Creature — Dragon Skeleton
, Exile seven other cards from your graveyard: Return Bone Dragon from your graveyard to the battlefield tapped.
Printings View all
|Core Set 2019 (M19)||Mythic Rare|
Combos Browse all
|Commander / EDH||Legal|
Bone Dragon Discussion
2 months ago
The problem with Sarkhan the Mad is that he is very complicated to use. You see, he costs five mana and his abilities doesn't help him. Let me break each one of them:
0 - It's a repeatable card draw "engine". However, it's pretty easy to just get him killed, specially in the deck filled with heavy costed creatures. Another thing to mention is that paying 5 mana for a card draw "engine" that won't necessarily survive until hte next turn probably isn't a good ideia.
-2 - Technically it's an ability that can work as a removal or a token generator... but in either case it's bad, at least in this case. You could sacrifice the egg or the Thralls to get a dragon and it would be very good valuewise, though Sarkhan the Masterless does the same. The latter not only can protect himself with his static ability but can also make a dragon and continue living after while also growing himself.
-4 - This one can end up winning the game on the spot but it's also situationa since you need at least a few dragons for it to be useful. Also, activating his first ability could end up making him unable to activate his last one.
Regarding the cuts, even though some cards are good you must realize that having multiples of some cards won't helpful, and that's the case for Bone Dragon . One of them in the deck is already good enough as you probably won't have enough cards in your grave to keep reanimating two at the same time.
Drakuseth, Maw of Flames is obsolete at this point. He doesn't add any pressure to the board since you have to wait for him to attack to activate his ability. Besides, 7 mana is kinda costly and triple red can hinder you in a Rakdos deck.
Only one Dragon Egg isn't enough for any kind of fancy strategies. That's another one down.
I'll think about some other things that could be changed. In the meantime, I have some lists that you could watch to understand dragon decks. Just keep in mind these take into account that these are from competitive formats and that's why they don't use some of the cards I suggested.
2 months ago
There are some other "targets" for discard, but I don't think all of these are the best for you. I'll list each of them instead of loads of paragraphs.
Punishing Fire - Could be a replacement for Spit Flame but honestly that's up to you. Punishing Fire is technically more versatile since it hits any target and depending on the matchup it can be easier to retrieve. However, Spit Flame has an easier time removing creatures. This one more to just let you know exists.
Flamewake Phoenix - Again, a card that I'm mentioning just to let you know exists. Since most of your dragons have 4 or more power, you could easily get this card back from your graveyard but you would also deviate a bit from the draconic theme.
Ore-Scale Guardian - This one isn't a target himself, but he makes it more profitable for you to discard lands, specially if you end up being mana flooded.
Runehorn Hellkite - Can be used to refill your hand late game(?) and as he's no diffenrent from other dragons, there's no downside letting him rest in your grave until you active it's effect.
Fiery Temper - Basically adds 3 damage for one mana to all of your discard spells.
These are the monored option. I also have options that would actually require you to splash for black. These are, of course, not mandatory for you to run, but it's always good to get to know more cards.
Bladewing the Risen -A giant dragon that reanimates another one when it comes into play and also has the ability to pump all your dragons. Obviously he's not a target for discard himself. However, he can make other dragons more interesting to discard.
Boneyard Scourge - Pretty simple. Dump him into the graveyard and when one of your dragons die, you get him back for a really cheap cost.
Bone Dragon - A recurrable dragon that can be left in the grave until the late game when it can come back multiple times, assuming you have enough cards in the grave.
In case you consider any of these black cards or you just don't feel confortable not bein able to cast the Thralls, there are a few budget lands that can help you with the mana. Also, the Haven of the Spirit Dragon could help you cast the black dragons but not activate their abilities.
About the cuts for the Thralls, you are still above 60 cards. There are some other cuts you can also make.
Dragonspeaker Shaman - They're quite expensive and you already have a pretty decent amount of "ramp" and cost discounts. Even more, they're really easy to kill.
Slumbering Dragon - He seems quite tempting to play as he can grow a lot. However, that's the problem, he CAN grow but nothing guarantees he will. Also, only one in the deck won't help at all.
Sarkhan's Triumph - Since you now have more card draw, you could maybe cut one of these.
8 months ago
Yeah - I'd agree Bone Dragon is not as good as it should here. Unless you simply like it or would like to stick to Skeleton/Zombie theme.
Doom Whisperer is just as expensive, stronger and has trample. Similarly Spawn of Mayhem is cheaper and deals additional damage to opponent each turn. Of course that's on condition you can afford them :)
8 months ago
I have a slightly different take on the Shared Fate archetype. The traditional method of making the deck is to not have any win conditions, and win by stealing your opponents' things. The problem is that this leaves you open to all the opponents' mischief. And any removal spell that you can use to slow them down will be used against you when you cast a threat from their library. This almost guarantees the opponent will always have a superior board position: anything you have that is good against their board before Shared Fate will be good against you after.
