|Commander / EDH||Legal|
Printings View all
|Iconic Masters (IMA)||Common|
|Dragons of Tarkir (DTK)||Uncommon|
Combos Browse all
As an additional cost to cast Draconic Roar, you may reveal a Dragon card from your hand.
Draconic Roar deals 3 damage to target creature. If you revealed a Dragon card or controlled a Dragon as you cast Draconic Roar, Draconic Roar deals 3 damage to that creature's controller.
Draconic Roar Discussion
1 week ago
Well, it's kinda hard to say what to replace without taking into account my own taste. However, if I have to say I would choose to cut Drakuseth, Maw of Flames and one Dragonmaster Outcast with the reasons being:
Drakuseth, Maw of Flames - Too heavy and slow. Does nothing when it enters and is easy to remove.
Dragonmaster Outcast - Not a bad card by any means but since you are playing a monored deck you won't be ramping which means you are gonna have to wait until turn 6 at least to play it.
In both cases, Thunderbreak Regent is way faster and way more punishing to your opponent.
Also, small tip. Scavenger Grounds since red doesn't have that much grave hate and you can put it in the main deck.
3 months ago
it's a shame Mana Echoes is not modern legal
Draconic Roar if you are going for direct damage or burn?
Silumgar's Scorn is a modern legal counterspell!
6 months ago
Thanks for the suggstions Spairut . Hornet Nest and Frontier Siege are no options for me as they are green and no dragons. The only reason I included some Forest in my Manabase is Cindervines , which is currently my only idea to handle opponents enchantments. Surely not my definite solution.. I don´t need forests for the Dragon Broodmother as there are 6 lands who can produce any kind of mana for dragon spells and 4x Dragon's Hoard .
I know there are a few nice green dragon related cards, but there are more downsides than upsides in switching from a basically red manabase to R/G, when focusing on the ETB effects. In contrast, I thought about switching a bit more to B/R and replace Draconic Roar with Thoughtseize ... For ramp I tried Dragonspeaker Shaman , Dragonlord's Servant or the universal Urza's Incubator . But in the end I replaced them one after another with Dragon's Hoard , as it is a manaramp for all kinds of spells, and an additional card draw for every dragon entering the battlefield. Dragon Egg is just much more effective in this deck then Hornet Nest , as it allows to trigger etb effects two times.
My current Idea is to replace one Nicol Bolas, the Ravager Flip main and one Chandra, Torch of Defiance main with Metallic Mimic each. This is because I often find myself in situations were I would rather draw a dragon than a Planeswalker, and Nicol Bolas, the Ravager Flip was often underwhelming. Metallic Mimic would be a great 2 drop dragon with benefits for all other creatures in the deck, as there are no non-dragons.
7 months ago
OK so the deck glitched out and it didn't work out the way I wanted it to so I will just put in a comment of what I would do/suggestions. 1. You have too many lands. 30-35 lands is what you would look for in a deck. So I would cut down to 35 lands and use those 5 that you cut out to get ramp. I would put in Sol Ring , Kodama's Reach , Zendikar Resurgent , Commander's Sphere , and Urza's Incubator . 2. I would also get rid of the things that are giving you non-dragon creatures. So I would take out Goblinslide , Devils' Playground , Dragon Fodder , Dance with Devils . This is so that you can use cards like Vanquisher's Banner and Door of Destinies so that you can pump up your dragons and do more damage! 3. You have some creatures that are there just to be there. I would replace all non-dragon creatures other than Dragonmaster Outcast . Dragons that you can use to replace are; Lathliss, Dragon Queen , Savage Ventmaw , Utvara Hellkite , Scourge of Valkas , Hellkite Tyrant , Moonveil Dragon , and Thundermaw Hellkite . 