Creature — Drake
When Gilded Drake enters the battlefield, exchange control of Gilded Drake and up to one target creature an opponent controls. If you don't make an exchange, sacrifice Gilded Drake. This ability can't be countered except by spells and abilities. (This effect lasts indefinitely.)
Printings View all
|Urza's Saga (USG)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Gilded Drake Discussion
3 weeks ago
Ancient Tomb, The Tabernacle at Pendrell Vale, Scalding Tarn, Misty Rainforest, Prismatic Vista, Verdant Catacombs, Polluted Delta, Flooded Strand and Snow-Covered Islands would all bolster consistency and give you a tad more ramp/attrition - though all of this comes in at a few morgage payments unless your group lets you proxy.
Gilded Drake - for the cost of a used Nintendo switch you can make commander dependent decks salty and sad every time :)
Anyways, hope that helped some :)
1 month ago
v3n0m29 Thank you for the extensive feedback!
Honestly, the list as it was here is no longer up to date, but I am currently updating it.
I am working on adding more wincons and hard locks, and looking into adding some cards like Dockside and RiP as you mentioned. I just bought a house so some cards - Gilded Drake and Mana Drain I can't proxy (my playgroup is ok with it, but I only proxy cards I own)- but things like Flusterstorm or the Forces I can and will add.
The list here looks more like the actual list. Thanks for your recommendations! It did feel like the pillowforty cards were not that good.
1 month ago
I would cut Academy Rector,Arena Rector,Magus of the Tabernacle, Mycosynth Lattice,Karmic Justice, Propaganda, Price of Glory,Ghostly Prison,Solemnity, Sun Titan, Sphinx's Revelation, and Meekstone. I saw on reddit you were looking for a highly tuned deck and the above cards really only have place in a casual environment.
Stax decks often run into the issue of just adding stax and hoping to win, but that just leads to long drawn out games with no interaction. First thing you need to do is come up with win cons. How are you winning? I see iso rev, but the only payoff is Urza. I see you have a few pieces of hard locks in place, but you arent including the often played halves (Drannith Magistrate,Lavinia, Azorius Renegade). Youre playing a blue deck, but running Price of Glory which removes blues best trait which is stack interaction. You arent running wheels which work great with Narset, Parter of Veils in both they stax your opponent while getting you a new hand. You are running a ton of board wipes which in a more competitive environment wont do much.
Approach of the Second Sun is a slow and casual card but right now it seems like the most consistent way to win with this deck so only remove it once you come up with better win cons. You're in the colors to run Breach lines, so maybe try to incorporate that? Why not runRest in Peace and Helm of Obedience as you are in blue and white so you specialize in artifact and enchantment tutors? Add the other halves of the hard locks, toss in Muddle the Mixture as an easy way to tutor for Lavinia and Drannith, and that should turn them from a magical christmas land scenario to something that should happen more often. If youre in red, you should be playing Dockside Extortionist as it is currently one of the best pieces of ramp in cEDH. To be honest, you really should check out this website (https://cedh-decklist-database.com/) and look at decks that share your colors and gameplan, and see where you can make improvements.
Cards I would add Windfall,Wheel of Fortune, Drannith Magistrate, Lavinia, Azorius Renegade, Dockside Extortionist, Gamble, Muddle the Mixture, Force of Will, Force of Negation, Mana Drain, Counterspell, Dispell, Flusterstorm, Mental Misstep, Ghostly Pilferer, Gilded Drake, Hushbringer, Rest in Peace, and Helm of Obedience.
Hopefully this helps.
1 month ago
Profet93: To be honest, Strip Mine is not that prevalent in cEDH meta, at least in my experience. However, I wouldn't care too much if I lose something to any kind of hate. The deck is modal enough to shift gears. Ashaya, Soul of the Wild comes with its weaknesses, BUT it comes with a buttload strengths that far outweigh its downsides. This card also just supplements Temur Sabertooth by making the deck less reliant on him. Plus, we have Quirion Ranger (soon Scryb Ranger) to bounce it in a pinch.
I didn't know who you were on my discord, or I could've addressed all of these questions for you. Lmk who you are and I'd be happy to address any concerns or questions you might have.
Gemstone Caverns: Helps me EVERY time it's in my opening hand and I'm not first. It's a mild nuisance any other time. That alone is worth it and a VITAL part of the deck. We have a subpar general, we need all the speed we can get to keep up. This slot essential and most definitely optimal.
Blast Zone: The current density of colorless Mana is at the brink of overwhelming me with unusable Mana and I can't risk it for a symmetrical wipe that could hurt me unless I'm comboing out. It has applications and it COULD be useful, but I wouldn't run it in this version. Perhaps the budget version for sure. I'd put in Homeward Path before this though, as Gilded Drake is a constant threat.
Heroic Intervention: Love it, I want it, but I have Veil of Summer in that spot. I can't afford to remove something for a protection piece, even it's that great. However, if you find that your meta warrants this card, then by all means, run it. It's a helluva card and it's bound to help.
Duskwatch Recruiter Flip: Has been absolutely necessary and the second best outlet in the deck. When we get infinite we are in reality trying to assemble: Ulvenwald Tracker, Shaman of Forgotten Ways, and Thousand-Year Elixir. To do this we need Genesis Hydra, but we don't want to draw into the Elixir. Duskwatch Recruiter Flip gets us Genesis Hydra without drawing into it. Also allows me to re order the ENTIRE library to avoid certain pieces. It digs quite effectively and with Seedborn Muse it's insane. The cost reducer is actually quite great in early turns, since we can land drop and not cast anything, since we do it on other turns. It's a digger, outlet, cost reducer, and a fail-safe on a 2 mana creature.
1 month ago
Lol I love Edric. It just snowballs into insurmountable value. One you have Notorious Throng and Nexus of Fate in your juggle you're almost guaranteed a win. Additionally, it dodges so many of the hate cards like Null Rod, Gilded Drake (barring a 1 v 1), and even Cursed Totem isn't that bad.
2 months ago
This thread escalated quickly. This all seems like a tech choice to me. If your meta is full of commander dependent commanders Gilded Drake seems like the correct choice. In a stax heavy meta Oko will shine; a lot of people are on decks that can win independently of their commander but that's not every meta/store.
2 months ago
i don't think Gilded Drake vs Oko, Thief of Crowns is a fair assessment
2 cmc vs 3 cmc , 2 is a clear advantage
mono vs duel colors, mono wins because it fits more decks
etb vs a pw alt, etb clearly wins out
Beast Within vs Oko, Thief of Crowns would be a closer comparison
but even then
Instant speed vs sorcery speed, well ya thats an easy choice
mono vs duel colors, mono wins again
so again its not a fair comparison because its to different
Oko, Thief of Crowns vs CEDH worthy
I think oko stands a chance because
1. most cedh don't pack answers to planes walkers
2. its able to fill the utility of multiple cedh cards
2 months ago
Oh, on topic btw jaymc1130, while I haven't changed my mind on Gilded Drake v Oko, Thief of Crowns, after more testing I have found Oko, Thief of Crowns has been outperforming other cards that Gilded Drake already was, but I considered inbetween the two on some measures, on of which being Swords to Plowshares, which matters more than some other cards due to the fact both are creature interaction.
Basically, Oko has been increasingly more adept at handling issues that I didn't expect. I always do like more blue cards to pitch to Force of Will too ;)