Dragonlord's Servant

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH 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
Iconic Masters (IMA) Common
Commander 2017 (C17) Uncommon
Dragons of Tarkir (DTK) Uncommon
Promo Set (000) Uncommon

Combos Browse all

Dragonlord's Servant

Creature — Goblin Shaman

Dragon spells you cast cost less to cast.

Price & Acquistion Set Price Alerts

IMA

C17

DTK

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Recent Decks

Dragonlord's Servant Discussion

multimedia on 5c Dragons

3 weeks ago

Simian Spirit Guide is interesting, but it would require a lot of playtesting to see if it deserves spots in the deck. Is Guide being a one shot deal worth it? The problem is what do you cut for it?

I can't see cutting any Dragons for it. You could cut Anger of the Gods, but this is risky since Jaysterbaby said he's expecting Merfolk or Vampire matchups; Anger is very good in these matchups.

Another option is cutting Dragonlord's Servant, relying more on Guide giving you that extra mana to cast Dragonspeaker Shaman a turn earlier. This is risky because Servant can consistently without help from Guide make a turn three Thunderbreak which is good in aggro matchups. Shaman can however with help from Guide give you a turn three Glorybringer or Thunderbreak which is amazing.

Jaysterbaby on Need help structuring a Dragon ...

3 weeks ago

I don't have a format in mind as me and my friends just play for fun. If I have to tweak it for formats I can do that on my own time. I just need help tweaking this deck, as I believe 80 cards to be alot even with great mana ramps, I will be going up against Merfolk with unblockable and buffs, and vampires with lifedrain, life link and deathtouch, with some flying

Suggestions and opinions welcome. Thank you

4x Dragonlord's Servant

8x Mountain

4x Crucible of the Spirit Dragon

4x Haven of the Spirit Dragon

1x Bogardan Hellkite

4x Unclaimed Territory

1x Devil's Play

1x Ugin, the Spirit Dragon

2x Geosurge

1x Dragonlord Kolaghan

3x Dragonspeaker Shaman

1x Draconic Roar

3x Lightning Bolt

2x Dragon Tempest

1x Thunder Dragon

1x Ruby Medallion

2x Anger of the Gods

2x Pyretic Ritual

2x Bathe in Dragonfire

1x Flameblast Dragon

1x Balefire Dragon

3x Sarkhan's Triumph

2x Seething Song

1x Fiery Confluence

1x Slice and Dice

2x Rolling Thunder

1x Thundermaw Hellkite

1x Ryusei, the Falling Star

1x Dragonmaster Outcast

1x Ramos, Dragon Engine

1x The Ur-Dragon

1x Slumbering Dragon

1x Awaken the Sky Tyrant

1x Skyline Despot

1x Wasitora, Nekoru Queen

1x Dragonlord Dromoka

1x Thunderbreak Regent

3x Archetype of Aggression

1x Chromatic Lantern

1x Gilded Lotus

2x Archwing Dragon

1x Clifftop Retreat

1x Sulfur Falls

1x Rootbound Crag

1x Dragonskull Summit

legendofa on Help with Exotic Orchard

3 weeks ago

Without knowing your Dragon deck, my first thought is to avoid Reflecting Pool in favor of dual lands like, depending on budget, Wind-Scarred Crag or Stomping Ground. Also, if you don't have them, check out Dragonlord's Servant and Dragonspeaker Shaman.

xyr0s on Sarkhans Command

4 weeks ago

RG/x dragons seems to be a deck that comes up every once in a while. Usually with Dragonlord's Servant and Dragonmaster Outcast as mistaken cards, and some kind of mana-animal too, in this case Birds of Paradise.

Dragonlord's Servant gives you a cut on 1 mana on dragon-type cards. It does this on every dragon you play - if you play 2 in a turn, you save 2 mana, and so on. But do you ever play more than 1 dragon in a single turn? given the casting cost, I'd say it is highly unlikely. The Dragonlord's Servant costs 2 mana - the same as a Rampant Growth. But the land from a rampant growth can be used for other things than just dragons. And lands are less fragile than creatures, or - at least - many decks play creature-removal, but not land removal.

