Dragon Mage

Legality

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

Flying

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

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Price & Acquistion Set Price Alerts

C16

C15

SCG

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Dragon Mage Discussion

Saharez on Scion into Ur-Dragon

1 week ago

You should consider Quicksilver Dragon, it's amazing for protection against targeted removal.

Mistveil Plains is amazing when it's online aswell, to shuffle dragons back into the library for reuse with Scion of the Ur-Dragon, Time Spiral can be a huge help aswell to get more gas for Scion of the Ur-Dragon

I find that Dragon Mage can be amazing to refill your hand.

WarArchangel86 on Eternal Burns

2 weeks ago

A bit rough around the edges but it has some good synergies. Personally I'm not a huge fan of braid, is it really doing much to help your deck? Braid only allows you to make mana during your upkeep (after untap/before draw) so after you draw for turn the mana is gone. Its ok for instants and using abilities but wont help you cast sorceries or permanents.

Suggestions: Budget friendly advice :) 11 cards $12-14 total

Ramp - Myriad Landscape,Fire Diamond,Coldsteel Heart,Wayfarer's Bauble

  • With only 30 lands and a Sol Ring you need more ways to get early mana faster.

Wheel Effects - Dragon Mage,Reforge the Soul

  • Wheel effects are perfect for burn decks like this, use any time you are below 3-4 cards even if you have to give up an excellent card. Most likely your opponents are holding onto 1 they wished to keep as well removing that threat and supplying you with a fresh hand.

Utility - Kazuul, Tyrant of the Cliffs,Stuffy Doll

  • Kazuul is Reds Propaganda card. They attack you, you get more creatures to block/swing back with. Stuffy doll is great to get around opponents who run shroud on themselves and as a indestructible blocker. Anytime the doll takes damage it bypasses shroud and hits them anyways (awesome with Blasphemous Act) .

Doublers - Heartless Hidetsugu,Fire Servant,Reverberate

  • Heartless can be dangerous to you, but especially your opponents. Halving everyone's life and then Neheb turns that damage into mana. Fire servant doubles each spells damage you play, Reverberate cheaply copies a spell

Personally I would consider any of these staples for Edh mono-red burn decks,

RedMulligan on Starting in Commander?

2 weeks ago

So here's a list of the cards that I got for the deck:

However, there's plenty of things I know I need, and some things I might consider (thanks to edhrec.com).Holy crap, that's a lot of cards. What I want to do right now is have Kess play the support role while I tutor up Nekusar to play. As soon as I can start nabbing the wheels for Nekusar's pain, Kess's ability will allow me to cast them back for more wheel-y fun times (for me, at least). That way, people won't realize that this is actually a Nekusar deck: he's hiding, ready to strike! But my biggest problem is discerning which of these 150+ cards I need to whittle down to about 65, and also figure out how many lands I need to play. I've got a little money to spend, and this list is about as far as I'll go cost-wise.

chadsansing on Death Rains from Above

2 weeks ago

Nahiri and Reclamation are spicy as heck in this deck. I need to play those.

I think there are a lot of great B, R, & W non-creature spells that you can play in this deck. I like the Boros Charm and Deflecting Palm in your list, especially.

Generally, though, I would increase the number of creature cards you play and decrease the number of other spells. It might be cool to test with creatures that do the same things or similar things you want these other spells to do. For example, Dragon Mage can help wheel new creatures into your hand for Kaalia to cheat into play. Utvara Hellkite can make tokens you can sac to Razaketh, the Foulblooded to tutor for anything you need. Rimescale Dragon + snow-covered basics can tap down a ton of blockers forever. Angel of Despair can vindicate stuff. And so forth.

I would go up over 30 creatures and test with fewer other spells that are super synergistic (like Crux of Fate or Dragon Tempest) or that add value once Kaalia gets killed for the 3rd or 4th time (like Liliana, Death's Majesty, Sneak Attack, or Through the Breach). Seriously, Dragon Tempest + Utvara Hellkite does work.

