Dragonlord Kolaghan

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Custom Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Dragons of Tarkir (DTK) Mythic Rare

Combos Browse all

Dragonlord Kolaghan

Legendary Creature — Elder Dragon

Flying, haste

Other creatures you control have haste.

Whenever an opponent casts a creature or planeswalker spell with the same name as a card in their graveyard, that player loses 10 life.

Dragonlord Kolaghan Discussion

Willen on Ur-Dragon's Multiverse Onslaught | *PRIMER*

1 week ago

Cuickbrownfox1, Karrthus, Tyrant of Jund is fine to use because you can pick up dragons from other players to make a massive swing against somebody. Of course, it depends the decks of the other players, but it's the same when we talk about the second ability of Dragonlord Kolaghan . Very situational for both cases, but to compare other conditions, you may consider that the Kaarthus has a larger body, and even if it costs more, your mana base bends to Jund, so it's not necessarially a problem (talking about this deck). But yes, you have a good argument. I only consider the playgroup in a generic way, since I usually avoid changing the deck a lot and I hardly see decks as Rat Colony for a long time

Cuickbrownfox1 on Ur-Dragon's Multiverse Onslaught | *PRIMER*

1 week ago

Just wondering if you would reconsider on Karrthus, Tyrant of Jund since he costs . Instead maybe add Dragonlord Kolaghan since he only costs . I know that you talk about why he's not in here (his second ability) but his first ability is good enough to excuse running him if only for that. Plus your opponents could be playing a Rat Colony or Persistent Petitioners deck which would mean that his second ability would do serious work. I personally think that Karthus' possible downside is enough of an excuse to not run him but maybe that's just me.

austintayshus on Morofun 5C Dragonsmash

1 week ago

Dragonlord Dromoka could be fun. I would swap him in and take out Dragonlord Kolaghan as his last ability, while very strong, is almost useless in most EDH games. Dromoka, however, essentially makes all your spells uncounterable and shuts down a lot of other nonsense that you won't want to happen on your turn. No Cyclonic Rift on your endstep, forcing you do discard half your permanents lol.

Thanat0s141 on Morophon, Bound to Dragons (5 Colour EDH)

1 month ago

I would get rid of Dragonlord Atarka and replace it with either Dragonlord Kolaghan or Karrthus, Tyrant of Jund . This gives you another haste effect to make their less chance that Dragons will die to removal before being able to attack. Also Atarka always seemed kinda weak in alot of situations as far as its ETB effect is concerned. If you are comfortable with the current number of haste-givers then putting in Thundermaw Hellkite will allow you to stop a flying heavy deck from blocking your attacks.

Vlasiax on Karrthus, Tyrant of Jund

1 month ago

About that - main problem here is that you want to have too much high CMC cards that make 'cool things' but it's better to settle for less and actually get there. Playing Dragon tribe already fills your high end of the curve so we need to focus on lower CMC interaction/ramp/draw to get to cast as many of the mentioned creatures as possible.

That's why Crucible of Fire and Sight of the Scalelords are bad but you seem to discover another way to win besides fight with big beaters - it's reanimator strategy. So I'd rather get 4/4 or 5/5 Dragon with Animate Dead for AND do something else than cast one of those enchantments and pass, hoping that it survives on board. I personally use reanimation with Dragon Tempest as a secondary strategy to kill as many people as possible with damage from dragons coming back and then smash the rest with them, since they get haste.

Abrupt Decay has that advantage of hitting NONLAND permaments... so creatures, enchantments, artifacts, planeswalkers all go down. While Vraska's Contempt is overpriced Path to Exile in black since planeswalkers can be overrun with Dragons and 2 life gain is negligible. It's not about hitting someone's Craterhoof Behemoth or in your case Hellkite Overlord it's about dealing with Sylvan Library / Phyrexian Arena , Chromatic Lantern or Yisan, the Wanderer Bard that get them there. And that's the lesson that I learned few months back and made drastic changes to my deck - Bow before Draconic King!!! | *WAR* Update. It's still a Dragon deck but has everything that early game requires so I can still compete with better tuned decks of others.

That's why for changes I'd propose:

I think that's it for now, it's mostly about getting as much during your turns for as low cost as possible. I'd also rethink these cheap mana doublers but that's me and I don't like helping others, since they can and they will gain advantage of that and beat me. Early dorks/rocks actually can feel like mana doubling and work only for you.

If you want to know more about getting better at EDH I'd recommend checking out CMDR Central and EDHRec podcasts on youtube - https://articles.edhrec.com/commander-central-ep75-settling-for-less/. Also EDHRec page has great articles posted daily, one of them is about Evolving Wilds: https://articles.edhrec.com/in-the-margins-evolving-wilds-terramorphic-expanse/

NeonEndymion on The Ur-Dragon

1 month ago

-Good catch; I did indeed mean to tag Dromoka, the Eternal in that post. After some more testing I am coming around to the fact that the multiple triggers are fine with dorks out, both to beef up blockers and because it doesn't take too many triggers to go off before you're putting them on bodies with evasion/non-mana abilities. It has also been relevant to getting Selvala, Heart of the Wilds out of a lower-X Toxic Deluge range.