So, what you want are cards that break the symmetry:
Suspend: Suspend cards can only be suspended from your hand. An opponent could not suspend Ancestral Vision , and could not cast it for its mana cost, effectively making it a blank card under Shared Fate. Other suspend cards like Ith, High Arcanist or Mindstab , the opponent would have to wait many turns before being able to cast, if it even did them any good.
Flashback: These are generally symmetric. Before Shared Fate, you can cast it twice. After Shared Fate, the opponent can cast it, and then you can cast it. Lingering Souls is the best one, because it's cheaper for you to flashback then for them to cast.
Aftermath: I'm sure you heard this before, but the opponent can get the first half of the spell, but only you can get the aftermath half. These vary wildly in usefulness, but Never Cut Rags Spring Farm Start are all worth considering, especially because you can still get the first half before Shared Fate is on the battlefield.
Eternalize: These cards work differently from your graveyard, allowing you to actually have win conditions. Consider, for example: Proven Combatant . Before Shared Fate, you have a 1-mana 1/1. After Shared Fate, your opponent gets a 1-mana 1/1, but you get a 6-mana 4/4. Bonus points, because it's a zombie and cannot be targeted by Victim of Night , allowing you to have removal spells that can kill the opponent's creatures, but the opponent cannot use to kill your eternalized creatures. Of these, Adorned Pouncer , Sunscourge Champion and Dreamstealer are the pretty good, but Champion of Wits is absolutely nuts: eternalizing it with Shared Fate on the battlefield is "draw 4" with no drawback.
Dredge: You can choose which draw replacement effect replaces your draw, allowing you to dredge even from under Shared Fate. This means you can always get your Darkblast . Bonus points if you're using Aftermath and Eternalize cards.
Origins Flip Planeswalkers: This cycle of 5 specifically says to return it to the battlefield under its owners' control, so an opponent could never control them in their planeswalker form. I saw you had the blue one in your deck, but only Liliana, Heretical Healer Flip can be forced to transform against her controller's will (the opponent will still get the 2/2 zombie she makes).
Cycling: Cards that cycle must be in your hand, but there are a few important cards to consider: Gempalm Polluter and Krosan Tusker don't have any abilities for casting them normally, only cycling. Faerie Macabre isn't really cycling, but it is important because it is one of the few graveyard hate spells the opponent cannot use from under Shared Fate.
Recover: These cards from Coldsnap allow you to keep putting the card back in your hand from your graveyard, if you have the mana to do so. None of the cards its printed on are particularly good, but of these Sun's Bounty , Krovikan Rot and Grim Harvest might be the closest to playable. It's too bad there aren't more good cards in red for Shared Fate, because Rekindled Flame is pretty sweet.
Other: Fragmentize can kill a Leyline of the Void but not a Shared Fate . Damping Matrix and Damping Sphere work regardless of who played them. You'll be able to cast Panglacial Wurm when cracking a fetchland you got from the opponent's deck. If you have any targeting spells or abilities that only you can repeatedly use (like Darkblast ), or ways to exile it from your graveyard that only you can use (like Bone Dragon ) then Eternal Scourge can provide a lot of value.
You're probably wondering about how any or all of these ideas fit the theme of Shared Fate, and the answer is simple: unlike the traditional style, where you're trying to beat them with their deck, these ideas center around a Shared Deck; both you and the opponent will be playing your cards, and it doesn't really matter what's in their library. Sure, their cards give you more options, but the idea is that you can win without ever casting anything of theirs.
10 months ago
Hey there - thank you for helping out! How about this:
Sigarda, Heron's Grace
Expansion / Explosion
Momir Vig, Simic Visionary - this is FTV foil, so let me know if that's not what you were looking for
and Drowned Catacomb (XLN)
for $11.50? I knocked a few bucks off of TCGMarket price for each, and gave you a good price on Catacomb because I have so many. I can ship it today PWE, or if you want to pay $3 for tracked I'll do that. My PayPal is [email protected] Let me know!
11 months ago
I run a Mayael the Anima that is also about as Timmy as it gets, and I definitely feel the frustration you feel when your alpha strike is undone by instant speed removal. The solution I've found is to try and be a Timmy, whilst playing like a Spike, and wait for the perfect opportunity (Opponents tapped out) to seize the chance for an Alpha strike and kill the damn blue player.
I found that getting rid of my removal package was the first key. 1, I found it counter-intuitive to my deck - I want creatures on the field, so every time I was holding a board wipe, it was a dead card. Your dragons win the day with their size and flying anyway, You needn't fear any other board state. You have access to white - you could run a protection package? Stuff like rootborn defences etc, that will stop the killing, Aw hell, you have access to blue? If Cyclonic Rift keeps ruining your day, force your opponents to get creative against you, run Syncopate or Scatter to the Winds and counter their Rift! That'll teach them - and you'll win more games. Screw it all and run your own Cyclonic Rift - you can cast in an end step to ensure there are no blockers for your dragons, and guarantee and open door to the opponent!
11 months ago
I could definitely see Bone Dragon in the sideboard if the meta is full of grindy midrange decks on release.
11 months ago
I like your build,
Would Bone Dragon be a good addition?