Finally, I would rebalance your mana so the inner circle of sources matches the outer circle of costs. This will help you draw into the mana you need for the spells you should draw. It looks like you have too much B and W, and not enough R. Consider removing BW sources and BR and WR tap-lands to play basic or snow-covered basic mountains. This is the most important thing I have learned about deck building from TappedOut.net.

Have fun tuning your list. I like all the spells here - it might be good to put more of them on to creatures.

multimedia on xander11

2 weeks ago

Hey, you asked me for advice on your Kaalia deck, "Death Rains from Above", great name by the way I really like it. My suggestions are meant for semi competitive multiplayer since in the deck description you ask, "How can you make the deck better for multiplayer."

Three things help make Kaalia good in multiplayer: haste, land destruction and a powerful back-up plan. Haste is a very important ability to give Kaalia much more so in multiplayer because more opponents means more removal spells. The longer Kaalia has to wait on the battlefield to attack the more likely she'll be killed before she can attack. You can't safely play Kaalia without her having haste therefore playing more cards then you truly want to that can give her haste is important.

Turn three Kaalia, turn four Armageddon, Ravages of War or Cataclysm is most of the time game over, you win. For times you don't get this line, land destruction is just overall very good with Kaalia because the point of playing her is to cheat mana costs thus you don't need as much mana (lands) to play the cards in the deck.

If you're opponents are good and also have competitive decks then they will not let you attack with Kaalia if this becomes the case then you need just as strong as a back-up plan to cheat big creatures into play. Reanimation is the most powerful way to do this and it's essentially the same strategy as Kaalia's ability minus needing Kaalia to attack. Haste that's good with Kaalia is also just as good with creatures who are reanimated.


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To summarize my advice your deck is fine the way it is, it looks very good, it's well built and the name is great, but consider upgrading the Angels, Demons and Dragons you want to cheap into play and adding more Fetches to the manabase.

If you want to play multiplayer then I suggest adding more haste enablers for Kaalia, additional land destruction and a more powerful back-up plan, reanimation, that doesn't require Kaalia.

If you're wondering the three most important cards of my suggestions to add they're Sneak Attack, Mass Hysteria and Ravages of War.

Good luck with your deck.


mattitude on Scion of the Ur-Dragon

2 weeks ago

Honestly this seems like a pretty good deck right now. There's some fat that you can trim from the deck so I'll list some of those cards. Beyond that, I would try to make some more room for more dragons if you want to stick to a dragon theme. Right now, you only have 17 dragons. Though since you can tutor them out with your commander, maybe that's enough!

Zombify: Use Unburial Rites instead. Basically the same thing, but you get two uses out of it.

Dragonstorm: I personally don't think this card is worth it, but it's up to you. Seems too expensive for the effect you're getting, and I doubt you'll be able to reliably storm for any more than just one dragon in this deck.

Dragon Shadow: Too low power, doesn't do enough in my opinion.

Thought Vessel: You're not drawing too many cards in this deck, I doubt you'll be getting use out of its secondary effect any time soon. It's better if you run ramp that can fix your colors.

Ryusei, the Falling Star: Dragon that is too narrow / too low-impact in my opinion.

Kilnmouth Dragon: Takes too many things going correctly for you for this card to be useful at all in your deck. Also does not really have strong synergy with your commander.

Steel Hellkite: Dragon that removes problem cards for you. Great utility card, can go in many decks.

Animate Dead: Classic reanimation spell, very good at getting stuff out of any graveyard.

Living Death: Pricy card, but it's absurd. Especially when you can craft your graveyard so carefully like you can with your deck! Will outright win you the game if you play accordingly with this card.

Moltensteel Dragon: Looks like you took this card out of your deck? I would put it back in, it can surprise kill someone out of nowhere.

Dragon Tyrant: Another card that can surprise kill people

Dragon Mage: Draws you cards when you're running low on gas.

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