Birds of Paradise is decent... if you get to keep it. A 0/1 creature is rather fragile, though. And you could play Search for Tomorrow instead, which admittedly would cost you a mana on turn 2, but that's not when you play dragons anyway, so it could be worse.

Dragonmaster Outcast looks like a great, early-game threat... until you realize that the earliest you see a dragon token if you don't ramp lands, is turn 7. That's way into the midgame. No need to play 4 of a card you don't need to play until turn 7. I'll suggest playing 2, since they are only good draws sometimes and against some decks. Others have way too much removal.

So, now that there are no early game small creatures, and 2 slots open, what to add? Anger of the Gods. 2 of those. At least. Clear the table of rabble, the turn before you start spewing out dragons. Absolutely wrecks recursive decks like dredge, now we're at it. You could actually give up a couple of dragons too, in favour of even more divine temper outbursts, but 2 should be a good start.

Oh, and Explore isn't a very great ramp spell. It does have that "draw a card"-line of text, that makes it very attractive, but if you don't have any extra lands in hand, it doesn't ramp at all, it just cantrips for 2 mana. I like it with Courser of Kruphix - it can both exchange the top-card of library, and allow you to play a second top-library land. Pretty good utility, that one.

Magraal on Jund Dragons EDH

1 month ago

Would heavily suggest Ruby Medallion due to your dragons being primarily red, as well as Dragonlord's Servant and Crucible of the Spirit Dragon

multimedia on dragon tribal

1 month ago

Hey, I recommend more ramp, more draw and more land.

Cards to consider adding:

Cards to consider cutting:

  • Aid from the Cowl
  • Awaken the Sky Tyrant
  • Blood Mist
  • Dragon Roost
  • Elephant Guide
  • Sight of the Scalelords
  • Day of the Dragons
  • Durable Handicraft
  • Spiteful Motives
  • Vessel of Volatility
  • Heroes' Podium
  • Hero's Blade
  • Stoneforge Masterwork
  • Acrobatic Maneuver
  • Crash Through
  • Dramatic Reversal
  • Inspiring Roar
  • Death by Dragons
  • Rolling Thunder
  • Splendid Reclamation
  • Kolaghan Monument
  • Bloodfell Caves
  • Scoured Barrens
  • Thornwood Falls
  • Wind-Scarred Crag


Dragons are already big enough with lots of power you don't need to play a lot of cards that increase Dragons power and toughness. Crucible of Fire is fine because this is a huge boost for all Dragons for only one four mana card, but other than this card you can cut all the others. Temur Ascendancy and Elemental Bond are budget three mana enchantments that can give you a ton of card advantage with Dragons. Drawing a card whenever a Dragon you cast enters the battlefield(ETB) is very good. Ascendancy also gives Dragons haste which is a nice added bonus.


I suggest adding more ramp because Dragons and your Commander, The Ur-Dragon have very high converted mana costs(CMC). Ramp can help to pay for these costs and play Dragons faster in a game than waiting until turn six or seven plus to play a Dragon. Dragonspeaker Shaman and Dragonlord's Servant only effect your Dragons, by reducing the CMC.

Land ramp is another way to ramp as well as help you find lands of the right colors to match the cards in your hand. Cultivate and Farseek are early game cards that can land ramp. Cultivate can only tutor for two Basic lands putting one of them directly into play and the other into your hand.

Farseek is two drop land ramp and it works with the Battle lands since they're two different type of lands, for instance Cinder Glade counts as a Forest and a Mountain. Farseek can tutor for any one of these Battle lands put it into play giving you more color choices.

Battle lands work well with Basic lands for a budget manabase you only need two Basic lands in your control to have any Battle land ETB untapped. This means you can use the mana from the land the turn you play it.


Sol Ring is a staple of Commander. Just about all decks play the card because it's amazing for one mana. Fellwar Stone is two drop ramp that depending on what colors your opponents are playing can make a color of mana. It can make mana no matter what, usually one of any of the five colors.

31x total lands is not enough land I suggest adding more land, 38-40x total lands. Playing a five color budget manabase means you need more land and Dragons have high CMCs. Adding Tri lands, lands that can make one of three different colors of mana help a lot for five color manabases.

