Haven of the Spirit Dragon
: 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.
|Want (2)||spaceyjdjames , UnitedWeStand|
Printings View all
|Commander 2017 (C17)||Rare|
|Dragons of Tarkir (DTK)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Haven of the Spirit Dragon occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%
Haven of the Spirit Dragon Discussion
1 week ago
There are some other "targets" for discard, but I don't think all of these are the best for you. I'll list each of them instead of loads of paragraphs.
Punishing Fire - Could be a replacement for Spit Flame but honestly that's up to you. Punishing Fire is technically more versatile since it hits any target and depending on the matchup it can be easier to retrieve. However, Spit Flame has an easier time removing creatures. This one more to just let you know exists.
Flamewake Phoenix - Again, a card that I'm mentioning just to let you know exists. Since most of your dragons have 4 or more power, you could easily get this card back from your graveyard but you would also deviate a bit from the draconic theme.
Ore-Scale Guardian - This one isn't a target himself, but he makes it more profitable for you to discard lands, specially if you end up being mana flooded.
Runehorn Hellkite - Can be used to refill your hand late game(?) and as he's no diffenrent from other dragons, there's no downside letting him rest in your grave until you active it's effect.
Fiery Temper - Basically adds 3 damage for one mana to all of your discard spells.
These are the monored option. I also have options that would actually require you to splash for black. These are, of course, not mandatory for you to run, but it's always good to get to know more cards.
Bladewing the Risen -A giant dragon that reanimates another one when it comes into play and also has the ability to pump all your dragons. Obviously he's not a target for discard himself. However, he can make other dragons more interesting to discard.
Boneyard Scourge - Pretty simple. Dump him into the graveyard and when one of your dragons die, you get him back for a really cheap cost.
Bone Dragon - A recurrable dragon that can be left in the grave until the late game when it can come back multiple times, assuming you have enough cards in the grave.
In case you consider any of these black cards or you just don't feel confortable not bein able to cast the Thralls, there are a few budget lands that can help you with the mana. Also, the Haven of the Spirit Dragon could help you cast the black dragons but not activate their abilities.
About the cuts for the Thralls, you are still above 60 cards. There are some other cuts you can also make.
Dragonspeaker Shaman - They're quite expensive and you already have a pretty decent amount of "ramp" and cost discounts. Even more, they're really easy to kill.
Slumbering Dragon - He seems quite tempting to play as he can grow a lot. However, that's the problem, he CAN grow but nothing guarantees he will. Also, only one in the deck won't help at all.
Sarkhan's Triumph - Since you now have more card draw, you could maybe cut one of these.
1 month ago
Gleeock, I've been looking into that, actually. I have identified 10 cards I can slip in.
I am considering removing the following, for their respective reasons:
- Gauntlet of Power : It costs to much mana and assists my opponents in ramp. I am not looking to build a group hug deck.
- Extraplanar Lens : While there is strong power here, I also feel I have enough solid ramp and cost reduction that I do not need it. I play games and win just fine in tests without having it on the field. There are even times where I find it slows me down because I get greedy and play it too early, removing lands from play. For example, if I have three lands out but exile my only red source, I kind of screw myself over.
- Rimescale Dragon : With Lens out of the deck, I have reason to run Snow-Covered Mountain s. That is to say, I was running SCMs because it puts a soft-lock on my opponent's ability to ramp off my card. If they have normal Mountains, they gain no benefit. They would need specifically a Snow-Covered Mountain. Well, if I am not using snow lands, I don't benefit from Rimescale.
- Glacial Crevasses : Again, no snow lands = no need to run this.
Now only two of these are actually mainboarded; Gauntlet and Lens. I play many games without using these and things work out just fine. So it becomes a matter of what to replace them with.
I'd like to stick to the Dragons if able, only because I'd get the most value out of Lathliss. However, other control-like Enchantments work as well.
The list of Dragons I am looking at currently are the following:
- Hoard-Smelter Dragon : Gives me another control outlet on a Dragon. Similar to Steel Hellkite in that I can remove threats or problematic cards. I can break combo pieces apart or destroy stones to slow opponents down. It also works great to remove Voltron equipment. Without being a tap ability, I can sink an entire turn's worth of mana into it and blow up 2 or 3 artifacts late game.
- Knollspine Dragon : Giant hand replenishment card. There are plenty of times where I swing for 14+ damage. That's 14 cards. The value there is just immense. Possibly even better than Dragon Mage because I don't give my opponent's new cards, too.
- Moonveil Dragon : Functions as another anthem. Lathliss, Dragon Queen and Purphoros, God of the Forge both serve in this capacity. Having a 3rd Dragon might be useful, too.
