|Commander / EDH||Legal|
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|Battle for Zendikar||Mythic Rare|
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Creature — Human Shaman
At the beginning of your upkeep, if you control six or more lands, put a 5/5 red Dragon creature token with flying onto the battlefield.
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Dragonmaster Outcast Discussion
13 hours ago
Thanks for the kind words I'm happy to help, especially when new ideas are being discussed.
Your ideas are good, Tracker, Inspector and Bishop's clues with Inspiring Statuary and Procession doubling clues is really interesting and also creative, but I don't think it's what you want with Omnath. You want land ramp with Omnath because landfall is what makes him powerful. I was thinking of a different direction more to only use white as a splash just for Procession and maybe some Cast Out in the sideboard as a catch-all removal spell. Focus first on a simple Gruul manabase and then incorporate white into it for Procession.
I suggest keeping it simple first with just green and red because finding the right shell to use Splendid Reclamation is key. The power of this strategy lies in the interaction between Omnath and Splendid, but it can be tricky to set up Splendid, getting enough lands into the graveyard to be worth it. My suggestion is to incorporate a self mill strategy with Grapple with the Past. Grapple can do many good things here besides putting lands into the grave. It's a two drop spell it can put lands into the grave early to be used if you need it as land ramp to play Omnath. It can also mill and get back Omnath from the graveyard. This is important because it can give you more ways to get Omnath into your hand or get back a dead Omnath or Tracker. Grapple can also get back a land from the graveyard which can be good fuel for the landfall of Omnath and is nice with cycling lands.
To see if this strategy is viable I would first make a two color Gruul deck focusing on ramping Omnath into play with Splendid Reclamation, Beneath the Sands, Hour of Promise and Chandra. Using Trackers draw, cycling and Grapple with the Past to help to get Omnath into your hand. For the manabase use cycling lands, both Desert and Dual along with Evolving Wilds and Blighted Woodland as ways to fuel Splendid and draw. What's nice about these land ramp spells is there win-wins; they're great to ramp Omnath into play and then also just as good after he's in play because of his landfall.
Red for early game creature removal: Abrade, Magma Spray and Sweltering Suns. Suns seems very important to stay alive and I like that it only does 3 damage which doesn't kill Omnath or Elementals. Hour of Devastation is great and is another option, but it kills Omnath and all the Elementals he makes. This could however be a blowout because each Elemental that dies from Devastation does 3 damage to your opponent.
Dragonmaster Outcast is another great idea, but he's better in the sideboard because he's quite fragile and will be facing a lot of creature removal game one. He's however perfect with a land ramp strategy games two and three because your opponent will be taking out creature removal.
1 week ago
ACDAMAN, those suggestions are good, other than cutting a land. I wouldn't cut a land for another spell. You want 26x lands because hitting your fourth land drop is very important to play Glimmer.
Here are my thoughts for the main deck (I lean towards more removal main deck because aggro such as Zombies, Mardu Vehicles and Monument decks can be bad matchups):
- 3x Abrade
- 3x Harnessed Lightning
- 2x Magma Spray with 2x more in side
- 2x Hour of Devastation with 1x more in side
- 3x Censor
- 3x Disallow
- 2x Essence Scatter with 1x more in the side
- 2x Negate with 1x more in side
- 4x Glimmer of Genius
- 3-4x Supreme Will
- 4x Gearhulk
- 1x Bolas
Draw and Dig
I like a hardy amount of each main deck creature removal and counterspells. In this case more counterspells because both Censor and Will can also act as draw and/or dig. These amounts allow me game one better chances to draw what I want in a variety of matchups. I can then games two and three better sideboard accordingly to the matchup.
I also like 4x Will, but 3x is fine. 4x Will is nice because it gives the best chance to curve Will into Glimmer into Devastation into Gearhulk.
For the sideboard:
- 2x Sweltering Suns
- 2x Magma Spray
- 2x Dispel
- 1x Negate
- 2x Dragonmaster Outcast
- 1x Sphinx of the Final Word
- 1x Hour of Devastation
- 1x Essence Scatter
- 2x Kefnet's Last Word
- 1x Summary Dismissal
I've omitted Doomfall even though I think it will be very good in Midrange and Ramp matchups, but there's just not room in the side for it.
