|Commander / EDH||Legal|
Printings View all
|2012 Core Set||Uncommon|
|Duel Decks: Knights vs. Dragons||Uncommon|
|2011 Core Set||Uncommon|
|Duels of the Planeswalkers||Uncommon|
|2010 Core Set||Uncommon|
Combos Browse all
Whenever a player casts a red spell, you may gain 1 life.
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Dragon's Claw Discussion
11 hours ago
I am gonna toss Geralf's Messenger back in in place of Grave Pact, test that out. I keeps the triple devotion for Gary but puts me in a situation where I can be more aggressive, this deck has enough ways to kill things that Grave Pact can probably go (it was more an experiment anyways, has only been in the lineup for a few weeks). Burn is a bad matchup for most decks, and I have been running Dragon's Claw in the sideboard for Burn, forgot to put that in this list apparently, I will do that after writing this. It's not a fantastic matchup, but it's winnable. Naya Burn is actually one of my favourite decks, and the one I play the most in this format, so that helps a bit when it comes to playing against it. Jund is not nearly as unfavourable as you think; Jund is a deck that primarily wins through hand hate and high value creatures... Mono Black Zombies are strong against both of those strategies. Hand hate does very little to this deck, wanna toss my creatures? I will bring them back. Toss my hate spells? My creatures kill just as well, even if I don't have Deathtouch they will gang up on bigger creatures and die for all I care; my creatures come back, Jund's rarely do. On top of that this deck is designed to kill creatures, Tarms and Bobs can both be killed easily by any of my 9 kill spells, as well as Damnation, and they have no protection from deathtouch. You need to think outside the box a bit dude... I appreciate the revised critique, but you sound like a netdeck/proven-decks-only kinda guy, which is fine for some people, but it's a bit narrow in my opinion. Magic is primarily about fun, and for me brewing new ideas is as much a part of the game as winning with a proven deck. By no means is this deck a juggernaut that destroys everything, but it's also no slouch either.
5 days ago
Dragon's Claw in the sideboard deals with burn decks very well due to the dash spells bouncing back to hands for recast
Flamerush Rider was one of two cards (the other being Flameshadow Conjuring, which also might be good in here) that I based a standard rakdos deck around that surprised even me and did quite well - it could be pretty handy in here once you are lowering costs with Warbringer
Mostly though I feel like you should splash black add in fetchlands and put in Ambuscade Shaman
I like it though, its great to see something different
2 weeks ago
Hey Mojo, I am very interested in your Memory Jar worth 23.76 FTV Version, Demonic Tutor, and Dream Halls. With that being said the main priority is your Memory Jar (Just adding other cards if you happen to want more from me).
Cards I'd be comfortable trading for them (In a combination of sorts) would be:
Cryptic Command *mm
Enlightened Tutor *Mirage
Blinkmoth Nexus *mm
I also have some Dragon Cards not listed on your decklist as follows:
Shivan Dragon *Korean m14 or english m14
Let me know if we can work something out!
2 weeks ago
2 weeks ago
Interesting deck idea, so +1, I'll give what I can for some suggestions. But first I must ask a clarifying question. If by "A trip to the shop" you mean FNM, and you intend on winning (with friends or not), then that does make it competitive, even though you don't plan on playing this deck at GPs, (a lot of people at shops play netdecked t1 decks that try to stomp out any and all competition) but this is simply my opinion.
I'd highly recommend playing Bedlam Reveler over Prognostic Sphinx for a few reasons, #1 reveler is card draw at the price of discarding your hand, which likely isn't great, but in fact, this action fuels your Spellheart Chimera and gives you access to better card filtering.
Speaking of card filtering, Serum Visions, Faithless Looting, Anticipate, and cards like it are wonderful at getting through your draws to get you the cards you need, (also fuels Spellheart). I get that Steam Augury is the UR fact or fiction, but you need to be curving out if you want this to be a midrange deck and not a control build.
Lands... If you intend on being able to play 4-5 drops consistently around turns 4-5, you need to be playing at least 24 lands, as otherwise you will fall up short when you need to be winning the game.
Find a place to put Lightning Bolt.
What is the purpose of Ral Zarek in this deck? Is it to possibly achieve his ultimate and simply kill the opponent with flying creatures? I'm just wondering if his purpose would be better served if he were another big creature to fill the board, as most decks that are played in modern are designed to kill around turn 4.
The deck needs a sideboard plan, I'd recommend cards like Dispel and Negate for control matchups, Vandalblast for decks like Affinity, I could see Dragon's Claw as budget attempt to help against burn, Guttersnipe could be a way to grind out value with all the spells you play; and while this deck may be casual, blue and red decks are notorius for having a hard time killing anything with a toughness higher then 4, which is why something like Vapor Snag can be pertintent. (It also sometimes gives you the jankiest wins.)
Let me know if this was what you were looking for, or if you want to be on the jankier end of the spectrum.
3 weeks ago
I have added Echoing Truth back to my sideboard. Crypt Incursion is less than ideal as not all decks run a large enough number of creatures to make it of value given its mana cost while my Spellskite + Dragon's Claw combo generally offers me more earlier. Hero's Downfall exists to combat planeswalkers while allowing for general removal it's 2 spot inclusion even given the casting cost is more than warranted.
3 weeks ago
Hero's Downfall is too slow for a deck like this. You want to win by milling with either the combo or normal mill spells ideally by turn 4-5, so I'd replace 2 of the MD Spellskites and the 2 Downfalls with the 4th Archive Trap, 2 more Visions of Beyond, and the 3rd Fatal Push. I'd also change the mana base a little to include 3 additional blue fetchlands for more crab activations and to enable revolt on fatal push, replacing 1 watery grave and 2 basic islands. Instead of Dragon's Claw in the SB, have you tried Crypt Incursion? It normally gains me 15-18 life against burn after milling them for a few turns, effectively restarting the game. It only gets better against aggressive creature decks. As was mentioned above, Leyline of Sanctity is a card that sees play in many sideboards in modern, so perhaps 1-2 Echoing Truth could make it to your SB as an efficient answer? Hope some of that helps! Happy milling!