Gilded Drake

Gilded Drake

Creature — Drake

Flying

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.)

Browse Alters View at Gatherer

Trade

Have (0)
Want (6) vidarski , KetamineMedic , Callinicus , 7utur3 , BSwCDo , Matrixangel

Printings View all

Set Rarity
Urza's Saga (USG) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Gilded Drake occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

Gilded Drake Discussion

dingusdingo on Urza Power Scepter

2 weeks ago

AlwaysSleepy If you can't understand why I would point out when a 0 decks 1 post account logs in after two years to call me a fucktard, then there isn't much more to discuss on that point.

As far as whether or not you suck, even a stopped clock is right twice a day. I enjoy it when people with less or more experience post, as long as its discussing cards or linking new ones.

As far as building Urza midrange versus artifact focused, yes I understand why the choices are made. This just keeps coming back to some basic facts though. The commander makes mana from artifacts, and then uses lots of mana to get free spells. Running 12 counterspells is going to mess with Urza activations. In a vacuum, a counterspell is going to be better than a trinisphere, but do you know what card the deck always has access to, every single game, from turn 1? Urza! What does Urza do? Give mana from artifacts, and use mana to get free spells. Do you know what free spells are unfortunate to get from Urza activations? Counterspells!

To respond to your card comments

Legacy's Allure - I'm glad we are in agreement that this card should go.

Homeward Path - This card is very common as tech in Selvala and Yisan decks. Gilded Drake is a very popular card that can go into most competitive decks with blue as a piece of removal. Both Yisan and Selvala are extremely commander dependent while being mono colored, with the Crop Rotation already there in many builds. Just because the card is not run in the Shaper list does not mean the card does not see play, it is tech that shows up. Since the card makes those decks cry big fat tears when it is resolved, it goes in. Which brings us to

Pithing Needle and friends. There are enough of these effects and they are so rancid for this deck that you must be aware of them when you build. It is simply asinine to ignore how dire this card resolving is for this deck. The bigger problem with these types of cards is that this deck runs so little removal and places all emphasis on counterspells. As far as Needle appearing or not, just because it doesn't show up in a big name brewer list doesn't mean the card isn't played. I have seen many competitive commander decks slot this card. It is a strong hate card against many commanders, the card that everyone always has access to (if they run Homeward Path lol). This list crumples to turn 1 Pithing Needle and it serves as proof of what the card can do. 1 mana and 1 card to lock out a player from winning is significantly better than a counterspell. The card is mana denial against uncracked fetches (they can't crack in response to the naming), it hoses entire commanders, its great against the random planeswalkers that show up, its amazing against the random Animatou deck that showed up, it shuts off so many infinite combos and is such a strong answer that can go in any deck. P.S. it could even go into an Urza build

Aether Spellbomb - My thoughts exactly. Goes in for Allure

Recurring Insight - I can believe that anyone who has resolved it has won. There are caveats to that statement though. You're giving up big opportunity cost as you could have another card in that slot doing something else before 6 mana. It is also hard to protect it resolving, because it costs 6 mana. Let me use an analogy to make one last point. Just because I won by tutoring from Diabolic Tutor does not mean that Demonic Tutor is the same. You can run sub-optimal cards that lead to winning, that category would most likely encompass 99+% of decks made.

Mishra's Workshop - This card once again used to show flaws in deckbuilding. The commander focuses on artifacts. This deck doesn't have an artifact density high enough to run Workshop and put it to use. It runs 19 artifacts. This card and the commander make big mana for or from artifacts. After the lands, there are 68 slots. 19 are artifacts. This is another overall design flaw rather than weakness between the card and the commander.

Howling Mine - I agree that this card has risk associated with playing it. This is why timing is crucial. If played when Urza is on the board, you are able to advance meaningfully with an extra and card every turn for and 1 card. Howling Mine isn't great in a vacuum, but once again it goes really well with that one card we always have access to. Even if later Urza is removed, we got advantage from it first and we got it earlier. Giving all your opponents 1 extra card (so 3 total) on turn 5 is negated by getting an extra card for yourself on turn 3 and 4. Getting access to the cards earlier for us is worthwhile even if on a later turn our opponents are collectively getting 3 cards to our 3 cards. Timing is just required to make this card effective. I find it hilarious that this list realizes the benefit in running Winter Orb and Static Orb but glances over the same synergy with Howling Mine. Do you see how those cards also hurt you without your commander?