4. Although your dragons can remove creatures you need to be able to deal with enchantment, artifacts, and you also have to protect your dragons as well! So I would remove Draconic Roar , Echoing Courage , Sarkhan's Rage , Savage Alliance , Stonefury , Bathe in Dragonfire , Devour in Flames , Make Mischief , Reduce to Ashes , Sarkhan's Dragonfire , Atarka Monument , Staff of the Flame Magus , Outpost Siege , and Retreat to Kazandu . You already have dragons doing damage when they Enter The Battlefield so I would take out instants or sorceries that are doing that. Plus I recommended taking out some of the ramp that you already had because there is better ramp. For removal I would suggest Beast Within , Naturalize , Decimate , Hull Breach , and Vandalblast . Now to protect your creatures I would add Heroic Intervention and Asceticism . 5. Last but CERTAINLY not least, MANA! Ok so I know I mentioned going down to 35 but even if you just take away 5 basic lands there are non-basics that I would take out that might fix you down to 35 and then I will give some recommended lands that might help. I would take out Crumbling Vestige , Gruul Turf , Looming Spires , Pinecrest Ridge , Quicksand , and Vivid Crag . I would put in Command Tower , Cinder Glade , Rootbound Crag , Mosswort Bridge , Spinerock Knoll , and Spire Garden . Ok so I know that is a LOT to take in but please take note that I am in no way a professional helper. This is all in my opinion and don't let me influence your playstyle. I am happy to answer questions if I can and I am here to help!
9 months ago
Hi geise054, Thank you for your feedback.
The decision to go for Draconic Roar instead of Incinerate depends of the meta you are playing in. I find more useful in my playgroups to exile creatures than to put them in the graveyard and by doing so avoid them from returning to the battlefield. Also against control Draconic Roar would be a dead card as it as to target a creature. Other disadvantage is you need to have a dragon either in your hand or in the field for the second part to trigger.
9 months ago
Draconic roar is basically the same card but deals 3 damage to your opponents face if you control a dragon or reveal one from your hand. It's pretty great
10 months ago
You'll definitely want to go up to at the very least 24 lands. You could run Stomping Ground or Cinder Glade. You could also splash black for Vaevictis Asmadi, the Dire since s/he's really cool. To do this, Blood Crypt or Smoldering Marsh are available.
I would cut the Spit Flame and Banefire for Lightning Bolt and the 4th Draconic Roar, even though it hurts the dragon flavor. This is mostly because Bolt can go to face and as it stands, you don't have the mana to get a big Banefire going. The 3 damage from bolt will let you deal with most planeswalkers and provide any extra reach you need. I would also a 3-1 split of Glorybringer and Stormbreath Dragon since Stormbreath can't get hit with Path to Exile, which is pretty big.
I'd recommend going down to 1 Lathliss, Dragon Queen as she is very expensive, mana wise, and replace those two with Verix Bladewing, since he comes down much faster and can get you two dragons later in the game.
Cards like Adventurous Impulse and Vanquisher's Banner can always be helpful since one lets you sift through your deck to find what you need and the other buffs your team and rewards you for landing more dragons.
11 months ago
to say that someone "isn't reading the cards" is extremely condescending. what exactly is your "strategy" that you say is "simple enough"? you have a very low land count, inefficient mana ramp, and a lot of high mana cost cards. of the 39 spells in the deck, only 5 of them can be used turn 2, and only 12 can be cast on turn 3. how is Scarface224444's feedback "confusing"? what he's saying is super simple. he's saying you don't have enough mana to cast your big spells. you have no way of surviving long enough to play them. lets assume a "best case scenario" where you play out your first 4 turns as best as this deck can. what does that line of play look like? let me take a guess at it.
T1: land and pass turn
T2: land and Draconic Roar to blow up a creature and deal 3 damage. very unlikely you'll have the mana for it though given your current land base.
T3: tap out for a monument?
T4: maybe you can finally cast your first creature now. again, very unlikely since most of your creatures cost 6 or more mana, especially when combined with the fact you don't have enough lands to reliably get your 4th land drop. so even with a monument, you likely still only have 4 mana.
T5: maybe you get to attack for the first time. if your opponent for whatever reason lets your creature live.
No data for this card yet.