Drana, Liberator of Malakir


Format Legality
Pre-release Legal
Limited Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Highlander Legal
Block Constructed Legal
Casual 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
Battle for Zendikar (BFZ) Mythic Rare

Combos Browse all

Drana, Liberator of Malakir

Legendary Creature — Vampire Ally

Flying, first strike

Whenever Drana, Liberator of Malakir deals combat damage to a player, put a +1/+1 counter on each attacking creature you control.

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Drana, Liberator of Malakir Discussion

Suns_Champion on Steal Things, Get Money

5 days ago

Press into Service is +1/+1 counter steal spell that I forgot!

Hmmm. Mikaeus, the Unhallowed,Drana, Liberator of Malakir, and Feast on the Fallen seem like good options. Maybe Simic Fluxmage or Olivia, Mobilized for War, though I don't like the discard, but if you have Necropotence and the like that can be mitigated somewhat. It also occurred to me that Herald of Secret Streams and Flayer of the Hatebound might be good in here!

Kamerot on General Tazri's Allied Forces of Awesomeness

1 week ago

I haven't the orrery, but I have been considering putting in Yeva, Nature's Herald, since I'm running Xenograft and Arcane Adaptation, I can potentially tutor for her. It's still a work in progress, I think I want to eliminate any ally that gives first strike so when I attack with Drana, Liberator of Malakir, my other allies will hit harder and hopefully kill someone. lol

APPLE01DOJ on Vampires are in control

1 week ago

The problem with this deck is that you really need more bodies. Having a bazillion kill spells is okay but it's useless against some decks and in others eventually your hand will run dry. The threats you have aren't going to do much when they come down because there not that menacing on their own. I'd cut back on the removal (8-10 slots) and cut back on the discard (6-8) to make space for more threats. I'd say Gifted Aetherborn, Bloodghast, Vampire Lacerator are good places to begin, with Drana, Liberator of Malakir and Kalitas, Traitor of Ghet as top end choices. In addition, you also really need more land. You have 4 CMC cards and 18 lands. It just won't work in this format.

NV_1980 on Castlevania

2 weeks ago


I think you're off to a good start. I like your low average CMC and the balance of your deck. Here are some things I think you can add to make it more powerful still:

Hope any of this makes sense. Have fun with the deck.



DrunkManSquakin666 on Elenda fucks hoes

3 weeks ago

Well, seeing as Elenda's your commander, I'd go for some reanimation. Nim Deathmantle is the obvious choice, here. It can also go infinite with Elenda herself and Ashnod's Altar. That's always fun. =3 Other options are Phyrexian Reclamation, Gift of Immortality, and, if you can afford it, Volrath's Stronghold. Her effect doesn't work, after all, unless she goes to the yard.

You could use more lords, as well. Maybe Drana, Liberator of Malakir. She's a pretty reasonable price, right now. Seeing the abundance of basic lands brings Sword of the Animist to mind. You could use some tutors to make your needed components easier to draw, a Herald's Horn always comes in handy for tribal decks. I might also go for some sweepers in the event of an emergency. Those are the most outstanding upgrades I can think of off the top of my head, at the moment... at least for a reasonable price. If you can afford it I'd also add Cavern of Souls.

Midwest on Thrasios, Triton Hero and Ravos, Soultender

3 weeks ago

4 Color Merfolk, huh? Well, a lot of the Merfolk from Ixalan come with a +1/+1 counter theme. Fortunately, Black and White also have a lot of strong support cards for +1/+1 counters. I think a way to tie all 4 of your colors into one cohesive deck/theme is to build Merfolk Counters. Since you're new I'll build on some of the stuff that's been mentioned above me and then I'll dive into some separate recommendations after that.

38 lands is a great number to start your deck with.

