok the Insatiable, Tireless Tracker, Verdant Force, Vexing Shusher, Wall of Blossoms, Whisperwood Elemental, Wistful Selkie, Xenagos, God of Revels, Clan Defiance, Crater's Claws, Devastation Tide, Minds Aglow, Mizzix's Mastery, Reforge the Soul, Release the Gremlins, Seismic Stomp, Shamanic Revelation, Sylvan Scrying, Traverse the Ulvenwald, Unexpected Results, Urban Evolution, Volcanic Vision, Wheel of Fate, Arcane Denial, Clip Wings, Counterflux, Counterspell, Cyclonic Rift, Desertion, Disallow, Disdainful Stroke, Evacuation, Heroic Intervention, Insidious Will, Krosan Grip, Naturalize, Negate, Plasm Capture, Sulfurous Blast, Trap Essence, Turn Aside, Unsubstantiate, Visions of Beyond, Void Shatter, Voidslime, and TBH there are simply too many things to cut to list them all because my fingers are getting tired. I'd cut most of your planeswalkers, most of your non-ramp artifacts, and most of your enchantments.
My primary piece of advice here is that 1) You really should choose to prioritize abusing creatures OR spells, not both, because there are simply too few slots, and 2) you want your spells/creatures to do things in multiples. You don't need too much draw here because your mana is tied up doubling splashy spells, but you need a heck of a lot of mana ramp to keep up.
I don't mean to sound curt, sorry :( Hope this was at least a bit helpful! I agree with Lilbrudder that it's simply too many cards to reasonably cut down, and that you should take a little time and find a focus for the deck.