Dragonlord Silumgar

Legality

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

Printings View all

Set Rarity
Dragons of Tarkir (DTK) Mythic Rare
Promo Set (000) None

Combos Browse all

Dragonlord Silumgar

Legendary Creature — Elder Dragon

Flying, deathtouch

When Dragonlord Silumgar enters the battlefield, gain control of target creature or planeswalker for as long as you control Dragonlord Silumgar.

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Commander Recommendations View all

Silumgar Monument
Runaway Carriage
Silumgar Assassin
Ruthless Deathfang
Furtive Homunculus
Silumgar's Command
Noxious Dragon
Implement of Malice
Silumgar's Scorn
Waterwhirl
Navigator's Ruin
Foul-Tongue Invocation

Latest as Commander

Dragonlord Silumgar Discussion

Riverdare on Non-Zombie Grimgrin?

2 weeks ago

Wonder and Skullclamp would be an autoinclude. You could do some aristocrats style gameplay while grinding through little self-recurring dudes like Bloodghast, Reef Worm, and Bloodsoaked Champion while churning through your deck with Midnight Reaper or Grim Haruspex, draining everyone with Blood Artist effects and simultaneously clearing the board with Grave Pact effects (found a use for Ruthless Deathfang!)

Havengul Lich, Mimic Vat and Endrek Sahr, Master Breeder honorable mentions.

You could include some mind control effects to sac for value. Dragonlord Silumgar and Roil Elemental have a special place in my heart. And while we're on the topic of ETB's you could run a few one-off etb/death guys like Ravenous Chupacabra, Mulldrifter (I believe you can evoke and sac the dude while the evoke sacrifice trigger is on the stack but don't quote me on that) the primordials and Keiga, the Tide Star.

WhichKing on I Drink Your Milkshake!

4 weeks ago

Haha thanks for the suggestions! I've opted to replace Control Magic effects with removal for now as reanimating the corpses with my commander achieves pretty much the same thing :p I'm considering Take Possession, Volition Reins or Dragonlord Silumgar to steal PWs though!

Expropriate is definitely worth a slot, I just don't use it cause it's not very exciting for me. Same reason I don't run Consecrated Sphinx.

Jimmy_Chinchila on Card Art Easter Eggs

1 month ago

Flipping through cards I noticed the newly reprinted Frantic Search features a bird who looks an awful lot like Artificer's Assistant. The artist is not the same, but Search’s flavor text refers to Dominaria. Not a true Easter egg but certainly an interesting detail. Dragonlord Silumgar wears a necklace that upon closer inspection shows the magically preserved corpse of Tasigur, the Golden Fang. I always thought the dragon in the art of Ajani Steadfast was Sarkhan, as the next plane we saw after M15 was Tarkir. Can you think of other art that may include Easter eggs or other cleverly hidden details?

TailoredBacon on The Ur-Dragon Initiative

1 month ago

Wow you were not kidding when you said you had massive changes for this deck. Most of cards that you added and cut seem to make sense as a whole, but there are a few changes I found surprising. As you said, you wanted to cut cards that only helped you cast creatures, so taking out cards like Urza's Incubator makes sense, but I was a little bit surprised that you took out Selvala, Heart of the Wilds. This card is insanely powerful in creature decks like this one, and gets even better with cards like Paradox Engine. I personally am also not a fan of having most of your removal only dealing with creatures, other than the Cyclonic Rift and Vandalblast, which means you only have one card that deal with enchantments, but it doesn't destroy it, just bounces it to hand. I feel like one of either Swords to Plowshares or Path to Exile could be something like a Beast Within or Anguished Unmaking. The lack of basics was surprising, but if your meta doesn't run anything like Ghost Quarter or Field of Ruin, then it really isn't that big of a deal. I also feel like Homeward Path and Dragonlord Silumgar are kind of a non-bo, and I think that the dragonlord could be swapped for something else for this reason. I do like the addition of Lotus Cobra as it works insanely well with fetch lands, as being able to produce up to three mana off of one land is insane. I also like Boneyard Scourge and Thunderbreak Regent. They are definitely some of the weaker dragons, but having recursion or punishment for your opponents hitting your stuff, as well as being early game beaters is really good. Chromium, the Mutable was an interesting addition that I didn't expect, but flash, uncounterable, built-in protection, AND a 7/7 for six mana is pretty powerful. Overall, I think the new decklist is insanely powerful, just a little lacking in more versatile removal.

Vlasiax on The Ur-Dragon Initiative

1 month ago

I personally don't see need for wheel effects here or Dragonlord Silumgar. Rest of them is pretty much self-explanatory, since you explained your combo with Isochron Scepter.
Besides that - how useful Thunderbreak Regent proves to be? I find him to be too weak sometimes because bolt in 40-life format isn't scary at all, especially for targeting, which can be avoided by e.g. boardwipe.

Heretic_Dragoon on Puff the Magic Dragon

2 months ago

1 or 2 SB Dragonlord Silumgar wouldnt be a bad idea

solarbeam on Three Color Midrange/Life gain Deck

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.

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