Dragon Throne of Tarkir

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Khans of Tarkir (KTK) Rare
Promo Set (000) Rare

Combos Browse all

Dragon Throne of Tarkir

Legendary Artifact — Equipment

Equipped creature has defender and ", : Other creatures you control gain trample and get +X/+X until end of turn where X is this creature's power."

Equip

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Dragon Throne of Tarkir Discussion

zombiewarfare on Omnath Lord of the Tokens

1 week ago

Samut, Voice of Dissent is out thanks to the white cost of the untapped ability.Given the cost of commander and the nature of his ability, I would go heavier on ramp spells. Namely Nature's Lore, Rampant Growth, Cultivate, Kodama's Reach, Explosive Vegetation, and Skyshroud Claim. For cuts I would either cut very narrow cards like Plummet or things that don't synergize with the commander or the token theme. Stuff like Glorybringer or the elder dinosaur. Cool cards but they seem put of place here.If the goal is to make a ton of tokens and swing for lethal combat damage Dragon Throne of Tarkir can he fun. Plop Omnath's big ol' butt in it and all your tokens get +5/+5 and trample.

LumpyMilk on Picking a commander for Mardu ...

3 weeks ago

I'm planning on making Mardu warrior tribal deck, and looking through all the decks on the site, it seems that most went for Zurgo Helmsmasher even though Alesha, Who Smiles at Death seems like a way better choice. She has way more synergy and value, whereas Zurgo just seems like a beefy 7 power that has potential to get bigger. Zurgo Helmsmasher can work well with Dragon Throne of Tarkir, because it will give your guys +7/+7, but it also gives him defender, which means he won't be able to attack and get the +1/+1 counters from the things he kills. And again, Alesha, Who Smiles at Death just seems so much better with the recursion. Am I missing anything? Which in your opinion would be a better commander?

ThallionDarkshine on Sinister Simic

1 month ago

I really like Whirler Rogue as a token generator and something to make your buffed up stuff unblockable. Cultivator of Blades is a great elf that makes tokens and pumps your team for massive swings. I'm not a huge fan of one-off effects like Strength in Numbers in edh, Dragon Throne of Tarkir is a great repeatable version of the effect that goes much better with Ezuri's ability. Lys Alana Huntmaster and Wirewood Hivemaster both generate tokens off of each elf you play. Gyre Sage and Viridian Joiner are some great mana dorks that can generate huge amounts of mana once pumped up with Ezuri. I don't really like Lightning Greaves in Ezuri because it turns off your ability to buff the creature it's attached to, but it's probably just good enough for letting your mana dorks tap for mana on the turn you play them. Lifecrafter's Bestiary is a great way to draw cards off of all the cheap elves in your deck. If you don't mind infect, Viridian Corrupter is basically a strictly better version of Viridian Shaman, and doubles as a win condition. Your deck feels a bit light on draw. Some great tribal draw engines are Kindred Discovery and Distant Melody. In addition, Fathom Mage is a great draw engine with Ezuri.

Sorry if this was a bit of an incoherent ramble. If you'd like, check out my Ezuri list (We're Gonna Need a LOT of Dice) for more inspiration. In addition, I'm working on an elfball Ezuri list. Once it's done I'll post it here so you can check out a deck more like this one.

Coward_Token on Gahiji: Forever War

1 month ago

Very well, here's my latest jank for your consideration (take your time)

Orzhov Advokist: Boosts one of your creatures and tells you ahead of time whether or not someone is planning on attacking you. This potentially lets it both replace one card from Conflict Escalation and another from Deterrence, which would free up a slot for something else. On the downside, it takes a player turn cycle to become relevant and it's more about quality than quantity (although you could use things like Tetravus, Murder Investigation and/or Hangarback Walker to alleviate this, see also about Elemental Mastery below). Another problem is that it doesn't reward people for attacking each other and it's arguably anti-synergetic with Mystic Barrier.

(Invasion Plans/Angel's Trumpet/Total War): Weird group slug cards, dunno if they're too weak compared to e.g. Warmonger Hellkite and/or too prone to backfire.

Ramp:

Harvest Season/(Growing Rites of Itlimoc  Flip): More powerful yet less reliable alternative to Cultivate. (Although instead of Itlimoc you could just spend hundreds of bucks on a Gaea's Cradle I guess)

(Burgeoning): Cheap and obviously triggers frequently in multiplayer, but conflicts with Oreskos Explorer.

(Thornscape Familiar): The only one in the cost reduction Familiar cycle which affects more than one of the colors in your commander's identity. Aside from Gahiji himself, it works for 33 out of the 99 cards in the current deck (assuming no shenanigans like Celestial Dawn or Feroz's Ban). I dunno if you cast those 33 cards frequently enough per turn to make the cost reduction worthwhile compared to land-based ramp, especially since you got some land matters cards like Mirari's Wake.

Continuing my quest of exhausting every possible card advantage option known to beast, god and man:

Elvish Harbinger: Complement or possibly even a replacement for Wood Elves. Ramps and elf Imperial Seal:s from a pretty diverse pool consisting of Rhys the Redeemed, Reclamation Sage, Wood Elves, Knight of the Reliquary, Mirror Entity, Selvala, Explorer Returned & Oracle of Mul Daya. Since it doesn't have flash, unplanned shuffling is my biggest reservation towards this one. (As an optional bonus, it can form the middle of a threefold creature tutor chain with either of the Recruiters and any elf.)

