|Commander / EDH||Legal|
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|Dragons of Tarkir||Mythic Rare|
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Descent of the Dragons
Destroy any number of target creatures. For each creature destroyed this way, its controller puts a 4/4 red Dragon creature token with flying onto the battlefield.
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|Have (12)||Caldazar , ironax , MTG1814 , pskinn01 , maR2307 , Venser_the_Sojoner , YossarianLives , philktoken8998 , Friedrice24 , thetechzombie , golgarigirl , MattN7498|
Descent of the Dragons Discussion
6 days ago
Thank you for comment and suggestions!
Mana Geyser - mana never been too much problem for the deck, my playgroup is mostly three players so this one doesnt work well.
Warchief Giant - too high cmc and as I say before my palygroup is mostly three players.
Valakut, the Molten Pinnacle - nice land, several times was in maybeboard but it enters battlefield tapped and it is too much if you ask my oppinion.
Hanweir Garrison - was in deck before but was cut cuz too be really effective it needs haste and most time it was just one creature drop for .
1 week ago
I also run a The Fat Red Line - Purphoros EDH .. however mine is based on pumping out tokens. Usually end up going down in a blaze of glory with the whole table against me. I noticed you were moving away from the usually Purphy deck, but thought i would give my suggestions anyways.
Mana Geyser -- Dont know how hard up for mana you end up being, seems like you have a lot more sac outlets for mana then I run, but it's is great if you are playing 3 or 4 people per game.
Warchief Giant -- if you are playing 5 people to a table, this guy is great for Purphoros damage, if you generally play 1v1, never mind :)
Valakut, the Molten Pinnacle -- Little expensive for a land, but it has worked well for me.
Descent of the Dragons - Being able to turn a field of goblins into a field of dragons might be nice, and you get to pick the creatures, and you get more Purphoros damage
1 week ago
I checked out your deck-list and really like it as well! The mono-red seems very streamlined, and I like the Archwing Dragon addition (something I've tinkered with for this build, as well) Descent of the Dragons is also great for how many triggers you get at once! I agree that it's interesting to see how others utilize a mechanic like this- there are so many approaches!
And you are correct about Mutavault in that it does not enter the battlefield (nor is there a way to have it enter as a dragon) However, it can activate itself in response to casting other dragons, thus increasing the number of dragons you control by 1 for each, which really comes in handy when you don't have another use for the mana. A funny interaction can also be that you can copy a Mutavault that you active using its own mana with Saheeli Rai's -2 to increase your dragon count by 1 without losing mana. (though that's a very obscure play, it can help in a pinch!)
1 week ago
Is the purpose of the goblins to get turned by Descent of the Dragons? If so, this is a really cool idea!
1 week ago
Descent of the Dragons might be a good addition, to ensure that you can destroy your elemental tokens. That and it turns them into flyers.
2 weeks ago
Counterspell is not modern legal.
Dragon Tempest gives those new 4/4 dragons haste but also creates a condition that allows me to burn my opponent for X times X. In other words, if I sacrifice 4 creatures I not only create 4 4/4 Dragons but I also do 4 X 4 = 16 damage to target creature or player (The dragons all hit the board simultaneously). 2R for the ability to burn for 16 and to flood my board with 4/4 dragons with haste is insane.
4 weeks ago
This is stupid. I love it. I have a few recommendations after playtesting it:
It's actually really slow. The Locust God is CMC 6. As the primary (and really only) engine of this deck, it means you're not doing anything until turn 7, turn 6 with Izzet Signet or Thought Vessel, or turn 5 with a Sol Ring. I recommend ramp that can be used before you play The Locust God.
In addition to being really slow, there's not much you can do while you wait for The Locust God to come into play. Most of your cards rely on it, so you'll have to hoard them until you're ready. Some early game stuff--Lightning Bolt, Vapor Snag, Counterspell, etc., will keep you safe and in control while you wait.
Speaking of the primary engine, with the exception of Chasm Skulker, there's nothing else that benefits you when you draw cards. You need "lieutenants," so to speak. All it takes is a few removals--Doom Blade, Swords to Plowshares, Path to Exile--and you're either a few turns behind or your commander costs too much to be fast. Add a few things that can work without your commander. An example is Psychosis Crawler.
So you're gonna have a ton of little 1/1s. I suggest one or two more cards that can really exploit those. Polymorphous Rush will eventually cost too much, but turn a few of your 1/1s into something nasty your opponents control. For example, turn a few of your 1/1s into Wurmcoil Engines. Goblin Bombardment turns your 1/1s into direct damage. Descent of the Dragons turns your 1/1s into 4/4s.
If you really want to sow some chaos, look at Confusion in the Ranks. Neat, right?
When this deck does go off, it's like a bomb. See what you think about your suggestions and I look forward to playing against it.
1 month ago
With three of my friends looking to buy the dragon tribal deck for Commander 2017, I might just have to get this list.
I have found that lots of dragon decks love tokens.
If your opponent uses Descent of the Dragons, then run a Hallowed Moonlight to stop it. I would say to use a Containment Priest but it sadly doesn't touch tokens. But if they are running a Bladewing the Risen, then Priest will stop that.