Dragon Mage


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2016 (C16) Rare
Commander 2015 (C15) Rare
Scourge (SCG) Rare

Combos Browse all

Dragon Mage

Creature — Dragon Wizard


Whenever Dragon Mage deals combat damage to a player, each player discards his or her hand and draws seven cards.

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Dragon Mage Discussion

CJPlayer90 on I Burn, I Heal, I Burn Again (Firesong&Sunspeaker)

1 week ago

When I see this commander I see a spellslinger general. So when I get around to it my decklist is going to reflect that. But I would say wheels are going to be necessary because Boros lack consistent draw. If it is in your budget Wheel of Fortune is a good pickup. There is also Magus of the Wheel, Reforge the Soul, and Dragon Mage. Sunforger might work if your spell selection allows it.

K1ngMars on Nekusar, the Mindrazer

1 week ago

Seems to be a really fun, low budget Nekusar, the Mindrazer deck.I'd suggest removing Izzet Boilerworks, Rakdos Carnarium and Rupture Spire, since those, in certain situations could screw you up, and instead add a Temple of Epiphany(to complete scrylands cycle), Sulfurous Springs(to complete painlands cycle). For a further upgrade there consider Mikokoro, Center of the Sea.

I like the instant speed Tainted Strike that could kill some unwilling opponent, great pesky move.On the other hand I'd probably remove Glistening Oil, since it really doesn't have a specific use in this deck.

Since you are going about this on a budget, I'd suggest really fun cars that combo with Nekusar like:

Soulquake(Mass bounce + your foes will probably discard most of their graveyard in terms of card amount... just be sure that this move doesn't allow them to come back);

Guiltfeeder(Since it has fear, if it swings on an opponent that can't block it, it could deal lethal damage. Absolutely reliable win condition);

Dragon Mage(Though it has to connect);

Day's Undoing(You need to play around the fact that it ends your turn);

Wheel of Fate(Nothing to say, simply great);

Wheel and Deal(Wheel of fortune just the opponents you choose);

Raiders' Wake(Great synergy);

chadsansing on Kaalia and her angels, demons, and dragons........

2 weeks ago

Cool list. I love Kaalia and run here in Snow-Covered Kaalia.

Have you tested with Dragon Tempest?

Some other favorites that might also be fun here:

Happy playing!

smilkows on Locust God EDH

2 weeks ago

I like the look of the deck so far! Since you were looking for some suggestions of cards to include I put together a list of some that could go very well in this list: Bident of Thassa, Coastal Piracy, Consecrated Sphinx, Keranos, God of Storms, Mindwrack Liege, Dragon Mage, Nucklavee, Young Pyromancer, Talrand, Sky Summoner, Collective Defiance, Incendiary Command, Rite of Replication, Dack Fayden, and Jace Beleren.

I hope these ideas are helpful! Good Luck!

DrukenReaps on Niv-Mizzet Drawgons

2 weeks ago

So you already have curiosity so I would assume you are ok with comboing off and would highly recommend adding Ophidian Eye. One I literally just learned about from


is Tandem Lookout which also works for the combo. That should be plenty of redundancy for that combo.

One thing I've done to hold off my friend's nivy-wizzy is play Orbs of Warding which also hurts The Locust God. You may never see anything like it but I'd recommend having a little more artifact removal.

Some other great inclusions: Psychosis Crawler, Arjun, the Shifting Flame, Fateful Showdown, Laboratory Maniac, Dragon Mage, and Enter the Infinite.

JuQ on Let's Go Tiny Dudes Let's Go!!

2 weeks ago

The biggest weakness of the Red-White decks in commander is card draw, those are the colours who draw the least. Commander (assuming you play multiplayer) isn't a sprint race, it's a marathon, If you run out of cards or you're the guy that's only geting one card each turn, you are going to lose.
You have to get several artifacts that can help you with that. Ghirapur Orrery is a good and cheap one, Staff of Nin another budget option, Culling Dais because sacrifice outlets are also good, The Immortal Sun is a bit more expensive but really good, Loreseeker's Stone, Oracle's Vault.
Some equipments Mask of Memory, Rogue's Gloves, Skullclamp, Infiltration Lens.
In red you have access to "impulsive draw", you exile the top cad of your library and then you may use it until end of turn. Grenzo, Havoc Raiser, Stromkirk Occultist, Outpost Siege, Vance's Blasting Cannons  Flip Etali, Primal Storm.
And also Wheel of Fortune effects: cheaper options are Wheel of Fate, Magus of the Wheel, Reforge the Soul, Runehorn Hellkite, Dragon Mage and Knollspine Dragon.
About 8 to 12 of the lower cost ones is a good number to have in you deck so you consistently refill your hand.