Trinisphere - Its totally not cut, just not in the list. The authors can put flowery words next to it but this card should be an auto include. Not having it here makes me question why.

Ensnaring Bridge - Not the best possible include but worth a consider if the deck is more artifact centric. Can hose down Tymna and also some win cons. Urza plays well with a small hand and a fatty board.

As far as "You're just going to get flashed on" I'm not advocating for eliminating counterspells completely. It could easily go down to 8 and you will still see counters in your opener. The forgiving mulligan rules of multiplayer with the added new London Mulligan makes it easy to go back for one if you see yourself sitting across from TnT.

Expedition Map - Leads to Tabernacle and leads to Inventor's Fair. You can use to go to Academy Ruins to plop back on top to continue to toolbox lands. Its a tutor in a relevant type that can become an engine in games where you have more space. In more artifact centric builds you can extend more into non-basic lands as fetch targets, because you will need less blue for counterspells and 6 mana draw spells and Legacy's Allure.

Basalt Monolith + Rings of Brighthearth is a usable combo in certain contexts. Gonna keep going back to this idea that we always have Urza in the command zone as being important to the development of the deck. Urza gives us A LOT OF MANA. Rings has a great effect, but needs A LOT OF MANA. See where I'm going here? When we get Rings activations onto fetches, we are double thinning and ramping ourselves, but we're also priming the deck for BETTER URZA ACTIVATIONS. You also get infinite mana loops with Codex Shredder and any card that goes to GY like a spell. Basalt is definitely a downgrade from Grim, but Rings is such an upgrade from Power Artifact for usefulness outside combo and mana isn't as much of an issue in Urza so I think its worthwhile.

As far as the rest of what you wrote, yeah nice dude this is a $4000 durdle list and you are out here defending it. These brewers are so isolated in their own meta they make absurd card choices and overall deckbuilding decisions. Yeah this list is trash dude, and my comments about people being sheep are funnier with every reply. Why are you out here schilling for this list? Idol worship or idle time?

Mike94 on Elsha's Flashy Show

2 weeks ago

I see you are considering Stranglehold but maybe it's a good idea to run Aven Mindcensor instead? It's a strong reactive card and can be played from turn 1, I have a lot of succes with it in my meta. Torpor Orb should be cut in my oppinion, you are an artifact oriented deck so Trinket Mage or even Tribute Mage would be great additions. Without the Orb you can also play Gilded Drake which is the strongest creature in blue on it's own. I would also replace Arcane Denial with Remand, letting someone draw two cards is to big of a downside in CEDH. Winds of Rebuke is in essence a way worse Cyclonic Rift, you run fast mana and "Sol" artifacts, being able to cast Rift from turn 3. If you manage to resolve it, you have won and I think you don't need a better reason to play Rift ;). But, if you really don't want to play Rift, then play Chain of Vapor. It all comes down to personal preference and your own meta ofc. but those are my thoughts on your list.

SaberTech on Ancestral Animar

3 weeks ago

I just recently added Barrin, Master Wizard to my deck to see how well it works for me. Haven't actually played it that much yet, but I did realize that it works well in combination with Gilded Drake in case the game goes long and you have to grind through your opponent's creatures. Sacrificing mana dorks to keep stealing your opponents' commanders is fun, and if you manage to get infinite treasure tokens with Barrin + Dockside Extortionist then there is the option of just gaining control of all creatures on the board in one go with the Drake. Or you could just kill everyone off the treasure tokens if you have Walking Ballista or Reckless Fireweaver.

