|Commander / EDH||Legal|
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|Alara Reborn (ARB)||Mythic Rare|
|Promo Set (000)||Mythic Rare|
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Creature — Dragon
At the beginning of each upkeep, put a 1/1 red and green Dragon creature token with flying and devour 2 onto the battlefield. (As the token enters the battlefield, you may sacrifice any number of creatures. It enters the battlefield with twice that many +1/+1 counters on it.)
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Dragon Broodmother Discussion
4 days ago
Hey there, I really like Rapacious One in my Xenagos deck, curves out of Xenagos, and sets you up to cast the real big stuff/multiple threats ( Worldspine, Giant Adephage, Balefire Dragon) after the table realises your going to kill them all.
I found that as my playgroup got used to getting hit for 30+ damage they began to lean heavily on wraths to try and stem the flow, so I began to shift to annoying, value beaters and recursion. Genesis regrows a creature at the low cost of 3 mana every turn, Vorapede is a fine beatstick without Xenagos, Feldon of the Third Path is an excellent way to get value out of your graveyard, too. Deadwood Treefolk was also surprisingly good, though it’s maybe outclassed by Greenwarden of Murasa, it still mashes in for 6 w/‘Gos out and blocks well. Eternal Witness is another option.
And Atarka, World Render, the “you take 24” cannon that gets better if you throw even a few extra dragons in ( Scourge of the Throne, Balefire, Dragon Broodmother produces a steady stream of chumps so you can swing freely each turn.
1 week ago
No worries, it's actually quite interesting to watch your deck evolve since I only played netdecks when I first started so I didn't go through the same type of deckbuilding. And the creatures, equipment, and tokens strategies you're aiming for are ones that I love as well.
1 week ago
1 month ago
As far as Utvara Hellkite goes, again whether I am using my direct damage or my attacking dragons, the game is going to end really soon and I'm not sure they need help getting the job done.
I think I will add one Lathliss, Dragon Queen in case my my deck goes off late and my opponents get a bunch of extra life quickly.
I will test out the Land Grant to see if it speeds me up.
1 month ago
- -8 Mountain
- +4 Forest
- +4 Land Grant
- Scourge of Valkas - 1
- Scourge of Valkas - 2+2
- Scourge of Valkas - 3+3+3
- Scourge of Valkas - 4+4+4+4
- Another Dragon - 5+5+5+5
- Lathliss, Dragon Queen - 0
- Scourge of Valkas - 3+3
- Scourge of Valkas - 5+5+5+5
- Scourge of Valkas - 7+7+7+7+7+7
- Scourge of Valkas - 9+9+9+9+9+9+9+9
- (Resolve Lathliss's trigger before the Scourges')
Other great options:
1 month ago
Boza, while I personally do see your point about the mana restrictions, your comment of: "it is impossible to have 12 total mana any sooner than turn 5" is not entirely accurate.
I build speed-Gruul decks all the time. Gruul is super easy to pump out massive amounts of mana. BUT - you have to build for it.
We are assuming you have your hand of 7 cards. Works well if you went 2nd, so you have card advantage each of your turns. That draw really helps.
Turn 1: 7 - 8 cards in hand.
- T1: Any non-tap green land (preferably something like Stomping Ground or a Forest), ideally play a Birds of Paradise, though Elvish Mystic and any other variation works, too
Turn 2: You played 2 cards last turn and drew 1 this turn. 6 - 7 cards in hand.
- T2: Any other land that doesn't enter the battlefield tapped. You'll want to play something like Generator Servant, another 1-drop Dork, if able you can do both but let's not get greedy here. Normally I take a hand with a Servant that can be played T2
Turn 3: You played 2 - 3 more cards and drew 1. 4 - 6 cards in hand.
- T3: Land. You're Gruul so you need to hit tempo. You now have three lands, and 2 - 3 additional mana at your disposal in creatures. At this point, I usually tap all lands, tap my Dork, sac my GS and play a Savage Ventmaw, swinging for 4 and adding . On T3, with six available mana floating from your Ventmaw, you can pay for either a second Savage Ventmaw, a Mana Reflection, or even work up to a Zendikar Resurgent. You get that 7th mana by either discarding a Simian Spirit Guide.
Another option you have available is to, instead of playing a Ventmaw, you tap out everything you've got for your 6 mana. You float 5 of it and use for an Infernal Plunge and target your Dork. This adds back which pushes you into 7. If you are lucky enough to have a Simian Spirit Guide on top of your Infernal Plunge (Don't count on it) you could theoretically nail a Vorinclex, Voice of Hunger.
Turn 4: There's a lot you could have done last turn. Between playing a land, a Ventmaw / Reflection / Resurgence and giving up an Guide / Plunge, it's hard to really tell where you are at currently. This all becomes situational at this point.
- T4: This is normally where I begin to play big spells. See the Unwritten, Genesis Wave, Hydra Broodmaster, Dragon Broodmother. You could do all of this on T3, if I'm being honest. You do this by swinging with Ventmaw on T3 and dropping any of these 6-drop spells immediately after. But that aside, you play a 4th land. You'll either have 4 mana from lands and 6 from Ventmaw + Dorks, or you could have 8 mana from lands when you consider it'll be doubled via Enchantments + Dorks. Since Mana Reflection doubles Dork mana, too, that could easily tip you at or above 10 mana T4. So you can see just how easy it is to hit 12+ T5.
If you were lucky and hit a T3 Savage Ventmaw who was hasted by Generator Servant (Happens a lot in my decks with the frequency I play them), you could even dump his six into a Mana Reflection. This means on T4, you have 8 mana from lands, 2 mana from a single Dork, and 12 mana from Ventmaw. That's 22 mana, on T4.
To put that into perspective: That's an X=19 Genesis Wave, a Hydra Broodmaster that you also turn Monsterous for 7 () which gets you 7 7/7 tokens, that's an X=20 Rolling Thunder, an X=21 Crater's Claws which deals 23 Damage from the Ferocious trigger...
Gruul, if designed properly, is the single most powerful ramp color combination in the whole game, in my non-professional opinion (lol)
2 months ago
I'd add Dragonlord Ojutai for draw and because you have only Dragons then Dromoka, the Eternal buffs your team to amazing levels. Another upside is that they are 4 mana Dragons with Ur-Dragon's Eminence ability so you can benefit from them early.
Also your creature count seems to be a bit low, that's why I'd suggest Dragon Broodmother for token generation - I play her myself and must say that EVERY UPKEEP woring works wonders. In pod with 3 other players you generate 3 1/1 Dragons then eat them with token that appears in your upkeep to get 7/7 Dragon for free :D
Signets don't appear for me to be good idea - more versatile would be Fellwar Stone and 3 mana spell Spoils of Victory or if you have money (or patience to wait for reprint) Three Visits. Artifacts can be easily destroyed while lands usually are quite safe and you have access to green so you can benefit from land ramp
2 months ago
And one more suggestion about editing: could you use CMC:X command in the deckbuilding section? That would provide better information about mana curve and Avg. CMC