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Choose two —
- Prevent all damage target instant or sorcery spell would deal this turn.
- Target player sacrifices an enchantment.
- Put a +1/+1 counter on target creature.
- Target creature you control fights target creature you don't control.
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Dromoka's Command Discussion
3 days ago
Ok time for another complete overhaul!!?? Turns out a 5 color deck is a little hard to nail down. And that I was overrating some cards and underrating others.
Anafenza, Kin-Tree Spirit - too slow, Mana intensive, and isn't a threat on it's own. Got hit by removal way too often.
Dromoka's Command - not a very aggressive card, and its other modes besides the fight and counter were never used. Still could be a good sideboard card vs. burn and blood moon decks
Bloodbraid Elf - Was great some of the time, and other times just hit bloodhall ooze or something. I want something more synergistic.
Plaxcaster Frogling- to be honest I never play tested it. It might be great against certain decks, but it seemed slow and unimpactful.
Simic Initiate - not a standalone threat, and weak to removal.
Skyrider Elf- I passed up this card because it's a little boring. But after playing against humans and really needing a strong flyer, and then play testing it, it exceeds my expectations and is nice and aggressive after a turn 1 hardened scales.
Citadel Siege - this card may be one of the most underrated cards ever. It's simply awesome in this deck. Especially with all the 1/1 flyers we get from abzan ascendancy and Hangarback. It just makes anything and everything a threat. Or you can play it for the other mode and use it as a versatile piece of removal. It hits haste guys, man lands, guys that have death triggers, etc. Its absolutely what you want to top deck when you are facing a big threat. 3 seems excessive, but it's really, really good.
Zameck Guildmage- I was considering Tireless tracker, but then compared it to this card, which arguably does a lot more, but still draws a card for 2 Mana. Combined with Hangarback walker or abzan ascendancy it can make an army of threats after a board wipe. It can make 1 drop top decks actually good. It uses the counters on creatures that don't really need more, like bloodhall ooze or paladin. It's that key piece of the deck that actually gives it some inevitability late game.
Ulvenwald Tracker- This card is also very underrated. It pretty much demands to be killed or it will keep killing everything you play. It takes advantage of the huge creatures you get which would usually just be sitting around getting chump blocked. It gets much better with the citadel seiges being able to pump it so it can fight stuff itself.
Experiment One - A very quick and hard to disrupt start with a constrictor on turn 2. Also a very nice top deck with citadel seiges out, and fuel for zameck Guildmage.
-2x Llanowar Reborn - I really wish I could keep playing this land, but since ziggurat is gone, I needed to cut it for more fixing
+2x Vivid Grove- Almost never runs out of counters. Definitely slower than other lands but it's necessary.
+2x Holdout Settlement - seems odd but it works pretty well. Usually we have creatures out turn 1 that we can use this on and not feel too bad. We can also use creatures that just came out.
- Fast Lands - In order for our manabase to not just kill us, we have a variety of fast lands that give us as much variety of color as possible. Playing 8 of the pain lands was way too much. 6 is still harsh, but manageable.
1 week ago
I've decided I definitely like 4 Goblin Guide. Turn 1 Delver or Nacatl into turn 2 Guide and swing for 5 feels really good. It's worse against Humans but better against Tron and Control.
Another thing I found out is that deploying 1 threat and trying to keep it alive until I kill them is hard to do. When I was drawing 2 Delvers or Nacatls and clocking for 6 each turn the deck was performing much better. The full set of Guides add a lot of power to the early game against decks like Tron and Control. Clocking for 5 or 6 each turn is a really good thing to be doing.
For the sideboard, Dispel and Rest in Peace sound really good. I'm considering Stony Silence for KCI, Tron, and Affinity, but I'm not sure. It needs something more to bring in against other aggro decks: burn, humans, and affinity, mainly, because the other aggro decks are graveyard combo and are hit hard by Rest in Peace.
Tireless Tracker is another awesome option if I decide to slow the deck down. Right now I think I'm in the mood for some hyper aggro.
I also forgot about Bloodbraid Elf. That's also definitely an option. Possibly better than Goblin Guide. But it's also 4 mana.
The 4 color mana base isn't so bad. I've been tuning the shocks and basics of choice and it's feeling better. Even though the deck is mostly UG, the late game with the deck is RW so basic Mountain and Plains are more useful for avoiding pain. 4 color mana bases don't deserve to beat Blood Moon. The Botanical Sanctums are good for saving life. The Burn matchup is as bad as you would expect. If I see Sanctum, then the manabase deals 3 damage to find Sacred Foundry and anther 1-2 from other fetches I draw. If I don't see Botanical Sanctum, then it's 5-6 life to find the 2 shocks. It's not designed to be flexible because flexible is painful.
Dromoka's Command is another card I forgot about that deserves consideration. Float mana and use it to kill the Moon. Also counters Bolt. And Anger of the Gods. Also +1/+1 on Nacatl, fight your Mantis Rider is sweet. Or Counter your Searing Blaze, Nacatl fights your creature. The card pairs best with Nacatl or against Blood Moon, but is kinda meh otherwise.
Spellskite could be the sideboard card to beat Burn. I can even pay the blue mana for its ability.
