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Crucible of Fire
Dragon creatures you control get +3/+3.
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Crucible of Fire Discussion
5 days ago
1 week ago
Thank you, canderson107 for the Selvala and Wild Pair suggestions! Also, thanks again, Randomsome1, for suggesting that I cut out Crucible of Fire! It gave me other ideas as to what else I should/could cut out of the deck to make it more "competitive." I made the edits to it not too long ago, so you can come check them out now!
1 week ago
The_Spector_1 If you are having trouble taking something out for one of the suggestions: Crucible of Fire is nice, but most dragons are huge already so I feel like +3/+3 isn't necessary. Unless, you have some really big bodied threats in your meta, or plan to win with commander damage instead. I took it out of my deck for more mass protection and don't miss it at all.
1 week ago
If Crucible of Fire is out Mutavault is a pretty acceptable land. It also offers chump blocks while waiting for bigger dragons. If you were to try to make this work some number of Blood Moon can slow games down maybe even some Magus of the Moon as well
3 weeks ago
Vayder84 - Thanks for the suggestions! These could definitely work in some Dragon builds, but here's why I've decided against them...
Coat of Arms - Since dragons naturally have such a high mana curve, I wouldn't properly utilize the card. CoA would accidentally give more benefits to my opponents and decks that max out on little guys, like The Locust God! (Locust God is bigger than a 4/4 or izzet just me?). Most of the time I'll have like 2 to 5 dragons on the battlefield at a time (not including random tokens). So I feel like Crucible of Fire fills this slot more efficiently and effectively in this deck.
Vanquisher's Banner - I would pick Elemental Bond over this simply for the lower mana cost since the +1/+1 is negligible in relation to my big flyers. I took out Elemental Bond awhile ago because, while early game it is great, late game it is just flat out dead. I didn't like it much and eventually replaced it with one-time draw effects to refill my hand.
Door of Destinies - The reasoning behind this is similar to Vanquisher's Banner and Elemental Bond. With my high mana curve, this would slow my tempo quite a bit. And if I drew it late in the game, I'd rather just play another dragon.
Thanks again for the upvote and comment bro! :)
1 month ago
The first thing I would do is get rid of the Crucible of Fires; your threats are small in number and already big in size, so its a card that's way more likely to either be useless or win-more than actually helpful. Also, with only 20 lands and your ramp not being in the form of land-searching, Dragonmaster Outcast is going to be very inconsistent; I would take them out too. To fill the empty slots, I'd recommend just going up to 4 Serum Visions and adding a couple more lands, which should help improve the deck's consistency.
Also, I really don't understand why there's a Frilled Sandwalla in your sideboard.
Xica on BR Dragons
1 month ago
How bad the "ritual-to-dragon" thing is, depends mainly on rituals, for example Chandra, Torch of Defiance, or Koth of the Hammer are both real fine rituals.
Dragons are not that bad.
I would argue that Stormbreath Dragon is one of (if not "THE") best beatstick in modern, because most decks have no way to remove it, it gets huge, and has good chance to sweep small creatures from the board.
And the are some less awesome but "ok" dragons like Thunderbreak Regent. (maybe Mirrorwing Dragon?????)
And more importantly there are really great cards that require you to have dragons, like Silumgar's Scorn - its a modern legal Counterspell (!!!), or a better Logic Knot, but that probably doesn't say much to most people, who don't play (draw-go) control.
The main problem with dragons is the sheer number of tempting cards that "were good in standard" Crucible of Fire, Dragonlord Kolaghan, Bogardan Hellkite to give some examples.
And that doing more viable things seems like giving up on the idea, since they are not named for dragons.
Still dragons are a perfectly good endgame plan for skred.
(And they could probably be fit into the hollow one shell as big payoffs, that would also be nice imho)
xyr0s on BR Dragons
1 month ago
With dragons, and your deck with all the 1- and 2-ofs? No chance against established modern archetype decks. All the established decks have very concrete, very consistent plans that they follow, and many are fast.
Example: Modern decks never play Slaughter Games. Or at least, I've never seen it (ok... there are 4 decks on mtgtop8.com that have played it). They play Thoughtseize, and has Surgical Extraction in the sideboard for match-ups where they want some card to be permanently gone. Slaughter Games is turn 4 at realistic earliest. Thoughtseize happens on turn 1. And as long as you play as if a turn 4 card is as good as a turn 1 card, you'll lose a lot.
If you want to have a fighting chance, you have to tighten up your deck a lot. Make it consistent by having many copies (many = 4) of the cards, you want in every game from the start of the game. If you have a plan of doing something, bring enough cards focusing on what-you-wanna-do to have them in hand/play at the same time.
Example: You play Blood Seeker and Blood Artist. That could be a whole other deck, right there... if there was 4 of each, and some way of giving your opponent creatures which would then die. You could build onto this plan by adding Curse of Death's Hold and Hunted Phantasm. Forbidden Orchard for mana. Suture Priest for redundancy and reliability. Massacre Wurm for a finisher that goes with the concept. But for any of that to work, you'd need 4 of each. If you only have one of them sometimes in a game and never the whole bunch at once, they don't work with each other, and you don't have a consistent plan (the flipside is, that modern decks can seem boring - they are made to do the same thing, repetitively, over and over, again and again, reproducing the same game every time, rather than being unpredictable and having access to many different angles of attack). Especially the early turns of each game are planned out - either for winning the game very fast, or for fighting against decks that try to win early. The trap to avoid is thinking that you'll automatically get to turn 5 or so, and then you can start playing good cards.
A subtle element in deck construction is to avoid cards that don't do anything. Crucible of Fire is one of these. You play it on turn 4, and nothing happens. You don't have a dragon from turn 3 under any circumstances. And wasting turns without doing anything of impact on the table, that's something you have to avoid. And yes, there is a bit of an exception with soul sisters' Honor of the Pure (and a few others, I guess), but not really because those decks always have creatures on the table from turn 1.
tl;dr - get rid of random 1-ofs. Play 3 or 4 of each important card. Assume that you'll run into decks that aggressively try to win in turn 4.