Thus far, in the comparison between Kiri-Onna vs Barrin, my current conclusions are:

Kiri gives you a win line off of just Imperial Recruiter, has a combo line that only needs three mana, and offers an alternative line of play if you were to use Neoform to get Imperial Recruiter that requires one less mana than the next best alternative. On the downside, running Kiri can put some rougher demands on your mana base, isn't that great of a card on its own, and can be awkward if in your opening hand.

Barrin is cheaper to cast, doesn't put the same demands on your mana base, has repeat utility, and offers combo lines that aren't dependent on Animar as long as your opponents have enough artifacts and enchantments out. However, you miss out on some of the efficiency that Kiri offers, which can make all the difference in some situations.

Considering that my current mana base isn't refined enough to offer the consistent amount of Blue mana that makes Kiri work at its best, and my own personal bias about not wanting all my win conditions to be dependent on my commander, I lean more towards Barrin.

dingusdingo on Urza Power Scepter

4 weeks ago

You clowns slapped a new commander on top of CVT and called it a day. I know that these authors are treated as if they walk on water around these parts, but at a certain point this is just getting ridiculous. Compare the lists between Chain Veil Teferi and this one. Do you really think the two commanders are that similar? There are probably less than 10 cards of difference between these lists. Do you really believe that a PW commander and an artifact centric commander should have a 90% overlap in their lists?

You guys seriously have to stop slotting Legacy's Allure . Its a slow meme card that only performs if its in your opening 7. It is a complete dead draw later in the game. It doesn't advance your own position. Its relevance on the board turn 3 and 4 depends largely on your position in the turn rotation. The card type makes it the worst for interactions in your own deck. It isn't guaranteed to land against important creatures, because it is based on Power. It crumples to creature buffs while its on the stack. This is a pet card, and I'm extremely tired of seeing it pop up in lists because some noob saw it here first. Aether Spellbomb outperforms this immensely in an Urza list, especially since this particular list runs out of gas and struggles with card draw. Spellbomb also can activate itself via tap when Urza is out. Spellbomb also adds further resilience in this deck by not relying on creature stealing effects, which can be negated via Homeward Path . Having this AND drake shut off by a card that can be grabbed by Crop Rotation is poor deck building. Especially consider that this deck runs ALMOST NO WAYS to handle resolved threats, but more on that later.

Recurring Insight is another pet card inclusion. Its a dead card in your hand until turn 4 or 5, dependent on opponents resources for functionality, and is sorcery speed. Slotting this card while slotting other big 4, 5, and 6 cmc spells like Fact or Fiction Time Spiral Future Sight and Tezzeret means you are going to have far more hands that require mulligans due to having multiple of these cards in hand. Insight also proves to be garbage when playing against any decks that run handstax effects, Oppression Necrogen Mists Bottomless Pit Mindslicer Sire Of Insanity and more.

I find it telling you do not run Mishra's Workshop . The artifact density in this deck is far too low for an Urza deck. Its also why it has problems with gas later. If you had proper artifact support and leaned heavier into stax pieces, you could activate Urza casually for card advantage while still advancing board position. Workshop lets you hit the board with extreme speed and build a presence. Unfortunately, there is nothing for Workshop to ramp to, because the authors are so absurdly worried about not being able to protect Urza while holding 12 counterspells. Pro tip: Your list would actually gain resilience from slotting greater synergy between the 99 and the commander, as well as adding ways outside of the commander to access large amounts of mana.

Speaking of the commander, and returning to removal, this deck folds to a resolved Pithing Needle Phyrexian Revoker Sorcerous Spyglass Cursed Totem or Linvala, Keeper of Silence . The lack of layering and the lack of permanent removal mean if any of these permanents hit the table naming Urza, this deck might as well as scoop. The tutors you do run lead mostly to artifacts, and there aren't slotted artifacts that can handle this problem. This deck can answer problems in one of four cards outside counterspells, namely Gilded Drake (good) Legacy's Allure (bad) Chain of Vapor (good but temporary) and Cyclonic Rift (also good but temporary). There is a single card that can tutor into these, Mystical Tutor . Seriously hope you're holding one of 5 cards in your 99 while piloting, or else you're going to look like a joke when turn 1 Needle shuts off your entire gameplan. Your combo outside of Urza is tedious to assemble, and you're simply not going to be able to outrace real combo decks.

