Draconic Disciple

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Core Set 2019 (M19) Uncommon

Combos Browse all

Tokens

Draconic Disciple

Creature — Human Shaman

: Gain one mana of any colour.

, , Sacrifice Draconic Disciple: Create a 5/5 red Dragon creature token with flying.

Draconic Disciple Discussion

Corvaxis on Draconomicon

2 months ago

Thanks. I have a single Stomping Ground in the non standard variant of the deck, because 1. I only have 1 copy, and 2. It helps get turn one ramp out faster, while also allowing me to turn 2 a Draconic Disciple .

Gidgetimer on Converting My Deck

6 months ago

Azusa, Lost but Seeking is in there just so that I had a place to put them after titanbloom got banned. It isn't really that good of a card for the deck. So, you can drop the price by $30 by replacing her with Draconic Disciple and have a better version of the deck.

jhalko on NecroDragons

6 months ago

Mana fixing: Alloy Myr , Abundant Growth mana fixing for 1 green, Pyramid of the Pantheon , Fellwar Stone , Fertile Ground , Joiner Adept , Manamorphose , Pillar of Origins only helps with Ur, Sphere of the Suns , Sylvan Caryatid , Trace of Abundance could be hard to cast, Chromatic Lantern , Coalition Relic , Commander's Sphere , Darksteel Ingot , Draconic Disciple , Manalith , Opaline Unicorn , Shaman of Forgotten Ways , Vessel of Endless Rest , Crystalline Crawler

The point is you need a bunch of artifacts or low drops that add mana or fix your mana. This way you could focus on lands that don;t come in tapped or lands that are limited to playing different spells. If they draw a card in some way that is ideal as well.

Kederekt on Palladia-Mors, Dragon Matriarch

9 months ago

Honestly, I don’t think you have nearly enough lands for this deck. I also don’t think you need the alt win con from mayaels aria. I would pull the aria, wayfarers bauble, darksteel ingot, mordant dragon, flameblast dragon, and zendikar resurgent. Either not good, not necessary, or too expensive. I would as the fetch lands and shock lands. You also don’t have nearly enough creatures. I would pull your overpriced ramp cards and your mana based artifacts and add Draconic Disciple, Drumhunter, Sunseed Nurturer, Exuberant Firestoker, and maybe other mana dorks. Also, replace rain of thorns with Decimate. Cheaper and more destructive. I think it’s a solid base I just don’t see it doing enough as quickly as you want.

Elf0491 on Mayael's Big Boy Club

9 months ago

Big smashy Naya decks can be a ton of fun! It kinda depends on what direction you want to take the deck, but if you're looking at the classic 'power 5 or greater matters' theme, here are some suggestions:

Remove: Chandra, Fire of Kaladesh  Flip: This deck focuses more on casting big creatures, so the likelihood of flipping Chandra is very low. Firemane Angel: Very expensive for her effects. Better creatures and lifegain can be found. Gigantosaurus: Hilarious card, but the 5 green will be super hard to get in a three color deck. Legion Loyalist, Legion Warboss, and Ajani's Welcome: These cards are all geared towards a 'go-wide' playstyle that encourages lots of small creatures. That's not how Naya usually plays, and most of the rest of your deck isn't set up to support them. Light of the Legion, Swiftblade Vindicator, Dawn of Hope, Path of Discovery, Prodigious Growth, Urban Utopia, Bounty of Might, Flower / Flourish, Boros Keyrune, and Selesnya Cluestone: These are all cards that either don't mesh great with the rest of the deck, or are decent, but have cards that can usually do the same thing better.

Big Boyz: Meglonoth: Great power for 6 mana, and can really pump out damage both attacking and blocking each time around the table! Mycoid Shepherd: Pretty decent source of lifegain. Paleoloth: Graveyard recursion. Spearbreaker Behemoth: Gives your important stuff indestructibility! Spellbreaker Behemoth: Can absolutely wreck blue control. Woolly Thoctar: 5/4 for 3. Nuff said. Bull Cerodon: Really solid creature to keep bashing your opponent's with. Godsire: Can be hard to play, but will generate an insane amount of value if it stays in play. Stalking Vengeance: When your stuff dies, so do your opponents! Victory's Herald: massive boost to your field, especially with lifegain.

Mana Ramp: Gruul Signet and Selesnya Signet: Some of the best ramp for three color decks. Drumhunter, Exuberant Firestoker, Sacellum Godspeaker, and Sunseed Nurturer: Can be okay as ramp, while also synergizing with your theme. Mul Daya Channelers: can be either a 5/5, or help you ramp into one. Somberwald Sage, Beastcaller Savant, Birds of Paradise, Channeler Initiate, Chromatic Lantern, Commander's Sphere, Draconic Disciple, Llanowar Elves, Atzocan Seer, and Drover of the Mighty: All permanents with useful ramp abilities, some of which even have a few other potential synergies. Traverse the Ulvenwald, Sakura-Tribe Elder, Yavimaya Elder, Harrow, Journey of Discovery, Gift of Estates, Cultivate, Caravan Vigil, and Collective Voyage: Cards with varying effects that let you search up lands from your library.

