|Commander / EDH||Legal|
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|Dragons of Tarkir (DTK)||Mythic Rare|
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Legendary Creature — Elder Dragon
Dragonlord Ojutai has hexproof as long as it's untapped.
Whenever Dragonlord Ojutai deals combat damage to a player, look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
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Dragonlord Ojutai Discussion
1 month ago
how about Dragonlord Ojutai good beater.. and has good value :)s
2 months ago
2 months ago
Alright, awesome! I don't know your meta, so let me know if these suggestions aren't right for you and your playgroup(s).
First off, this is straight up Midrange. A couple counters and removal/control magic cards doesn't make it control.
Secondly, I would focus first on your mana base. The distribution of your lands will depend on the end result of the deck, as in how many black/blue/white symbols are on the card adn how early they appear. Some cheaper lands for esper are Fetid Pools, Irrigated Farmland, Sunken Hollow, and Prairie Stream. These are great choices as they have the basic land types and are able to be fetched with fetchlands, and the cycle effect on the first too can be really hand late game. I'd go with one or the other though, and those also turn on lands like Isolated Chapel, Glacial Fortress, and Drowned Catacomb. If your group plays lands that can be troublesome, cards like Ghost Quarter and Field of Ruin are some great ones that aren't straight up land destruction. I would heavily suggest Field of Ruin over Ghost Quarter though, as it doesn't set YOU back on mana. I would also strongly recommend playing at least 8 basic land cards and at least 25 lands with the amount of high cost cards you have as well.
This kind of deck really does not need Expedition Map, and Elixir of Immortality is really only good if there is an opponent on mill, there are better options if you need life gain. Cards like Wall of Omens, Ruin Raider, Twilight Prophet, Dusk Legion Zealot, Phyrexian Rager, Thassa, God of the Sea or Kefnet the Mindful are all great creatures that can help you draw cards and lands if needed. Spells like Preordain, Serum Visions, Impulse, Painful Truths, Discovery / Dispersal (which can act as removal as well, if need be), and Esper Charm are all well and dandy. If you choose to run any of these, with the kind of deck you're on, I would recommend choosing one of the 1 or 2 cost ones and running four, then run two copies of the 3-cost ones at max.
As for your enchantments, Sorin, Solemn Visitor, Sorin, Lord of Innistrad, or Elspeth, Sun's Champion, and Elspeth, Knight-Errant would all be better than True Conviction as they come down much faster (except Sun's Champion), are far easier to cast in a 3-color deck (W-Bla is much easier than WWW), they also give you creatures to flood the board.
The problem with Control Magic, is that it is far easier to get around than regular removal, but if you're adamant on stealing your opponent's toys, Entrancing Melody, Exert Influence for smaller creatures and Connive / Concoct which can double as rebuying a dead creature of yours, or Confiscation Coup paired with cards like Glimmer of Genius, Glint-Sleeve Siphoner, and Aether Hub. I recommend this because Control Magic can be destroyed by enchantment destruction effects adn let your opponent get their things back, especially if you don't have Privileged Position out, speaking of which
I wouldn't run it. Run more counterspells in its place. You don't want to broadcast the whole 'hit me, i'm setting up a hexproof Exquisite-Sanguine combo' and give them targets for their removal. You need to slam those things down and then protect them. Cryptic Command is amazing, and 3 is good enough. Depending on how your playgroup does with counterspells, og Counterspell, Mana Leak, Supreme Will, Ojutai's Command, Silumgar's Command, Negate, Essence Scatter, and Dissolve are all good. Arcane Denial if you want to be nice about it. You want to make them spend the mana on their way to answer your threats and then Dash Hopes (don't play that one, it's funny but not good). With Counterspells, you generally want to spend less mana on it than what you're countering, and they're better in multiplayer games than discard.
If you're playing 1v1 matches, you could go with discard effects over counterspells, but choose one or both. Cards like Duress, Thought Erasure, Divest, Harsh Scrutiny, Persecute, Arterial Flow (bonus points if you're playing with Twilight Prophet and friends with this one), Inquisition of Kozilek, Thoughtseize, Castigate, Blackmail, and Hymn to Tourach. You also have Kitesail Freebooter, Tidehollow Sculler, and Brain Maggot. From what you said with liking how your creatures take control, this is the route I would recommend for you, especially Kitesail Freebooters and Thought Erasures since one is a creature and the other can help fix your next draw step.
Once again, run Counterspells or Discard, and preferably counters in multiplayer. The simple reasoning is with discard you spend mana and resources and they don't spend mana and lose resources, counters you both spend mana and resources with you, preferably, spending less mana and quality of resources, and you don't want to tax your mana and resources doing both.
Don't run Riot Control. Don't do it. Run Eerie Interlude instead of Rootborn Defenses as it will trigger and enter the battlefield effects when your creatures come back and get you advantages that way.
Jace is cool, but run those Sorins and Elspeths I mentioned earlier instead, they fit better in your kind of deck.
Some way better creatures for you are Dragonlord Silumgar, Dragonlord Ojutai, Cloudblazer, Restoration Angel, Ravenous Chupacabra, Isareth the Awakener, Vona, Butcher of Magan, Nightveil Predator, Thalia, Heretic Cathar, Hostage Taker, Regal Caracal, Thraben Inspector, Noxious Gearhulk, Torrential Gearhulk, or Cataclysmic Gearhulk. There are so many options out there, and in the end it's your deck so you can make it however you would like. I hope this was at least a little bit of help.