- Mordant Dragon : A weaker version of Balefire Dragon . I may honestly replace Demanding Dragon . I don't want to give my opponent a choice in the matter. That's what makes Glorybringer and Flameblast Dragon so good - I choose where I want the damage to go.
- Thunder Dragon : Seems like a decent sweeper, but only if the boardstate is light enough. I'm not sure how this would fare in the changing meta. 3 damage probably isn't worth it late game, and early game it'd be too hard to reliably get out. Just posting it here so you know I thought of it.
- Zodiac Dragon : I was considering this only because I find it interesting that it gives me essentially an unkillable Dragon. No matter what the boardstate becomes, I would always have Zodiac and Lathliss I can fall back on. I just find that a bit interesting, but I don't think I should try and force Golgari into mono-red. Though, to be fair, I also have Haven of the Spirit Dragon which returns a Dragon as well as Daretti, Scrap Savant who can return Steel Hellkite and Moltensteel Dragon . So there is precedent for it in this deck.
Additionally, I have identified:
- Price of Glory : Completely shuts down reaction-based decks.
- Citadel of Pain : Forces mana-drain.
- Ashling's Prerogative : Another source of haste. If I choose even, all of my 6-cmc Dragons (Which are most of them) gain haste. Likewise, my tokens (0 cmc) also gain haste. It also gives my Commander haste.
I think I'd rather go with the enchantments I feel that slowing opponents down while I burn them out with passive triggers is a great foundation to rely on as I churn out an army of Dragons. Sort of keeps the pressure off of me to keep going as fast as possible. This way, if I get a hand with 2 or 3 6-cmc Dragons but also a 3-cmc control enchantment, I can keep it knowing I have a soft lock on the game for a few turns.
After I finalize this deck, I plan on building a Prossh, Skyraider of Kher deck, running Korvold, Fae-Cursed King as a "secret Commander". That will be far more of a "regular" EDH deck with interactions, wraths, tutors, land spell cards, etc. :)
2 months ago
All have some juicy flavor for the "every tribe" theme, you're running.
2 months ago
For starters, 33 lands is low. I like to start with 36 land, 8 ramp/rocks and go from there increasing or lowering as needed. To speed it up after increasing it would be to eliminate as many tap lands/rocks as possible. Ditch the vivids for basics, City of Brass , Haven of the Spirit Dragon , and Mana Confluence are multicolor lands that enter untapped that can replace some tap lands... sure they pain, and one's limited to dragons but no pain no gain. Other than that just try to balance it for your colors... for instance if you are RG heavy, then you'd want to keep the Naya, Jund, and Temur tri lands above the others.
As for the dragons they seem all over the place. I found an interesting deck page for scion combos you could check out if you want to go that route. Hasn't been update in 3yrs but it's a start.
Ur dragon is probably best to focus on combat synergies (when dragon attacks, extra combats, etc, and tokens (i.e. Utvara HellKite). You could try a control route I suppose but idk, honestly I've been trying to piece it together for awhile but still seems weird and all over with what's in the list. I think there are a few dragons you could do without: Chromium, Niv, and Okagachi. I feel they require more dedication than you can afford for a tribal deck. I'm on the fence about a bunch: DL Ojutai could be replaced with some good card draw, Dromoka jr and Vorosh I'm not sure counters are necessary with tribal bluffs and all, and Karthus because he can be copied and well... its bad times.
Sorry it took so long, tried looking at it at work but didn't give me enough time to really focus on it. Hopefully it helps some at least.
3 months ago
(Disclaimer: My first post, so let me know if I need to make edits.)
Could anyone provide some feedback on my two decks? I’m getting back into this after 15 years. Yay. For now this is just for casual play. I don’t mind spending a few dollars, just not many dollars. Thanks for stopping by and for any and all help!
3 months ago
Hey, this is absolutely amazing, and I am so jealous I didn't think of this sooner. I love tribal decks, and this would be the ultimate one. You just use all the best cards from all the best tribals, it's that simple. Also, not saying you have to, but naming wizard for morophon is clearly the best option.
Lands that care about creature types: Eldrazi Temple , Primal Beyond , Elephant Graveyard , Seraph Sanctuary , Swarmyard , Ally Encampment , Cavern of Souls , Haven of the Spirit Dragon , Unclaimed Territory , Sliver Hive
Card draw for casting creatures (draws a lot of cards (possibly entire deck if you have judah out): Guardian Project , The Great Henge , Beast Whisperer , Primordial Sage , Zendikar Resurgent , Soul of the Harvest
I will most likely have more ideas, and will post them soon, but one of my classes is starting now.
7 months ago
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:
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!
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.
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.
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!
7 months 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 .