Another approach to playtest is use more draw, Hieroglyphic Illumination. The thought is since you have more draw you can draw into more options faster. Illumination, Censor, Glimmer and Will make up a robust package of draw/dig. Using Illumination and Censor together to cycle since they only cost one mana to cycle, can give you more early game draw. Example:
- 4x Glimmer
- 3-4x Illumination
- 3x Censor
- 3x Will
1 week ago
multimedia I like your suggestions! here's my thoughts for the mainboard:
The sideboard was pretty cobbled together, so I'm just gonna wipe it and put in the cards I think I'll need, so:
1x Magma Spray
2x Dragonmaster Outcast (I actually really like that suggestion)
How does that sound?
1 week ago
Looks good, but I think you need more main deck removal, +1.
A 3x Abrade, 3x Harnessed Lightning, 2x Magma Spray with 1-2x more in the side, 2x Hour of Devastation with one more in the side, seems like a good versatile deck removal package. You want a removal spell in your opening hand and I don't think you're playing enough main deck removal. In my opinion Abrade is a more important main deck removal spell for Control than Harnessed because it can instantly kill Gearhulk, Heart of Kiran or Oketra's Monument. These three cards are a problem for Control and Abrade can reliably kill them much more than Harnessed.
Magma Spray is an important card to use especially in the sideboard because it can exile the resilient creatures who are hard for Control to deal with, Scrapheap Scrounger and Relentless Dead. Because of both Abrade and Harnessed you don't also need Fatal Push I would cut it for more Spray in the sideboard.
Consider using Supreme Will as a 4 of. The curve of Will into Glimmer seems really excellent for Control. Being able to turn three use Will to find Glimmer and then turn four use Glimmer to find Hour of Devastation or Gearhulk.
Some good sideboard options are 2x Dragonmaster Outcast, 2x Kefnet's Last Word, 2x Doomfall and 1x Summary Dismissal. Dragonmaster is quite good in Control mirrors and midrange matchups because removal is taken out and since he's only one mana you can protect him. Ramp is back thanks to Hour of Promise and Ulamog is a problem for Control. Both Last Word, Doomfall and Dismissal are good to combat Ulamog. Either exile him from your opponent's hand or in play or cast. Last Word can steal Ulamog for four mana.
Good luck with your deck.
2 weeks ago
Maybe you could also run Dragonmaster Outcast, it's a one-drop that can grant protection in the air.
2 weeks ago
Hi there! First thing, you really have a low number of lands. Even Elves usually play nineteen land, with a mana curve way lower than yours and much more mana dorks. I would suggest 21-22 lands, with some doubles, even those which enter tapped. Second, if you like Omnath and Rubblehulk, you could go for a Landfall centered strategy. In that case, you can think to add some fetches like Terramorphic Expanse to trigger it multiple times. I'm assuming you're on a budget and don't want to spend for a playset of Stomping Ground, Primeval Titan or Valakut, the Molten Pinnacle. A good budget option as a 1-2x (you want to see and play him just in the late game) is Dragonmaster Outcast.
If you don't want to take the Landfall way, some good end-of-the-curve alternatives (usually better than Rubblehulk) are Borborygmos Enraged,but 8 mana is really a lot; Atarka, World Render: evasive and Strike for 12, but weak to Dismember; Dragonlord Atarka: massive and lethal, but more expensive; Ruric Thar, the Unbowed: my personal favourite.
3 weeks ago
Depends on your meta but ways of cheating your dragons in always help. Dragonmaster Outcast is fun after 3/4 turns. Check out mine Samut Trains Dragons, this is after i snowing up some of my lands to play Rimescale Dragon
3 weeks ago
If your running this type of commander you'll want cards that give you multiple combat steps, and things that protect your creatures. Dolmen Gate protects neheb and all of your other creatures as they attack. Breath of Fury, Hellkite Charger and Scourge of the Throne are all pretty good for extra turns, with hellkite charger being the best for your deck in my opinion. Dragonmaster Outcast,Urabrask the Hidden and Hammer of Purphoros are all solid adds aswell. Wheel affects should also be considered to get fuel for your ramp: Magus of the Wheel, Wheel of Fortune and Reforge the Soul are great. I'd also suggest Staff of Nin as it's a mana rock when Neheb is out and Infiltration Lens to encourage your opponents not to block. Stand or Fall is also good in this respect. Lastly consider Rakka Mar, Mind's Eye and Knollspine Dragon as they are just genuinely good cards.