|Commander / EDH||Legal|
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|Commander 2016 (C16)||Rare|
|Commander 2015 (C15)||Rare|
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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
1 day ago
I love The Locust God, but agree that deck construction around that card often comes down to wheel.dec. I've been editing my list to minimize the wheel effects because I don't like the lack of control in terms of what you discard and what you draw. So recurring wheel effects like Arjun, the Shifting Flame, Dragon Mage, and Mindmoil are out while cheaper wheels have stayed for now.
Instead, I've focused on politics (through card draw for everyone) to stay alive and on big pay-off draw and burn cards like Distant Melody, Keep Watch, Dogpile, Roar of the Crowd, and Spiraling Embers. Those cards combined with Sunbird's Invocation, Kindred Discovery, Trade Secrets and the usual combo pieces like Ashnod's Altar, Skullclamp, Goblin Bombardment, Impact Tremors, Laboratory Maniac, Shared Animosity, and Altar of the Brood keep the deck feeling relative fun and fresh through different lines of play. See Revenge of the Nibblers for more.
Not sure how this plays in a very competitive meta, but it is fun to play in a local playgroup and can win out of nowhere with The Locust God on board.
2 weeks ago
The "But I Am Casual" Player
This player will sit down and ask to play some casual commander games, but then only has cEDH decks. Some common quotes from this player:
- "This deck is so slow, it takes 7 turns to win!"
- "It's so easy to get out of a Leovold lock."
- "You can't blame me for not running enough removal!"
This player builds deck with such a strict fear of being mana screwed or color screwed that they play about 10% too many lands. This always leads them being mana flooded, and most of the time blaming the mana flood for their loss.
- "If I didn't draw so many lands, I would have easily won."
- "Must be nice to be able to play spells."
- "This deck hates me."
The Dead Sea Player
This player gets salty with players trying to stop them, players playing cards that they have to answer, players winning, players buying cards they can't afford, players proxying cards, players flicking cards too much, players trying to explain rules interactions, players playing infinite combos, players playing counterspells, players playing board wipes, players playing tokens, etc. (I don't feel like finishing the remaining 75% of triggers for these players.) Some common quotes:
- "Oh, you're one of THOSE players."
- "That deck is dumb, and Acidic Slime should be banned."
- "Get a real deck, dammit!"
The Ceaseless Hungers
These players are constantly eating. I know what you are thinking, but let me rephrase my statement: These players are eating while playing their turn out. Some common quotes:
- talking with mouth full
- "No my Rhystic Study is under my bag of Cheetos."
- "Hold on one sec, I'm gonna go buy another Honey Bun."
My personally least favorite type of player, this player will concede well before the game actually reaches an end for the purposes of protecting their self-esteem and for robbing opponents of the satisfaction of being directly responsible for winning. Some common quotes:
2 weeks ago
MagicalHacker: Jarad, Golgari Lich Lord fits the bill alright. But as mentioned, OP already had a golgari deck, So I am making the assumption that they should still have the cards available (please let me know if that's not the case). The addition of a few red/X lands (see Savage Lands, Gruul Guildgate and friends, Transguild Promenade, Rupture Spire) as well as staples like Terramorphic Expanse and Evolving Wilds would be more than sufficient for splashing red, givin gaccess to Prossh, Skyraider of Kher who is $2 from star city games.
Prossh will provide the deck with good token production which is much more resilient to graveyard hosing than a monoblack deck which relies on recursion eninges. The addition of green also gives access to ramp cards such as Rampant Growth, Sakura-Tribe Elder, Cultivate, Kodama's Reach, Explosive Vegetation, etc which will drastically increase the speed of the deck compared to the heavy reliance on mana rocks that mono black will need (also helps with colour fixing).
Red will also give access to cheap wheel effects such as Reforge the Soul ($3 from SCG), Chandra, Flamecaller ($4 from SCG), Dragon Mage ($1 from SCG) which will drastically help increase the deck's output, not to mention cards like Fecundity and even just getting additional value off Skullclamp as the tokens produced have 1 toughness ompared to the typical 2 toughness that you'd see in a monoblack deck (since you're most likely going to be making zombies). Plus spells like Shamanic Revelation will draw you a crap load of cards (50c on SCG).
For low budget decks, having access to green makes them much better overall compared to any other colour. It has a good range of effects and havin access to land ramp is vital. And head to head, I would put my money on a Prossh deck compared to a Anowon deck of the same cost any day. It's more explosive and Prossh himself provides the deck with a self contained win condition.