Command Tower is a staple Commander card. It's a rainbow land it can make any color of mana because your Commander is all five colors. Exotic Orchard is like Fellwar Stone whatever colors of lands your opponents have in play it can make a mana of one of those colors. Like Tower it's a great budget land for a five color manabase.

Good luck with your deck.


Catrotzuk on nicol bolas

1 month ago

also your dragonspeaker isnt modern legal, but Dragonlord's Servant is

Catalog9000 on Savage Tempest

1 month ago

Hey! Thanks for the upvote and comment.

I'd like to address each card personally.

  1. Dragonmaster Outcast - I absolutely love this card. Seriously underrated. Yes, of course you must be weary of things like Lightning Bolt, Shock, Fatal Push, Path to Exile... Hell even Golgari Charm. But I find if you try to build a deck worrying about all of the IF's, you won't have any fun. Having said that, while I love this card, I don't feel he has a place in the deck. This deck aims to cheat out Dragons first and foremost. If I can cheat out lands, awesome; The majority of my mana, however, is produced by non-land sources: Birds of Paradise, Generator Servant, Savage Ventmaw, & Xenagos, the Reveler. I have a Mono-Red Token / Burn deck that uses a playset of Dragonmaster Outcast, so I do fully know of his potential. In this deck however, I feel he's not a very good pick. The reason is, I need my 1-CMC slot open for Birds of Paradise. Dragon Broodmother already produces TONS of Tokens (On EACH Upkeep, not just mine), as does Utvara Hellkite and Sarkhan Vol's -6. So I've got Tokens plenty covered :)

  2. Dragonlord's Servant! Ahh, a staple of any and all Dragon Decks! Sooo... why isn't he in here? I opted in place of him Generator Servant. Why? Because not only does it get me rather than a reduced cost of , I can use the on any spell I'd like. IF it is cast on a Creature, that Creature gains Haste. But I can do it on, say, Genesis Wave if I'd like. And something I've noticed people don't normally think about is that you can divide the into + . Each of these can be imparted onto separate Creatures, giving BOTH of them Haste. That's why I did it this way, instead.

  3. Utvara Hellkite. Oh. My. God. This guy is a beast of a beast. I'm running 2x of him already. I put him in nearly every Dragon Deck I make. So... funny thing. I can get a T3 Savage Ventmaw. 3x Lands + Birds of Paradise + Generator Servant. Ventmaw now has Haste, and I can swing and get . I bring that up, because on T4, even if I don't play a 4th Land, I'd have access to 10 mana in total (3x Lands, 1x Birds of Paradise, +6 mana from Savage Ventmaw). With 10 / at my disposal, I can get a T4 Utvara Hellkite, easily. Even if he's within the top 8 cards of my Library, I can cheat him out for with See the Unwritten. So, a T4 Utvara Hellkite kind of trumps a T6 :)

  4. I had not considered Door of Destinies. Since that's based on whenever I CAST the spell, I'm not certain my guys would get bigger via Tokens. HOWEVER! For more mana, Coat of Arms will make things VERY interesting... Likewise, there's always Crucible of Fire for a bit cheaper. I use those in that Mono-Red Token / Burn that I mentioned earlier.

  5. I had no considered Atarka's Command. To address each point, however:

A.) Lifegain isn't an issue with this deck. Between Scourge of Valkas and Dragon Tempest, you're looking at some SERIOUS Non-Combat Damage. Especially when Utvara Hellkite, Dragon Broodmother, and Sarkhan Vol kick in. I've once dealt over 70 damage on Turn 6. Not BY Turn 6. ON Turn 6.

B.) 3 points of damage is fun and all, but I'd rather spend that on other spells, like a Genesis Wave :)

C.) Extra Lands are always useful, but as I said the vast majority of this deck seeks to use Non-Land sources to produce it's Mana.

D.) +1/+1 and Reach would be a solid benefit, if 85% of my deck didn't already have Flying :p

I'm not trying to crap on your suggestions. I really appreciate them all :D

There's just a particular method to my madness, is all :3

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