Haven of the Spirit Dragon

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Custom Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2017 (C17) Rare
Dragons of Tarkir (DTK) Rare

Combos Browse all

Haven of the Spirit Dragon

Land

: Add to your mana pool.

: Add one mana of any color to your mana pool. Spend this mana only to cast a Dragon creature spell.

, , Sacrifice Haven of the Spirit Dragon: Return target Dragon creature card or Ugin planeswalker card from your graveyard to your hand.

Haven of the Spirit Dragon Discussion

Ashcashcash on Titania EDH

1 month ago

@TheSlowestBro

Thank you for your feedback and it's great to hear from another Titania player! I would love to see your list. My list has become very foiled over the years, but that's just because I love the deck! To address your suggestions:

  1. I definitely like the idea of Dark Depths and Thespian's Stage , but I've kept my lands pretty refined to what they are now. I would probably cut a nonland card and Tectonic Edge for them.

  2. I definitely agree with Pir's Whim and at this point, I'm not sure why it isn't in my deck. I must have been distracted by other cards in Battlebond to have not notice it during spoiler season back then. Ha!

  3. Kamahl, Fist of Krosa is definitely a no from me. The trample is mediocre and I can just make more 5/3 elementals if I don't have enough damage on board. The wrath protection is interesting though. I recently added Natural Affinity to my list, and it does the same thing, but at instant speed and 3 mana. Also, the deck is already good at rebuilding from boardwipes. Usually killing my board means Titania is dying, which lets me play her again for more ramp and value.

  4. Green is so bad at removal. I run very little interaction other than land destruction. Mouth of Ronom definitely would work as a way to interact with my opponents more. Thanks for the idea! I've also ran Karn Liberated at some point because he is great removal. I'm also going to being trying out Ugin, the Ineffable because of Haven of the Spirit Dragon synergy.

  5. Zuran Orb has been pretty bad lately, so I might drop it for other Lifegain cards. Buried Ruin is a good idea, but the artifacts I run aren't essential to my gameplay. Seasons Past and Eternal Witness do the same thing.

As for Food Chain , I removed the Food Chain package to lower the power level of the deck. The package is genuinely insane in the deck, but my group didn't really like to play against it. Instead, I put together a General Tazri Food Chain cEDH deck with it. I highly recommend Food Chain in Titania though. You can exile tokens for creature mana. With Command Beacon + Food Chain , you get infinite 5/3 elementals and with a land sac outlet, you can get infinite mana to cast other spells by casting Titania and bring back lands to convert the Food Chain mana into normal mana. Otherwise, if you have a Strip Mine in your graveyard, you can just cast Titania infinitely and bring back Strip Mine and kill all your opponent's lands. Food Chain is busted.

Again, thanks for the suggestions!

Dischord on Colorless Eldrazi Fun!

1 month ago

For future reference, Commander's Sphere doesn't tap for any mana in a colorless Commander deck. Commander's Sphere specifies that it taps for a color in the commander's color identity, and Kozilek, the Great Distortion clearly doesn't have any colors, so Commander's Sphere can't tap for any mana. Try running Magnifying Glass instead! It provides card draw and ramp!

You should also consider running other lands over the tron lands and the Locus lands. Yeah, sure, they're really sweet if they're online, but you'll rarely get all of the pieces on the board if you draw them naturally. Maybe try Inventors' Fair , High Market , Phyrexia's Core , Reliquary Tower , and Haven of the Spirit Dragon .

TheBloopKing on Morophon Dragon Tribal EDH

2 months ago

Fist of Suns doesn't cheat out creatures for 0. Fist of Suns replaces what you can pay, not the CMC. Morophos effects the CMC.

28 land is way too little. Bane of Progress , Planar Cleansing and cards that remove artifacts destroy your game. Reliquary Tower , Ash Barrens , Unclaimed Territory , Haven of the Spirit Dragon , Path of Ancestry are all land that should be in the deck.

Goreclaw, Terror of Qal Sisma fits the theme, and gives all the dragons that don't have it trample

Sarkhan Unbroken , Sarkhan, Dragonsoul , Sarkhan, Fireblood , and Sarkhan the Masterless to protect them are some planeswalkers who help dragons.

Hypersonic Dragon ... if you had any sorceries like Wrath of God , and Crux of Fate instants and adds a haste creature

You need removal. Vindicate removes the Propaganda that destroys your swinging. Crackling Doom removes the opponents biggest creature. Assassin's Trophy and/or Putrefy removes a endless-combo piece. Swords to Plowshares removes indestructible. Removal is crucial to advancing your own game.

Crosis, the Purger , and Ramos, Dragon Engine are 2 dragons I play

Temur Ascendancy is a card that helps you draw more, and the haste on dragons is amazing

Taigam, Ojutai Master is my last consideration. Makes sure your dragons hit the battlefield.

NeonEndymion on The Ur-Dragon

2 months ago

Good point about Haven of the Spirit Dragon ; I've also only ever used the ability 1-2 times in almost as many years.

I might just cut that, Path of Ancestry , and Homeward Path for more consistent color/untapped sources, probably directly for Exotic Orchard , Forbidden Orchard , and Cinder Glade . Probably not worth the small upside on Taiga vs the $$$. Greater Good also serves here as protection against getting our Dragons stolen.