Utility: Asceticism: Lots of protection for your board. Anger and Fires of Yavimaya: gives all of your creatures haste. Signal the Clans: Great tutor card for creature based decks. Loxodon Warhammer and Behemoth Sledge: Trample and lifegain on a stick. Domri Rade: Card draw, repeatable fighting, and a crazy ult. Deafening Clarion, Austere Command, Earthquake, Mizzium Mortars, Comet Storm, and Savage Twister: All have the potential to be near one-sided boardwipes.

Lands: Ancient Ziggurat: With a focus on creatures, this card is usually really useful. Command Tower: Should be in every commander deck. Naya Panorama and Jungle Shrine Kessig Wolf Run: Extra damage and trample. Contested Cliffs: Repeatable fighting for your beasts.

There are probably more suggestions I could make, and certainly not all of these cards need to go in. Just some different ideas for you to consider!

MurderForBrunch on Sarkhan's Dragon Den

10 months ago

Hi! I do like the deck quite a lot! I would however make a few... I was going to say suggestions, but I'll say observations instead. As you said, this "non-formula" decks tend to vary a lot with the local metagame.

I had something relatively similar in the previous standard, and it's changing quite a lot right now, but there's something I'm trying to improve, and that's the Control match-ups. I did go mostly RG, instead of Mono-Red, mostly for ramp, and I also played Draconic Disciple and Llanowar Elves. The problem I encountered multiple times is that at some point, at turn 4 or 5, they would wrath the board with Fumigate or something like that, and after dumping two mana dorks and a Dragon in play I had almost nothing.

That's not a problem for you in that, you don't have mana dorks. However, in the new version of the deck I'm brewing, I want to include Bone Dragon. It sort of gives you a late game play that can't be countered (if you bring it back from the yard) which seems great for the long grindy control matchups. You could easily include a playset of Dragonskull Summit and splash black for those if Control becomes a problem! :D

EDedan on Have Core 19 given us ...

10 months ago

The set Guilds of ravnica is going to be released soon :DD

And i can't wait to see what the meta game is going to become, the set looks amazing, love the all the new cards in the set

But something stirred within me when i thought about the core 19 multicolored uncommon and how "Much" synergies that there is in those cards...

Heroic Reinforcements = Gives you new mentor targets and pumps the whole team which is basically what you wanna do in a aggressive deck. See also Legion Warboss, Swiftblade Vindicator and Chance for Glory

Enigma Drake = the mechanic of the set is Jump-start which means that the spells got value after it lands in the graveyard, this gets better with for each spell in you're graveyard and there is also a "Better" version of this which also draws a card when it enters the battlefield a.k.a. Crackling Drake

Satyr Enchanter = green and white aka "Selesnya" have now in my opinion become the best enchantment pairing in standard. there is Seal Away, Ixalan's Binding, History of Benalia, Legion's Landing  Flip etc in Guilds of Ravnica there was Conclave Tribunal,Dawn of Hope and the best card in my opinion from the set Divine Visitation and a common support card in the set was Sumala Woodshaper..

Poison-Tip Archer and Psychic Symbiont seems to be the least synergetic of all the "Guild" pairings but Poison-Tip Archer synergies with the guild legendary Izoni, Thousand-Eyed and sometimes Vraska, Golgari Queen.

Psychic Symbiont has no synergies with "surveil" but it's the best mechanic in my opinion because of "card selecting" etc, this was a beast in it's limited format and it did what it was supposed to do which is to help the limited formate.

As for the other uncommons in Core 19..

Brawl-Bash Ogre = Either a sacrifice based mechanic or maybe morbid is going to return, i've thought about the mechanics "Madness" or "Hellbent" before this card, but who knows i haven't thought so much about this archetype..

Skyrider Patrol = +1/+1 counters have been a staple of the simic guild, there was "Evolve" in gatecrash and "Graft" in Dissension, what if there was a mechanic which activates when a creature gets a counter or a counter enter's "the battlefield" aka triggered ability for counter's..

Aerial Engineer = in the lore for the set, the Leader of the Azorius get's killed by Vraska, Golgari Queen as seen in the card Assassin's Trophy, maybe the Azorius will go in a new directions with thopter's as surveillance aka 1/1 flying artifact creture tokens, maybe there will be a "metalcraft" mechanic in the azorius which symbolises a new direction. See also Skilled Animator and Sai, Master Thopterist because synergi if it is a artifact theme.

Draconic Disciple = maybe "Ferocious" or "Formidable" because in the card Street Riot i feel like domri is rallying his clan into "anarchy mode" then this card pumps all you're creature's attack and it gives them trample..

Regal Bloodlord = this is pretty much "lifegain payoff.creature" Soo What if the Orzhov mechanic was something with lifegain such as "If you've gained life this turn, it does this" such as Nightmare's Thirst or maybe extort makes a return... :DDD, for instance i hope there will be more cards such as Dawn of Hope cause of it's lifegain clause and there is also Resplendent Angel, Ajani's Pridemate, Ajani's Welcome and Epicure of Blood which has synergies also ;)

Maybe i'm overthinking things but i really liked the uncommons from Core 19 and my favorite of the uncommons was Regal Bloodlord.

This is only my thoughts but i think it's fun to think and theorize about sets but if you all think i'm crazy then by all mean tell me why, i can stand by this but by all means change my mind.

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Draconic Disciple occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%