You may also want to power up your guys, otherwise they will be hitting like a wet noodle. More options for your deck are Cathars' Crusade, Dictate of Heliod, Call for Unity and if you end up with many artifacts in your deck you can also have Jor Kadeen, the Prevailer. Dragon Throne of Tarkir is a bit bad because it's quite expensive to use (nine mana until you finally use it for the first time and your bigger creature wont be attacking) but maybe is worth giving it a try.

Now you decided to go wide with you creatures, some tokens may help you: Assemble the Legion is a no brainer, Huatli, Warrior Poet is quite affordable at the moment (for a Planeswalker), she pops dinosaurs and can help your guys get though.

Some instants to save your guys from board wipes: Boros Charm definitely a must, other options are Make a Stand, Rootborn Defenses. If you have many "When enters the battlefield" creatures or your opponents usually play board wipes that don't just destroy or deal damage to the creatures, then Ghostway and Eerie Interlude may be what you need.

tanman on Zada bing, Zada boom

2 weeks ago

looks pretty good so far but I think some good adds would be Monastery Swiftspear, and Soul-Scar Mage they get big fast and any creature with prowess is good. Other good cards to consider are Ogre Battledriver cause haste and buff is good, Dictate of the Twin Gods Furnace of Rath Gratuitous Violence you probably wouldn't need all of these but being able to double damage outputs could be very helpful in picking up quick kills. Barrage of Boulders this is a great card because if your opponents can't block then living can be a very difficult task. Price of Glory cause play on your own turn gosh dangit

You also have cards like it but others that give good buffs are Reckless Charge, Borrowed Hostility, Rouse the Mob, although I would stick to mostly the one mana ones cause they are just easier to cast and you can cast more.

I also noticed you had some goblin tribal which is good but you could add Goblin Rabblemaster, Goblin King, Coat of Arms, Ib Halfheart, Goblin Tactician, and Goblin Assault, those combo well together to make all of your goblins more powerful.

The last main effect I noticed was some etb effects here are some I noticed weren't in there Genesis Chamber, Panharmonicon, Warstorm Surge, Flameshadow Conjuring, I would recomend either going for this effect all out and adding as many ways to etb hurt people as possible or not runing any except maybe Purphoros, God of the Forge cause it can be a place to dump mana if you don't have anything to cast.

I noticed you had some spells that target a creature and draw a card which I understand cause it is good but some aren't meant to target your own creatures and I think you would benefit from some better draw like Chandra, Flamecaller, Avaricious Dragon, Outpost Siege, Magus of the Wheel, Dragon Mage, Reforge the Soul, Hazoret's Monument, Ghirapur Orrery, these are better than some of the targeting draw spells you have in cause they are more consistent.

Alright so now that you can see some good cards time for what I would cut Goblin Rally for Goblin Rabblemaster even though rally gets more goblins at once rabblemaster is cheaper and buffs himself. Also Kari Zev's Expertise is the only take control spell and while you can cast something for free the only reason I could see to run it is to target your own board and cast lots of cheap instants for free but how often would that work? Also Stun, Panic, these can draw you lots of cards but these aren't meant to target your own things and there are better ways to make it so your opponents can't block and so the only reason I see these for is to draw cards and there are more consistent ways to draw cards. Rile, same thing even though they get trample the deal a damage to all of your creatures which would kill a good amount of them without buffs which you could also do but wouldn't it be nice to draw without having to worry about board wiping yourself.

Alright now talking strictly creatures...wtf are you doing... when you look at the curve to the left it's "Man my curve is so good I'm always going to have a spell to cast each turn." then you look at your creature curve. 1 1drop, 4 2drops, 8 3drops, 6 4 drops, 7 5drops, 1 6drop. With that curve of creatures you probably aren't going to cast a creature spell (I included the sorceries that give creatures in this.) until turn three which means you cast your commander turn 4 and can start attacking turn 5 with 2 creatures (this doesn't account for ramp, or multi-creature spells) so you then have to take another turn or two to keep casting creatures. That is to slow for this deck you need to start picking up damage alot earlier if you want to win. There are also creatures in here (While amazing.) don't work as well in your deck as going more goblin tribal like Neheb, the Eternal He is really good but when are you going to cast things after combat. you should have enough haste to never need his ability for mana. That is the first one I would cut to make room for a cheaper spell other than that you need to lower your curve (or add more ramp and haste) cause even though you would get more value off your spells you would be to slow in attacking so I would stick to four or five that give you the most creatures.