3 weeks ago
Hey. At first I just saw your description an didn't payed much attention on the list.
Mass Hysteria can be ok, but just give preference for effects for you. And when I suggested that I was thinking about haste for Kaalia. She is a dangerous cmdr and this leads to a lot of hate. I would run Enlightened Tutor, Open the Armory and Steelshaper's Gift to tutor for Lightning Greaves or other haste/protection equipments. If your budget allow, grab a Stoneforge Mystic.
I'm all over the place, but what can I do... I don't like Kaalia too much because she is so fragile (although I love the idea of Angels, Demons and Dragons... I mean, who don't?!). You really need to focus in A) protect her once she's in play; B) exploit her as soon as possible (aka attack right away).
Quick look into your Angel-Demon-Dragons:
PS: Here's a link about her lore (https://magic.wizards.com/en/articles/archive/magic-story/stonekiller-part-2-2012-08-13)
3 weeks ago
As your deck list is pretty big so I thought I would give you some ideas for cards to cut.
Akroma, Angel of Fury: good, but does not have a big enough effect for commander
Anger: you're only running 2 mountains
Duergar Hedge-Mage good card but again, you are only running 4 mountains and 6 plains
Fallen Angel: you don't really have a use for a sac engine.
Jayemdae Tome: Just not great
Wrecking Ball no need for land destruction and there is better creature removal
Ghostly Prison:fine cared but has no real reason to be in this deck
Vow of Duty: just run a removal spell
Earthquake, Evincar's Justice, Pyrohemia, Sulfurous Blast: The mardu colors are the king of board wipes, run something better. ie. Damnation, Toxic Deluge, Wrath of God, Chain Reaction, Phyrexian Rebirth, and Decree of Pain to name a few
Congregate: don't need the life gain. Unless of course you play lots of token decks
Liliana of the Dark Realms: you have 3 swamps
you have a good amount of good creature but because your commander relies on your hand here are some more card draw ideas:Ambition's Cost, Ancient Craving, Bloodgift Demon, Damnable Pact, Dragon Mage, Erebos, God of the Dead, Harvester of Souls, Necrologia, Night's Whisper, Ob Nixilis Reignited, Painful Truths, Sign in Blood, Skeletal Scrying, Underworld Connections, Wretched Confluence, and Read the Bones.
More additional combat phase spell would also greatly benefit you. World at War, Aurelia, the Warleader, Fury of the Horde, Hellkite Charger, Relentless Assault, Savage Beating, Scourge of the Throne, Seize the Day, Waves of Aggression
in case you haven't already you may want to check out https://edhrec.com/commanders/kaalia-of-the-vast for more card ideas.
Looks like a great start, hope my comments were helpful
1 month ago
Hey mollycat, it mus be really fun to play Karrthus with all these Ur-Dragon decks going around!
I would slip in around 3-6 more lands, concentrating on , but otherwise your manabase looks pretty good.
As the others have said, it is probably not worth keeping the token generation in, as the cards that interact with it are few, however, if you tutor them they can be worthwhile.
Mana ramp is really important in a high cost deck like yours, you have 6 cards that get you mana, but adding a few more is important. Cheap (but effective) cards are Darksteel Ingot, Gruul Signet, Rakdos Signet, Golgari Signet, Rampant Growth, Cultivate, and Myriad Landscape. I recommend putting in at least 3 or 4 cards like this to speed up your early game.
Fires of Yavimaya doesn't do much for you, since your Commander already gives your Dragons haste. I would swap it out for Dragon Tempest if you still need haste that deals bonus damage. Scourge of Valkas also deals a lot of damage based on dragons you control.
1 month ago
Erebos, God of the Dead just by himself draws very well. also very annoying for people that gain life.
Harvester of Souls + field wipes or just creature combat and spot removal.
Hopefully some of that helps.
1 month ago
you dont have enough creatures to trigger Kalemne, two are not enough creatures, i would be very surprised if you even got one exp counter. Experience counters are more important to Kalemne than equipments and you have already spent so much money on this deck it surprises me that you are not playing Mana Crypt. Here are some creatures you could add: Inferno Titan, Avacyn, Angel of Hope, Rorix Bladewing, Hellkite Tyrant steal your opponents ramp artifacts, Dragon Mage great card draw, and Hedron Archive is very important