The decision not to include Rings + Monolith is silly. Especially when you're having gas problems, adding in additional A + B pieces and layering with other pieces increases resilience and will allow you to, you know, win faster. You'll have more dead opening hands, but if you cut out the garbage like Recurring Insight your overall starting hand strength will raise. Rings is an especially good piece, as it allows complete combo tutor off Muddle, and allows value generation from fetches and various effects like Inventors' Fair . Also consider Rings + Monolith as a combo versus Grim + Power Artifact. Rings has MUCH better usage than Power Artifact outside the combo, and the speed benefit from Grim is marginal compared to Basalt.

Speaking of Fair, it also shocks me that Expedition Map is not in this list. Map -> Fair -> Scepter is a line kids, and having pieces that fetch into the line means greater resilience and layering. Map also has value in fetching Tabernacle against Tymna decks, since this list runs pretty much 0 other answers to Tymna.

This deck is missing some artifacts that should be shoe-ins. Howling Mine is a no brainer. Even if Urza isn't on the field the entire game, receiving 7 cards during the game while giving 2 to your opponents is still beneficial to the pilot. Ensnaring Bridge should also be a no brainer. Slow beats from Pod decks, and stop Tymna, and shut off some infinite creature swinging combos. Trinisphere is another no brainer. It is such a massive slowdown piece. It doesn't matter if you decide to turn it off for a rotation. The pilot gets the decision of when to turn it off, not the opponents. I should not have to explain the benefit here. Even turning it off, the pilot still has the choice between stax effect or mana every time they use it. Even if its turned off on turn 5, if it delayed a turn 4 spell to turn 5 when its turned off it has done significant work.

This is without a doubt the most uninspired and phoned-in list I've seen attached to your names sickrobot ShaperSavant Lerker LabManiac_Sigi. Congratulations on building a $4000 turn 9 combo durdle machine, would give this a downvote if I could.

DandiCze on Thassa, Deep-Dwelling Flickering

4 weeks ago

Leyline of Anticipation is good with counters, so you can have open Mana all the time and you just use thassa on your current board, but it is about preference for sure.

Gilded Drake is really good here, because you use thassa on creatures like AEther Adept to return Drake to your hand.

Feebs24 on Thassa, Deep-Dwelling Flickering

4 weeks ago

Thassa's Oracle seems like a great add due to its versatility as a combo and value piece. Definitely going to be an addition to the deck

Gadwick, the Wizened seems like a great mana sink, since the deck doesn't have many of them, and with all of the mana rocks it seems like X can get very big very fast. I am still contemplating whether or not to add Verity Circle , but Gadwick, the Wizened might be strong enough with it to make me add it.

Leyline of Anticipation is a generally good card but since Thassa's ability triggers on your end step, I think that you would want to play most of your good etb creatures on your turn, effectively removing most of the value of it.

Gilded Drake is an overall great card for blue, but it is quite expensive and it doesn't interact with our flickering due to it leaving our control when it enters. But, it might be able to work in the deck simply because of how strong its ability is. Honestly, I think that having it is up to your preference of the card or if you care about cost or not.

Au57in.C on Kenrith, the Returned King cEDH (Primer Included)

1 month ago

Looks good. Have you considered running Gilded Drake ?

DandiCze on Thassa, Deep-Dwelling Flickering

1 month ago

Hi, i have done some testing, so i am back with new suggestions...

Thassa's Oracle This should be really good as win condition with your combo. Laboratory Maniac would probably work too, but i don't like about him that he is useless without combo. Thassa's Oracle can at least filter top of your library.

Gadwick, the Wizened He would be better if you play Verity Circle , but still X draw in creature is good for you, when you play so many options how to return it to your hand and works well with infinite mana.

Leyline of Anticipation because why not, right? But i understand if you don't want to play main stream cards.

Gilded Drake - you don't like him or is he just expensive?

Load more