2 weeks ago
After a few more games with the deck, I would like to continue making the deck more threat heavy and resilient against removal. So I made some pretty deep cuts. The cards on the chopping block are the following:
Mirrorweave - just a little too slow and not good if you are up against any removal heavy decks. Much better against decks that rely on mostly creatures, of which there are not many. Humans is the best aggro deck in the format, yet most of its creatures will have +1/+1 counters on them, so mirrorweave isn't great.
Cytoplast Root-Kin - A big mana commitment for something that will only be good with a few other creatures out. I would rather just have removal instead, or a more robust standalone threat.
Nissa, Voice of Zendikar- Gets overrun easily if you are losing, and gets hit by lightning bolts after the -2. There are other more robust cards that have a similar effect. However, it is a standalone threat against an empty board that can be hard to get rid of for control, so it may be a sideboard card.
Birds of Paradise - I don't have too many things to ramp into at 3 mana, so I think I am better off running something that I want to draw late game, like Oath of Nissa, which can give me a land early, or a creature late, and isn't just going to die to removal like birds does. I might run 1 more land, and 3 oaths.
Hangarback Walker - not an aggressive card. Even if it does dodge removal, no one cares about it enough to kill it. Mostly blocks, and there's not a ton of blocking in modern.
Abzan Ascendancy - a replacement for nissa that is a bit more robust, and better against the decks with a mix of creatures and removal. It triggers bloodhall ooze twice, and works well with the graft stuff. It also triggers when my ballista or simic initiate runs out of counters.
Dromoka's Command - This deck needs some more removal, but I think it's also important to run cards that are synergystic with the deck. This card fills that role fairly well, especially with a hardened scales out. However, it is dependent on having a creature out, and can be interrupted by removal from the opponent, which is a little iffy.
Oath of Nissa - Our replacement for birds of paradise to act as our 22-24th lands. It also gets most of the stuff in the deck, which means it's a really good late game drop vs. the birds. It also gets us to our key cards like ballista and constrictor more consistently. Plus it sticks around as a green permanent for bloodhall ooze! That's way more important than you might think.
Bloodbraid Elf - I had this card on my list for a while and only recently considered it. It's a powerhouse with a lot of the cards in this deck, since the cascaded spell gets cast first. For instance, anafenza enters the battlefield, and then immediately triggers on Bloodbraid, which can make it a huge hasty creature with a hardened scales out. Same with simic initiate, dromokas command, and plaxcaster. The rest of the time it just gives you so much value. The only card that doesn't work with it is walking ballista, but even that can trigger the anafenza and ascendancy, so it's not horrible.
Plaxcaster Frogling - Another grafter that can protect itself and other creatures if you untap. Being able to protect your big bloodhall oozes from fatal push and other nonsense is going to make a lot of decks not be able to keep up. I admit it's probably the weakest card in the deck, but I want to try it out anyways. Grafting has proven to be very good, even on a lowly simic initiate. Other options for this slot are Trinket Mage (for the 5th and 6th copies of ballista), Predator Ooze, Ajani, Caller of the Pride, Nissa, Voice of Zendikar, Liliana, the Last Hope (mostly for recurring stuff), and Jadelight Ranger
1 month ago
Qasali Pridemage and Dromoka's Command seem pretty overkill both as 4x, most decks run 1x of 1 of them. and there are pleanty of things that can easily fin in thoes slots like Courser of Kruphix, Eternal Witness, Archangel Avacyn Flip, Knight of the Reliquary (gets gavony) and path to name a few
also for the sb id cut Heroic Intervention for Damping Sphere for interaction vs storm and tron. also Kataki, War's Wage and Stony Silence is overkill id say 1xQasali Pridemage and 2xStony Silence. the deck also looks pretty sad at burn why arnt you running Kitchen Finks it should be a easy 4x in the main (not so budget but def worth it if you wanna slash on anything). Birds of Paradise is nice if its in the budget especially with township and the ammount of 4 drops that you need to get down as fast as possible if not id go up 2 or 3 lands, as it is on the play there is only a 63.7% chnace to hit 4 lands on turn 4 and 43.0% for activating fleecmane lion on curve, Llanowar Elves could be a budget BOP, clearly worse but i think its still gonna be better then 25 land.
2 months ago
I'm wondering if I should just drop black for white to have access to Gavony Township and Dromoka's Command. If I do, then I'd have access to Swords to Plowshares and Path to Exile (Which are far better than Fatal Push) though I would lose Winding Constrictor. It might be worth it though because the command is solid. Maybe three color? Just to splash black for the snake?
2 months ago
Dromoka's Command is sooo good. It can help get rid of a Blood Moon, give you a break from a Lightning Bolt, grow something likely by 2, and remove opposing baddies. It just does it all.
Gavony Township as a 1 of would be beneficial.
2 months ago
2 months ago
I would replace Aerial Responder for either more angels (more Gisela, Linvala or Shalai), or for another Thalia, Heretic Cathar, or for more green ramp like Somberwald Sage which allows you to play big angels on turn 3.
Also, Fleecemane Lion and Sylvan Advocate are nice but don't fit the theme and don't really have great synergy. As suggestions, Knight of the White Orchid can help you not falling behind on lands, and Silverblade Paladin is extremely good at making your angels very very dangerous. Or you could just mainboard some of your sideboard cards, I think most of them would be more helpful than the lion and the elf, especially Wall of Omens, Utopia Sprawl and Dromoka's Command.