-As to Dragons, I'm currently not missing any particular one that I've cut, including Hellkite Tyrant . If anything it just increases our perceived threat level and draws hate a bit before we're equipped to snowball or deal with it. I may make some cuts to find room again for Dragonlord Kolaghan and Glorybringer , in that order.

- Teferi's Protection is another card that's a meta call, but personally I'm still a bit down on it, as it is very good for casual games but very meh for competitive games. It saved my bacon against an alpha swing from a Bogles-style Enchantress deck once, but it doesn't protect from infinite mill wins, and usually also some storm wins, Lab Man lines, and/or Walking Ballista lines. I'd rather just have the single one blue counterspell, Stubborn Denial , for backup against Cyclonic Rift or sweeper effects we don't want to see stick. The Greater Good package is here for more consistent sweeper protection with a higher ceiling, and I don't like holding up 3CMC for what is often essentially a flexible Fog effect. But that's just me, and in many cases Teferi's Protection can be a real beast. I'd just rather have the flexibility and lower CMC of the hard counter for non-creature spells.

-I don't think we need 3CMC draw, either; instead, I'm looking at a way to recur Patriarch's Bidding so we can go off twice and dig through most of the deck over two turns with Greater Good out. So far I'm going the most mana-efficient route and playing Noxious Revival , as that also can serve as graveyard hate against opponents in corner cases, and since it can be cast for 2 life/Phyrexian mana only, and at instant speed (vs Regrowth ).

-If anything, at the moment, I may do some work on my land choices, eventually just biting the bullet and swapping the extra Forest/Mountain in Sheltered Thicket for Taiga , re-evaluating Path of Ancestry for Exotic Orchard or Forbidden Orchard , and swapping Homeward Path for another colored source, possibly Sunpetal Grove .

NeonEndymion on The Ur-Dragon

1 month ago

Well, I think what we're probably hitting now is the wall where the core of the deck (36 lands, around 19-22 dragons, 5-6 high-impact dorks, 3-4 green land ramp spells, and a support suite split between artifacts/enchantments) is feeling more or less settled, and tweaks can and should be made depending on the kind of table we're expecting or seated at. I've started bringing my binder of extra cards for this deck to make a few swaps for games 2-3, when/if I can get them.

In longer games, for instance, it may be that I've pushed the curve so low that there aren't enough haymakers/higher impact+higher cost spells left in order to turn the corner. In which case Crux of Fate , Wild Pair , and/or Rishkar's Expertise , just to name a few, could be slotted in as 1:1 swaps for lower CMC and lower impact wipes, enchantments, or draw.

A few other thoughts:

-I'm going to try Sensei's Divining Top over Expedition Map this week and see how that feels. For me, Homeward Path may become a flex/sideboard card, in which case the emergency draw/draw filtered with Top might be preferable.

-Agree that Dragonlord Kolaghan has been a bit low impact. I also haven't been thrilled with the interaction between Dragonlord Dromoka and the dork suite, as often I'm just forced now to put the counters on a dork. But that at least can help get them out of a healthy Toxic Deluge range later in the game? I'd look at slotting back in Glorybringer for Noble Hierarch in slower matches, though, as the fixing she provides is mostly in our splash colors.

- Fire Covenant seems like a good card to test in the Toxic Deluge spot, as we don't want to lose our dork package to our own cards, and as we really only usually want to be wiping out some of the biggest threats. If indestructible/hexproof/shroud is an issue, though, then Toxic Deluge will probably stay in.

-For now, I'd rather have the lower CMC and flexibility of Assassin's Trophy over Abrupt Decay , as the latter can often be a dead draw in mid to late game for slower matches and the former is always relevant, but really that entire interaction package can be swapped around depending on the meta. I don't think 3CMC is too much for interaction, but given the clump of 3CMC cards and our need often to tap out through turns 4-5, sometimes even turn 6 if our sequencing is slower, 1-2 CMC interaction spells have felt a lot more useful/easier to hold up while developing our board.

-I'll also look at slotting Sarkhan the Mad into the sideboard for matches with board stalls/pillowfort/anti-creature tech. I guess my hesitation with planeswalkers still remains that we don't generally want to be blocking/defending them and that people may start running anti-planeswalker tech in main decks now that War of the Spark is here, but I can see corner cases where this one would be useful, vs Sarkhan, Fireblood , where I feel like most games will play out as you suggest: You tap out to cast him on curve and maybe get to rummage once, ramp once, then he dies.

-Looking at your current list, and not including the commander, I see 9 overall draw effects, and that's about 1 short of where I like to be personally. The one weakness I've felt so far is that out of those 9-10 slots in both of our lists, none of it is unconditional draw but delayed/triggered draw. If anything Night's Whisper may not be enough on its own, so I'd look again at Read the Bones , Painful Truths , and/or Phyrexian Arena , the latter for slower matches only?

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Dragonlord Kolaghan occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%