Green Sun's Zenith: Banned in modern and probably something you've already considered. Puts green critters directly onto the battlefield and is self-recurable. It can pick from a pretty diverse pool that includes (among other things) Den Protector, Oracle of Mul Day, Reclamation Sage, Tireless Tracker, Wood Elves, Knight of the Reliquary, Mirri, and Selvala.

Worldly Tutor: Creature Vampiric Tutor, might be a bit slow without an available draw source. (Congregation at Dawn) takes things further, but with the presence of other (shuffling) tutors and a lack of great draw power it seems questionable. Eladamri's Call is the Demonic Tutor equivalent, dunno if it can compete with Green Sun's.

Captain Sisay: Repeatable fetching of Kor Haven, Gisela, Iroas, Rhys, Fumiko, Kazuul, Michiko, Mirri and Selvala. Nothing from the Recon group but I think Kor Haven and Selvala alleviates things.

(Evolutionary Leap): Unsure about this one, but could be nice with things that give a benefit upon death (be it naturally or trough Skullclamp with 2 or more toughness) and/or are disposable (especially cheap ETB creatures that can be recurred with Sun Titan).

(Defense of the Heart): Obviously very powerful if it goes off, but I assume that it's too conditional & vulnerable to removal to be worth it.

Magus of the Wheel: Complement to the classic wheel that's already present. I prefer the Magus over Wheel of Fate & Reforge the Soul due to not requiring you to have all the mana at once and/or because it's more predictable for something that discards your hand (although slower without haste). As a bonus, it's recurable with Sun Titan (and tutorable with either of the Recruiters).

Other misc. cards which you've probably already considered and rejected, but just in case:

(Luminarch Ascension): On one hand, Ant Queen on steroids. On the other, draws a lot of hate and/or takes at least four turns to become not-useless (assuming no helpful proliferation) which makes it more and more of a dead draw over time. (Sacred Mesa is a weird compromise.) There's also Emeria Angel/Retreat to Emeria for if you want to expand on the land subtheme, but it doesn't have the same explosive potential as the aforementioned manasinks (although Hazezon Tamar might be a decent compromise).

Elemental Mastery: Channels a quality creature (e.g. a beefed up Knight of the Reliquary or just Gahiji himself) into a quantity of tokens which better synergizes with Gahiji's ability. On the downside, since the tokens only lasts one turn you can't increase their power on the long term with e.g. Curse of Predation. The card also has the two usual problems associated with Auras in that it requires the presence of an appropriate creature to be useful and that single-target removal against said creature becomes a two-for-one deal (and this is further exasperated by the fact that you're encouraged to increase the power of the creature by e.g. putting counters on it). Also too expensive for Sun Titan. Dragon Throne of Tarkir gives somewhat similar quality-to-quantity conversion in a more resilient equipment form.

(Path of Ancestry) vs one of Temple of Abandon/Temple of Plenty/Temple of Triumph. Less reliable scry that only works with Gahiji & the changeling, but taps for all the relevant colors. Dunno how frequently this is relevant for you.

(Rith, the Awakener): Token generator alternative. I'm guessing you've rejected it because the tokens lack evasion and/or the token generation is too conditional. (But hey, at least it's a combat damage effect for Duelist's Heritage to interact with)

(Marton Stromgald): Potentially explosive token amplification but hard to keep alive.

Mass Hysteria: In case you're not getting enough haste from Slayers' Stronghold. Also works with the group slug aspect, but I dunno if it will backfire by e.g. letting powerful tap abilities come out of nowhere. (There's also Concordant Crossroads if you're not worried about it being replaced by another World Enchantment.) Samut, Voice of Dissent is another option that has quite a few other features as well, but I fear she'll come in a bit too late. Got similar feelings about (Urabrask the Hidden), who's also kinda detrimental to the group slug theme and/or will draw too much hate. ((Akroma's Memorial) is even worse in the lateness department.)

Mogg Infestation/(Settle the Wreckage)/Fell the Mighty/(Righteous Fury)/(Sunblast Angel)/(Angel of the Dire Hour): One of the Token Beatdown variants favors board wipes, but all of the listed cards have a tendency to kill your fatties and leave your opponent's weenies alive. In case you want a source of emergency non-targeted creature removal in the main deck and/or the variant, here's some additional options that can leave your own creatures alive, even if they're a bit more expensive than e.g. Wrath of God (or, in the case of Settle the Wreckage, potentially profitable for an opponent). Special mention to Mogg Infestation for still keeping the group slug going by being Beast Within on steroids & Angel of the Dire Hour for bypassing indestructible in addition to shroud, if that's relevant in your meta (although a plain (Arcane Lighthouse) might be better then).

(Elesh Norn, Grand Cenobite): Saving the most prominently obvious card for last, I assume the reason you've rejected it is because it's not explosive enough to act as a 1v1 finisher, while being detrimental to the overall group slug strategy when there's more than one opponent alive.

Sismir on Sacrifice Black/Green

2 months ago

if you need a cheap way to make creatures higher power a Dragon Throne of Tarkir and then buff up the commander, which in turn will buff your potential sacs, and add a more devastation to his ability

MisterRoach on The Dominarian Alliance

3 months ago

Dragon Throne of Tarkir could be fun. Equip it to Mirri, Weatherlight Duelist and just keep tapping her and equip one of your other creatures to swing with that as well, if you're worried about having to swing into things with Mirri, Weatherlight Duelist

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