Also, definitely find some room for Swords to Plowshares and Anguished Unmaking. Life is a resource and don't be afraid to spend a little bit or give your opponent some more if it means not letting them win or letting you win.
3 months ago
your description is misleading. you only have a single card that can "manipulate" the deck (Dragonlord Ojutai) and thats using the term loosely. you also have zero ways to get anything back from the graveyard.
3 months ago
Short answer; Yes and no. It's certainly possible to win via non-infinite combat with the deck as it is, I had to resort to that several times. However it's unreliable way to win with this type of deck.
A bit more elaborate answer; It's possible because the deck can use combat damage to enforce a clock, backed up by Maze of Ith and Minamo, School at Water's Edge to keep Kefnet untapped for defense. However this approach is much slower and has a much wider interaction window. This means that it would be quite hard to keep a tight grip on the game long enough for this plan to work. Additional problem is that interacting for such long period of time (multiple turns) makes it really hard to maintain a 7-card hand size and you can be easily forced to stop the progress because of that. So despite that approach being possible, it would bend more than a few paradigms that shaped up the deck in this form.
If this list is "just" too combo-oriented for your taste, you could try my budget build (KefNOT the Controlfreak; saying "no" on a budget). This one has combos, but it's less about going into Blue Sun's Zenith combo and more about attacking and chaining turns.
If you really dislike combos or such combos are outright banned in your meta, you can;
1) try a more voltron-ish build. There are many Kefnet lists around that are more combat-oriented while keeping some control elements, predominantly in the form of counters. Though they share a commander with my deck(s), these play quite differently from my build.
2) you could give a shot to Dragonlord Ojutai. If we remove the "combo" pillar of my 3-pillar control commander theory, you're left with good body and card advantage engine. Dragonlord Ojutai fills both these roles. With built-in protection in the form of conditional hexproof and a 5/5 flying body, your life total is quite safe. And his Anticipate trigger is an awesome way to keep up with the table. This Anticipate trigger is also a good motivation to attack with your commander. And if you give it vigilance (or untap it using Maze of Ith or Minamo, School at Water's Edge), you got yourself a solid clock with good card advantage. Plus you get an additional good color for control, UW even has a decent manabase on a budget.
I hope this answer will be of help to you. If you have any further questions, feel free to ask and I'll try my best to help.
3 months ago
Ravenrose: Because this is a Canadian Highlander deck, mana cost for cards is very important. 4 mana is a lot to spend on Shard Convergence which ultiamtely just fills my hand with land. At the same cost I have cards like Siege Rhino and Hero of Bladehold which very quickly can close a game out.
I used to run a counterspell package but ultimately cut it for more proactive hand hate (like Thoughtseize) as the counterspells were too slow. The problem with Rewind is that the card is a bit of a trap. The idea of it being a "free" counterspell is only true if you have a decent selections of spells that you can play with it at instant speed, otherwise it still just costs 4 mana (at the end of your opponent's turn, any unspent mana is wasted mana). Apart from that, it has a huge outlay to cast. 4 mana means that I won't be able to do anything else, so I just have to sit there with mana up and not play threats. And playing threats keeps the pressure on my opponent. Compare the idea of being able to counter one of my opponent's spells versus say playing a Bloodbraid Elf and then cascading ito addiitonal value.
Wild Pair is far too slow here. And it is then reliant on me playing creatures. Tutors like Eladamri's Call on the other hand allow me to just fetch a creature, so top decking call would guarantee a creature, but topdecking Pair means another turn before I can potentially get one. And another turn is an opening to for my opponent to make me dead. Plus 6 mana is a lot to invest in a spell that isn't game ending by itself. I would much rather in the cost bracker get something like Dragonlord Ojutai who is a lot of flying damage and provides the deck with more tempo.
4 months ago
I've removed some of the cards that I think has poor synergy with game play. Removed the prison cards like Ghostly Prison and Propaganda. Removed Nylea, God of the Hunt. Added Corrupted Conscience for infect damage. I've added Knight of New Alara to give Rafiq of the Many instead to Knight Exemplar. Let me know if there are any cards that you think will help the deck to run smoothly. I've added Darksteel Ingot and Sol Ring for mana acceleration. I'm planning to remove Dragonlord Ojutai for Dragonlord Dromoka. Thanks
4 months ago
Your average cmc is a little high in this deck. I see that you want to play a more midrange centered deck, so why don't you cut the Lyra Dawnbringer for a copy of Geist of Saint Traft? You might want to take out a couple creatures from the deck that have a high cmc for lower cmc counterspells if you want to consistently counter more cards. Currently, your only 2 mana counterspell is Mana Leak, which you should replace your Dissolves to make it go up to 4. Also, instead of a Dragonlord Ojutai, what about Elspeth, Sun's Champion she's a much better 5 mana win condition for this deck. My last 2 suggestions are to remove about 2-4 creatures from the mainboard since it's hard to really play the midrange part without enough pushes or shoves but they can be whatever you want to remove. Finally, cut the 25th land because the changes to the cmcs should be enough to take it down a notch.
Overall, great deck! Also make sure to pick up a lot of Hallowed Fountains after the release of the new Ravnica set since shock lands are going to plummet in price.