|Commander / EDH||Legal|
Printings View all
|Core Set 2019 (M19)||Uncommon|
Combos Browse all
Creature — Drake
Enigma Drake's power is equal to the number of instant and sorcery cards in your graveyard.
Price & Acquistion Set Price Alerts
Latest as Commander
Enigma Drake Discussion
2 weeks ago
Thunderous Wrath and Vanishment are both budget friendly and seem made for Bloodwater Entity (you might want 4 of those, maybe more Cackling Counterpart), heck the Miracle mechanic in general is worth a look. I expected to see Crackling Drake, Enigma Drake and Mission Briefing, maybe even Bedlam Reveler, not really sure what to think of Elusive Spellfist, but it's good your doing something different. If I have any concerns it's your lack of graveyard hate in the sideboard, 1x Relic of Progenitus probably isn't enough. 3 out of your 4 creatures will survive Pyroclasm, it might be worthwhile adding. Hope this was of some help, good luck with your brew.
2 weeks ago
Interesting Idea! I think the reason Izzet Drakes does so well in standard is because it's difficult to remove with the removal in standard. With Modern, it's different because there are so many ways to get around you drake ya know? Also Rest in Peace is a good card, but it's mostly used in a sideboard. Mainboarding it makes it useless against things that don't use the graveyard. That's four deckslots that could be things like Enigma Drake or Teferi, Hero of Dominaria.
1 month ago
Thanks for the advice, Poaralion! I made some edits based on those suggestions, I had been considering Wee Dragonauts over Aven Wind Mage and you've convinced me. And I think you're right, Howling Golem isn't as good as just having more copies of spells that win me the game.
I struggled to find any cards I'd be willing to drop for Maximize Altitude, but I swapped 2 Shock for 2 Maximize Velocity, because they essentially pump the Enigma Drake for +2/+2 and haste them for 1 so I'm definitely into that!
Please let me know if you have any other suggestions!
1 month ago
I'm assuming you're relatively new to the format since most of the cards in your deck are from recent standard sets, so I'll stick to more basic ideas of modern deck building. First of all, here are some cards that are an absolute must if you're playing U/R in modern:
Overall, you need more spells and less creatures. I suggest you drop Hypersonic Dragon, Melek, Ral, Caller of Storms, and the Niv-Mizzets (unless you're fully bent on playing dragons or something). All of these cards are too slow mana-cost-wise to be playable outside of a dedicated control deck in modern. They may have nice text, but most of the time you're not going to get to 6 mana before either winning or losing the game. The excess amount of creatures also cuts into the consistency of the Enigma Drake/Crackling Drake/Electromancer/Guttersnipe plan, as they all work much better when most of the cards in the deck are spells (and are better cards all-around in comparison to the other cards listed above). I could go into more detail on the specifics of building a tempo-aggro Izzet deck such as this one, but I'm not sure if you want that or not. For now just trim some creatures and fit in more spells (especially the ones listed above). You can drop 1 or 2 lands if you lower the average cmc enough too.
1 month ago
Lots of good feedback here! I will try to hit everything.
Carnage Tyrant is absolutely a problem, and as I mentioned more Settle the Wreckage and Cleansing Nova would be some of my first moves in G2 or G3. I struggle against it in G1, but in G2 and beyond, Unmoored Ego hurts bad. Detection Tower seems possible, but I don't want more than 1, and if you don't get it then it won't matter anyway.
As far as removing my own creatures to open up spots for other cards, I think I would take out Azor, the Lawbringer before Chromium, the Mutable. The pseudo hexproof is better than no hexproof, and it can flash in on CT. I'm also considering Nicol Bolas, the Ravager Flip, as flipping him can be damn near a win-con, or Niv-Mizzet, Parun, as there are a fair number of instants and sorceries.
I considered Ral, Izzet Viceroy but decided against it because I think Karn, Scion of Urza does things better. I like that Karn provides a way to get the 2nd card back. If you draw two good cards, it hurts to put one in the yard since I don't do much in the way of recursion, especially with spells.
For card draw, I think Chemister's Insight might go to the board and switch with Risk Factor against those life-gainy type decks, but so far Risk Factor has worked pretty smoothly (if you're low life and let me draw, that's the preferred outcome). With Karn and Search for Azcanta Flip, I have a pretty decent setup to see cards or filter them, so even if its not more draw the draws are more efficient.
The one-ofs are mostly in there for fun, and I have a soft spot for Thaumatic Compass Flip. Its been really helpful against Izzet Drakes/Izzet Phoenix decks, and even helps stall out something like Adanto Vanguard, which can be difficult to remove.
Justice Strike has saved me so many times against Lyra Dawnbringer when I didn't have a counter in hand and against Niv-Mizzet, Parun or a big Enigma Drake or Crackling Drake. On the draw, its hard to have a counter for a T3 drake who can sit on the board and just get big. Might go down to 2 in the main, but I would be hesitant to take it out altogether.
Thank you for all the feedback, I will keep adjusting the deck and trying things out, and with Orzhov, Azorious, and Rakdos all in the next set I'm sure there will be a few new cards fighting for spots.
1 month ago
Have you considered splashing red for either Enigma Drake or Crackling Drake? That would give you an actual win-con other than Karn and sheer frustration. It would require you to drop something (I would drop a syncopate and the detection tower for 2x drake) but would make it slightly quicker.
red also gives you acsess to Ionize if you wanted another hard counter.
1 month ago
I suggest adding Crackling Drake instead of the frogs, drakes draw, grow and fly by themselves. Personally i‘d Prefer Enigma Drake over those dragonauts, the drakes are more resilient. Maybe swapping in 4 Ionize to help keep your creatures alive would be a good idea, and it shoots for 2 dmg. I‘d cut to 2 gravitic punches, if you want to keep them, same for cosmotronic wave. Consider adding 2 Opt cutting lands down to 22, 2 more opts for 2 sonic assaults. Opt helps you find your drakes while adding to the graveyard. For the same reason i‘d Replace the radical ideas with Chart a Course, even though that’s sorcery speed. I guess the manabase is what it is to keep it budget, else go to the obvious 4Steam Vents, 4 Sulfur Falls, 1 Field of Ruin, 6 Mountains and 7 Islands. Good luck with your Deck!
1 month ago
I suggest adding 4 Sulfur Falls, cutting 1 Island, 1 mountain. Remove the dragonauts and Ral for more instants, +1 Opt, +4 Sinister Sabotage, -3 Mission Briefing, -1 Niv, - 1000yStorm +2 Chart a course. -2 Risk factor, +2Expansion / ExplosionGives you more draw option, moving more spells into the graveyard and more counterspells to protect those drakes. Sideboard: 2Banefire against Control, 2 Sorcerous Spyglassfor Teferi, Hero of Dominaria and other planeswalkers. Maybe Enigma Drakes, Murmuring Mystic is a good idea! I‘d suggest putting the lava coils in the sideboard, replacing them with Lightning Strikes. I appreciate that you want to play this a bit off the regular lists, good Luck with your deck!