I'll also then test Sensei's Divining Top for Expedition Map , but I think end of day that Expedition Map may be more worth it, even just to snag Cavern of Souls .

I may eventually test Mox Diamond and Chrome Mox , but we want to be hitting land drops, stay up on card, and go at least to midgame, so the explosiveness of Sol Ring , Mana Crypt , and Mana Vault is probably enough for this list/strategy.

Vlasiax on The Ur-Dragon

2 months ago

You might be right about Teferi's Protection as a more casual card, thanks for clarifying that to me. So I'll probably cut it for one of tutors.

For the lands part I'm actually thinking about removing Path of Ancestry and Haven of the Spirit Dragon . Haven is still better than Unclaimed Territory but I don't find the last ability to be that useful (I used it maybe twice since I've had it, which might be about a 1,5 year as it was one of the very first changes to the original pre-con).

NeonEndymion on The Ur-Dragon

2 months ago

-I haven't had a chance to test yet without Dragonlord Kolaghan , but I did play 2-3x games where I ended up not even casting her b/c I already had either/both Rhythm of the Wild and/or Temur Ascendancy in play, as the latter especially is a prime tutor target. I felt like with increased consistency in terms of landing specific enchantment pieces that grant haste, I wanted a utility dragon vs another haste enabler.

-I've never not been impressed with Urza's Incubator . Worst case it is incredibly helpful in ramping into casting the commander, and it can discount some/most dragons down to 2-3CMC. With an ETB draw engine like Temur Ascendancy in play, this can lead to some very busted turns/sequencing. With Goreclaw, Terror of Qal Sisma out, suddenly our commander costs only WUBRG, which is flippin' sweet.

-Where my mana splits/curve landed, it is now primarily a Gruul deck with a secondary Black Splash and tertiary Blue and White splashes. As such, a primary fetch target is usually Stomping Ground or Sheltered Thicket , meaning that the other RG duals all then come into play untapped. It is actually harder to guarantee that Cinder Glade will meet its ETB untapped condition than Rootbound Crag in this build/with most lines and with which opening hands you'd want to keep.

-Incidental scry and 5c color fixing from Path of Ancestry has always felt worth it to me, but if anything I could see that slot going back to Exotic Orchard or Forbidden Orchard if I'm ever in a situation where it feels like I'm stumbling. So far, I have been able to find turns for situational ETB tap lands that haven't led to taking a turn off or going off curve, as usually we're going 1 into 3; 2 or 3 into 4 or 5; or 4 or 5 into 7 or 8, so there is an opportunity to deal with limited ETB tapped lands by turns 4-5.

- Urborg, Tomb of Yawgmoth is strictly there to have fetchlands tap for mana if need be/if shut off by effects that prevent their use. It also gives global black fixing so black doesn't have to be prioritized and helps later with double-black requirements in some of our higher curve spells like Patriarch's Bidding and Crux of Fate . It also unlocks our two conditional/creature lands to tap for black ( Cavern of Souls and Haven of the Spirit Dragon . This also helps de-prioritize swamps as a target for fetches/land ramp spells. Basically a lot of upsides to situations/problems that are only fully resolved by Chromatic Lantern , but for the "free" cost of a land slot. I haven't been disappointed by it so far.

I may try your land suite and see how it feels; why are you running 1x Forest and 1x Snow-covered Forest vs 2x Snow-covered Forests, however?

TheMillKid on Rith the dragon awakener

4 months ago

Dragon's Hoard is a great mana rock that helps you draw extra cards throughout the game. Haven of the Spirit Dragon is another good support card here. Path of Ancestry is likewise excellent fixing that helps smooth out your draws.

Lathliss, Dragon Queen is a mighty dragon in her own right, and supports everything your deck is looking to do. Utvara Hellkite can similarly help expand your dragon army.

Happy brewing!

TheMillKid on Dragon Assault

5 months ago

First and foremost, here are some suggestions for improving your manabase: Rootbound Crag , Blighted Woodland , Kazandu Refuge , Haven of the Spirit Dragon , Gruul Guildgate , Rugged Highlands , Command Tower , Temple of Abandon , Sheltered Thicket , Cinder Glade , Game Trail , and Kessig Wolf Run . I know that's a lot of cards just dedicated to mana, but I think the Haven and Kessig will pull both surely pull their weight.

Rishkar's Expertise generates great card advantage while you control a big dragon. Harmonize is another strong draw spell in green. Cultivate and Kodama's Reach are cards just like Nissa's Pilgrimage , and they help you accelerate your game.

I'm not sure how you feel about infinite combos, but Aggravated Assault and Savage Ventmaw is an option. Grand Warlord Radha has the potential to achieve the same.

I'd definitely recommend cutting Demolish (although that gremlin is quite cute). You could replace it with cards such as Beast Within , Aftershock , Hull Breach , and/or Decimate .

Finally, Dragonstorm is a fun card that allows you to find whatever dragon you might want/need. It's nowhere near as good as Tooth and Nail , but it is a fun and more budget-friendly option for the time being.

Happy Brewing!

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Haven of the Spirit Dragon occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%