Dragonmaster Outcast

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Limited Legal
Vintage Legal
Frontier Legal
Modern Legal
Highlander Legal
Block Constructed Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Magic Duels Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Battle for Zendikar (BFZ) Mythic Rare
Worldwake (WWK) Mythic Rare

Combos Browse all

Tokens

Dragonmaster Outcast

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

KingRamz on Queen Marchesa Tokens

5 days ago

I feel like this deck is not focused enough on the theme of "make tons of tokens." You have a lot of cards that make tokens, but many of them don't really do it efficiently. Some examples:

Awaken the Sky Tyrant - makes only one token, and only if an opponent lets you make it.

Teysa, Envoy of Ghosts - makes tokens only if your opponents let you

Skyline Despot - makes one token per turn if your opponents let you (or if you leave back plenty of defense)

Ghirapur Gearcrafter - makes one token

Descent of the Dragons - this is secretly a one-shot anthem that doesn't let you attack the turn you cast it

Dragonmaster Outcast - makes one token per turn on turn 6+ if your opponents can't kill a 1/1

Kazuul, Tyrant of the Cliffs - makes tokens if your opponents let you

Custodi Soulbinders - makes tokens for 3 mana each if there are a decent number of creatures out when you cast it

You get the idea.

Personally I'd try to run five or six anthem effects and hit the token makers really hard. I counted thirteen anthem effects in this version of the deck. Also, one anthem effect comes to mind that you aren't running - Jazal Goldmane. That card should play better than either Mikaeus or Ravos (both of which I'd cut).

Efficient token makers you could run: White Sun's Zenith, Bitterblossom (harder to kill than Outcast), Secure the Wastes, Goblin Trenches, Storm Herd, Sacred Mesa, Requiem Angel, Elenda, the Dusk Rose, Thopter Assembly (if you don't run other Thopter makers), Hanweir Garrison, Rise of the Hobgoblins, Twilight Drover. I think Legion's Landing could potentially work in here too - it's inefficient from a mana perspective but it's a one-drop that shouldn't be too hard to flip and at that point it taps for mana. Which brings me to

Lands: There's quite a few lands that I think could play well here. Kjeldoran Outpost, Kher Keep, Vault of the Archangel, Hanweir Battlements (if you run the Garrison), or Windbrisk Heights. Creature lands are also secretly good here because they benefit from your anthems and let you mount an offense even when untapping on an empty board after a sweeper. Ghitu Encampment, Needle Spires, Lavaclaw Reaches, Shambling Vent, Mishra's Factory and so on.

Haste: If you're going to make a ton of tokens, you really want to bash with them right away, before your opponents can sweep your board. I like Hammer of Purphoros here because it makes tokens and Ogre Battledriver because it doubles as a pseudo-Anthem, but there's also Fervor, Anger, Akroma's Memorial and probably other cards I haven't thought of.

I definitely think there's potential for this deck concept. Just remember that Dragon tokens and anthems don't go in the same deck (except Crucible of Fire). Good luck!

cdkime on Help With Protection Card Rules

3 weeks ago

Jaysterbaby, I think you fundamentally misunderstood what GeeksterPlays is trying to say.

When building a deck, your biggest concern should be having the card you need when you need it. In order to improve consistency, you should run more than one of your most important cards.

For example, you are running 1 copy of Lightning Helix. Your odds of having Lightning Helix in your hand on turn 2 are about 13%. Pretty insignificant, and unreliable. Lightning Helix provides sufficient power to kill Krenko. The longer Krenko is in play, the more dangerous he is--you want to make sure you have that kill spell in your hand as quickly as possible. 4 copies of Lightning Helix would give you a 45% chance of having one by turn 2.

A bunch of the cards you have are completely worthless to you. Goblins are fast and deadly, and a mediocre goblin deck can easily steamroll an opponent by turn 5. You, frankly, have too many big, flashy spells with high mana costs--your entire deck should not be bombs. Currently, you have 7 cards with a converted mana cost of 6 or more. That is over a tenth of your deck. You had mentioned you were afraid of playing Elesh Norn, Grand Cenobite because of its 7-mana cost, yet still run the comparatively worthless Zetalpa, Primal Dawn, at 8 mana. (Further, you have some very slow cards, such as Dragonmaster Outcast).

Ultimately, you need to decide how you want the deck to play out. Against goblins, cards like Lightmine Field and Ghostly Prison are invaluable. Norn's Annex is another good card, which had not been previously suggested. Goblins do not tend to run white, so they will have to ping themselves in order to attack. You will generally want to cast this card for + paying 4 life, to get it onto the field as soon as possible.

Finally, contrary to what others have said, you should focus on wraths which outright destroy your enemy's creatures. Scouring Sands is not necessarily a good card against goblins. While it looks nice, since it can massacre a bunch of 1/1 tokens for a low mana cost, if your friend is smart, they will have a couple Goblin Chieftains up their sleeves. Suddenly, your two mana-pseudo wrath has become a 2 mana scry.

TotalSundae on A Brooding Strategy

1 month ago

First, the cuts

-

I don't feel like Kessig Wolf Run and Vault of the Archangel fit into a four color manabase.

Darksteel Ingot could be a card that gets you more lands.

A lot of the stuff you have in here assumes you already have a lot of tokens created, and are thus win-more cards. Stuff I might cut just for more ramp and consistency: Cryptolith Rite, Goblin Bombardment, Attrition, Whispersilk Cloak, Wayward Swordtooth, and Dragonmaster Outcast

Some Possible Additions:

-

Overrun or Craterhoof Behemoth or Titanic Ultimatum, Harrow, Enlightened Tutor, Mirari's Wake, True Conviction, Akroma's Memorial

Cultivate, Farseek, Kodama's Reach, Sylvan Library, --->Ground Seal<---

I kinda think this deck is less about looking for cards to win you the game, and more about relying on your commander to get there and trying to get ahead fast. It's not a black deck for these very reasons. Trust in the fact that an abscene amount of lands and your commander will win you the game in more curcumstances, then work out the best alternate outs like Goblin Bombardment. Hope that helps.

TotalSundae on A Brooding Strategy

1 month ago

First, the cuts

-

I don't feel like Kessig Wolf Run and Vault of the Archangel fit into a four color manabase.

Darksteel Ingot could be a card that gets you more lands.

A lot of the stuff you have in here assumes you already have a lot of tokens created, and are thus win-more cards. Stuff I might cut just for more ramp and consistency: Cryptolith Rite, Goblin Bombardment, Attrition, Whispersilk Cloak, Wayward Swordtooth, and Dragonmaster Outcast

Some Possible Additions:

-

Overrun or Craterhoof Behemoth or Titanic Ultimatum, Harrow, Enlightened Tutor, Mirari's Wake, True Conviction, Akroma's Memorial

Cultivate, Farseek, Kodama's Reach, Sylvan Library, --->Ground Seal<---

I kinda think this deck is less about looking for cards to win you the game, and more about relying on your commander to get there and trying to get ahead fast. It's not a black deck for these very reasons. Trust in the fact that an abscene amount of lands and your commander will win you the game in more curcumstances, then work out the best alternate outs like Goblin Bombardment. Hope that helps.

drohack on Count from 5

1 month ago

Going by the "7 by 9" rule is a bit hard for this deck as most of it relies on the numbers of the cards. But here's a breakdown as close as I could get for it. There's only really 5 categories of effects. While the other 3 just break down the number of countdown numbers of random cards.

5 Countdown numbers (13)

4 Countdown numbers (13)

1-3 Countdown numbers (6)

Recusion (6)

Protection (8)

Destruction (6)

Card draw (8)

Mana rocks (6)

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