7-9 Ramp spells, not necessarily mana rocks. Your deck is green (the best ramp color) and land ramp is typically (but not always) better than artifact ramp. The ramp that I'd recommend you start with is:Cultivate, Kodama's Reach, Sol Ring, Chromatic Lantern, Explosive Vegetation, Simic Signet, Commander's Sphere

Cultivate, Kodama's Reach, and Explosive Vegetation all offer card advantage by getting two lands for a single card. They also help color fix since your deck is four colors but the land base is primarily basics. I'll touch more on this later when I start recommending creatures, but trying to build this deck without a refined mana base will be difficult. I'd recommend that you eventually look at acquiring shock and fetch lands. It will do wonders for your deck's consistency and open up powerful ramp spells such as Skyshroud Claim as legitimate options.

Chromatic Lantern will do a lot to help in this regard as well. Simic Signet and Commander's Sphere round out the recommendations as cheap options with a focus on blue and green as they will be your primary colors. Pro tip: Never cut Sol Ring, it's one of the best cards ever printed.

LeaPlath nailed it when they said to include as many of the lords as you can. The abundance of lords is the tribe's competitive advantage (the thing that this tribe does better than any of the others). With this all in mentality I'd recommend cutting all of non-Merfolk creatures from your deck. Excluding Ravos, of course. Creatures like Jace's Phantasm and Jelenn Sphinx have a serious cost when you consider that they don't coincide with any of the other synergies in the deck. You can play non-Merfolk creatures but they have to REALLY provide an effect that works well with what the deck's overall strategy is. I'd start with these lords (some are already in your deck):Master of the Pearl Trident, Lord of Atlantis, Merfolk Mistbinder, Merfolk Sovereign, Merrow Reejerey, Deeproot Elite, Metallic Mimic

From there I'd add the Merfolk that cantrip or Explore. These Merfolk are cost efficient and will help smooth your draws. Silvergill Adept, Merfolk Branchwalker, Tishana's Wayfinder, Jadelight Ranger

Multiple Merfolk lords give your team Islandwalk. Aquitect's Will, Spreading Seas, Tidal Warrior give your team a way to get in unblocked. Herald of Secret Streams can be added to this category as well.

Kumena, Tyrant of Orazca does everything you want. He adds counters, draws cards, and provides a way to sneak in damage.

Vorel of the Hull Clade and Prime Speaker Zegana are classic Simic Merfolk that fit the counters plan.

Lullmage Mentor is a great reward for having a lot of Merfolk.

Wanderwine Prophets is the other top end Merfolk here. If you're playing Prophets then you should also play Stonybrook Schoolmaster. These two creatures plus anyway to make them both unblockable (such as Kumena or Islandwalk) leads to infinite turns with unblockable creatures. Attack with both with triggers Schoolmaster, making a token. When Prophets deals combat damage to an opponent, sacrifice the newly made token, to Prophets' trigger. Take an extra turn. Due that over and over until you win.

Sygg, River Guide was a good recommendation. I'd add Swift Warden to that as well.

Seafloor Oracle is a great way to generate card advantage on a Merfolk body.

Okay, that was a lot of creatures and I've not really tapped into Black or White yet. We'll get there in a moment. First I want to recommend 3 of the 4 Kindred cycle cards that are in your colors. Kindred Summons and Kindred Discovery are both great. They help you find more Merfolk to flood the board with which is Plan A. Kindred Dominance is a one-sided board wipe. It will leave you with a massive board advantage. Cyclonic Rift serves a similar purpose.

Playing a Weenie strategy such as this one leaves you susceptible to sweepers. Patriarch's Bidding and Creeping Renaissance will help you recover.

Cathars' Crusade and Nissa, Voice of Zendikar put counters on all of your creatures.

Okay, so time to revist the point I made earlier when I said that a non-Merfolk creature can be considered as long as it is offering an effect that the deck strongly desires. Winding Constrictor, Drana, Liberator of Malakir, Reyhan, Last of the Abzan are all creatures that are worth considering at least, I think.

Gavony Township and Opal Palace are both colorless lands which your deck can't afford too many of at the moment, but I think that they're both worth including especially Gavony Township. They're definitely better than Dread Statuary.

Sorry if that was all a bit/too much. Hopefully this helped, good luck with the deck!

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