I think it would be great if you made this a mostly goblin tribal deck cause #1 they flood the board with 1/1's for you to target. #2 you can get some great synergy cards and make it so your goblin's are helping each other. #3 Who doesn't love tribal decks especially ones that are outside the box like this one would be. #4 Goblin Bombardment who is going to boardwipe ten to twenty goblins when in response to the wipe you sac all of them and hurt them alot.

Well those are my thoughts on it as you probably see I didn't add every effect or explain the many uses of some cards cause I think you will see their value I merely am pointing out the main changes I would make to the deck, let me know what you think of them and I hope I didn't offend you cause that is not my intention and I would love to comment again if you make changes.

Spirits on Kaalia - Cheat A/D/D

3 weeks ago

Hi Elywood,

These are just some observations, you definitely want to keep in-line with your own style/flavor.

Magic uses something in mathematics called, Hypergeometric Distribution, which basically describes the probability/successes in random drawing. You have an average CMC of 3.62 so you need 4 lands.

Right now, with 31 lands, you only have a 70.7% chance of having 2 lands in your opening hand, and only a 47.1% chance of hitting land drops on turns 1 through 4.

I've done a lot of testing, for Kaalia of the Vast 36 lands is the right amount, statistically, it increases your chance of having 2 lands in opening hand to 79.9%, and your chance to play 4 lands to 62.1%. Right now more than half the time you miss a land drop by turn 4, that needs to be addressed.

Some budget conscious (but let's be real, lands are ridiculously pricey), Isolated Chapel in your wheelhouse for <$5, Evolving Wilds/Terramorphic Expanse enter tapped (BUT they mana fix and they lower the land saturation in the deck, by using up 2 lands, which means less land draws later in the game) for $0.25 each, City of Brass <$7, Ash Barrens a bit pricey ($8?) but if you bought any commander decks might have one!

Mardu () isn't really the best at draw, if you try too hard to force draw it won't work because it doesn't build on the colors strengths, and won't compete against colors that have that strength, like switching to Grixis (), or forcing ramp, switch to Jund (). gives us access to the best removal and protection, as well as tutoring for artifacts/enchantments!

Most draw cards are expensive, has some, like Read the Bones/Sign in Blood/Others $0.25, Disciple of Bolas $2. I would try more graveyard recursion instead, Phyrexian Reclamation $2, Whip of Erebos $3, maybe but probably not Unburial Rites. Dragon Mage <$1 too! But I find he can assist opponents with drawing into solutions for your Kaalia of the Vast.

With all the cheating in, in this type of deck, I would Sundial of the Infinite, simply wait for a Whip of Erebos/Sneak Attack/Others EOT to trigger, then end your turn. Keep the creatures forever. It's a dead draw sometimes, but tutor the other pieces. Diabolic Tutor is a cheap replacement to Vampiric Tutor/Demonic Tutor in the meantime.

Anguished Unmaking <$3 is the best removal, add that, Mortify is decently modular for $0.50, and Angel of Despair I think $1 maybe $2 is cool to recur/flicker. Steel Hellkite is always fun if you can get him through.

Build some multi attack phases, since your goal is to beatstick people to death (and having a Whip of Erebos lifelink helps too).

Angelic Arbiter slows the pace of the game, so you can get rolling mid-range, I would play him. Bladewing the Risen also has recursion. Aegis Angel $0.35 forces them to deal with him before Kaalia of the Vast. Bogardan Hellkite.

There's too many things in commander (4-player multi), Shunt/Reverberate are not going to be good cards to draw into, you'll likely hold them, no synergy/advancement of the plan, especially Reverberate, Shunt at least might protect Kaalia of the Vast, but I would make those 2 cards lands.

You have Mother of Runes, so Devoted Caretaker seems redundant, most of the time him and the mana will stay untapped and un-utilized, plus only offer protection from spells not from creatures. I would argue Earnest Fellowship will hurt you as much as it helps you in the long game, but I guess forces games to finish quicker (usually by Kaalia of the Vast losing because she has high aggro level from opponents). Whispersilk Cloak is slow, but for Equip you protect and make unblockable.

Sorry don't have a draw solution for you, it's really not the Mardu way! Tutor/Recursion is the way to beat the draw.

Best of luck! I can see this is already a highly enjoyable deck to play, sometimes getting more competitive means less fun, but more consistency and bite!

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