Hellkite Tyrant

Hellkite Tyrant

Creature — Dragon

Flying, trample

Whenever Hellkite Tyrant deals combat damage to a player, gain control of all artifacts that player controls.

At the beginning of your upkeep, if you control twenty or more artifacts, you win the game.

Browse Alters View at Gatherer

Trade

Have (2) DoctorDax , metalmagic
Want (2) Lnwz , NMJohn

Printings View all

Set Rarity
Commander 2016 (C16) Mythic Rare
Gatecrash (GTC) Mythic Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Hellkite Tyrant occurrence in decks from the last year

Commander / EDH:

All decks: 0.04%

Red: 0.31%

Hellkite Tyrant Discussion

slashdotdash on 5 color no theme deck

1 week ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

PabloEscobar666 on Norin's Bounce House of Pain

3 weeks ago

Basilisk Collar and Goblin Sharpshooter always make a great pair. Plays into your artifact synergy and Hellkite Tyrant win con as well.

griffstick on Why don't we see more ...

3 weeks ago

I do believe more people should consider playing the Hellkite Tyrant I know if you are in mardu colors you can play all the big spells like Smothering Tithe, and Brass's Bounty and Revel in Riches. And if you are playing these cards then it would be dumb not to run the Hellkite Tyrant. In my opinion. Also if you can flash out the Hellkite Tyrant befor your turn starts even better.

Hi_diddly_ho_neighbor on Why don't we see more ...

3 weeks ago

He used to see a lot of play. Hellkite Tyrant and Insurrection were the big red finishers early on in EDH. However, the format has evolved since and both spells are pretty slow and easy to see coming. Like mentioned above, the Tyrant is pretty solid in decks which can quickly capitalize on the dragon's ability (i.e. Feldon of the Third Path/Purphoros, Bronze-Blooded decks) or synergizes well with the deck's strategy (i.e. Artifact/Dragon decks). Outside of that though, it's an expensive card (both CMC and $$) that won't provide any immediate value and it will immediately draw all the hate from the rest of the table.

Analogous cards to me are Felidar Sovereign and Black Market. Both are very strong cards that can win you games, but each have a high CMC and require a delay before you can truly benefit from their abilities, all while drawing the ire of the table.

TypicalTimmy on Why don't we see more ...

3 weeks ago

Hellkite Tyrant has potentially one of the most damning and powerful underlooked abilities in the whole of EDH: The ability to gain control of all artifacts target player controls --- indefinitely.

  • The alternate wincon is not considered for the topic of this thread, but it definitely adds weight toward the argument.

You don't return them when Hellkite Tyrant dies or leaves the battlefield, or at the end of turn. You just keep them.

According to EDHrec, Hellkite Tyrant is only in 5% of all decks.

So my question is, why isn't he in literally every deck that has access to red? Given that every single deck runs a gambit of artifacts, mostly mana rocks to some degree, I'd expect it to be seen all over the place?

Yes it costs 6 mana, but if you are gaining control of 6 or 8 or 10 mana worth of rocks, not to mention any and all other artifacts that player has, it's totally worth it. Even if it's just 2 or 3 mana you get out of it, that's still 2 or 3 mana you are ahead for your next turn.

  • "Because he'll just be countered on the stack."

That's a weak argument. If that's the argument being presented, there is literally no point to running anything because it has the potential threat to "be countered".

McDeity on Jhoira

4 weeks ago

Consider cutting Mirrorworks, Magistrate's Scepter, Hellkite Tyrant, and Emry, Lurker of the Lock for some combination of Meteor Golem/Spine of Ish Sah and fetch-lands (Polluted Delta, Flooded Strand, etc). The fetches should help increase land count, but still thin the deck to avoid flood when comboing.

TypicalTimmy on Neliv, Master Blacksmith

1 month ago

Epicurus, yes I was talking about EDH. And absolutely Puresteel Paladin would be in the deck, as would other powerful cards such as Brass Squire, Auriok Steelshaper, Stoneforge Mystic and others.

By being in Boros, it gives you access to Sunforger and Embercleave as well, not to mention Hellkite Tyrant. Slap some Lightning Greaves on him and win.

Blue is one of, if not the, strongest color for artifacts. The old school "artifacts matter" colors were Esper but there has been a push in recent years to go Izzet.

Personally, I'm not a big fan of blue. Absolutely nothing wrong with the color, it's just not my play style. I love to go big and attack. Now, Boros doesn't go big but it does go wide. Boros also loves some nasty combat tricks.

Telling me to "make this guy better than (Puresteel)" isn't really a valid point, because if I did and made equip costs users would be in here telling me how broken and shit it is. If you want to make something better than Puresteel, slap Legendary on Puresteel and call it a day.

The truth is, no card is perfect. No card is truly balanced. There is always improvements to be made. No one player is always going to be happy with whatever is presented.

Just because you don't like it means absolutely nothing.

Besides, we already have something "better" anyway - Syr Gwyn, Hero of Ashvale. So if anything, you need to compare my card to her, not Puresteel.


EDIT: Sorry if it came off rude and aggressive. I'm really tired and, after re-reading it I recognize that the tone is a bit more stern then I wanted. I'm not trying to be mean - I'm just lacking filters right now.

Whirlwind_2100 on The Ur-Dragon

1 month ago

Uh... Im not sure you know what your commander does based on your creature pool. On a scale of 1-10, i would rate this a 1.5, but i'll help you with that. You might as well be running Golos, Tireless Pilgrim. You have a small number of Dragons in the deck, and I noticed a bunch of useless non-dragon creatures in the deck.

32 lands is wayyyy to few, and you have an awful mana base, even on a budget, having only 1 tri-land and a random af arrangement of shock and gain lands.

You have little ramp, if any, which will slow you down greatly in a format such as commander Another concern is your lack of mana rocks. Why only one signet?

Your removal is pathetic, to be honest, with only one murder. Removal is IMPORTANT in commander, being used at both utility and a rich bargaining tool in the political side of the format.

But enough with flaming the deck, here is what I would put it.

First off, let's talk about your commander. It supports a heavy dragon tribal theme, and you want nearly all of your creatures creatures that either add to this theme or ramp you to get him out earlier. If you are to be running a non dragon creature, make sure it is a utility creature such as Reclamation Sage that can either ramp you or get rid of problems on the board.

Here is what I would cut if i was building him:

Creatures:

Ajani's Pridemate - No lifegain synergy and bad creature in EDH

Brineborn Cutthroat - A 2/2 with flash wont cut it in Ur

Corpse Knight - No sacrifice theme

Dreadmalkin - cmon, really?

Empyrean Eagle - Other cards do this a lot more efficiently

Exava, Rakdos Blood Witch - No madness or counter theme

Faerie Vandal - just no

Garenbrig Carver - bad in general

Gravedigger - not a dragon

Grumgully, the Generous - not efficent

Hackrobat

Kronch Wrangler

Law-Rune Enforcer

Leafkin Druid

Lightning Stormkin

Loxodon Sergeant

Meddling Mage

Nimble Birdsticker

Nyxborn Marauder

Shepherd of the Flock

Spectral Sailor

Squee, Goblin Nabob

Wandermare

Venerable Knight - no synergy in deck

Instant:

Gift of Strength

Infuriate

Murder

Scorching Dragonfire

Soul Manipulation

Artifact:

Manalith - You can keep it in, but it isn't very good

Helm of Awakening

Crystal Shard

Sorcery:

Compelling Argument - 0 MILL THEME!!!

Enchantment:

Moldervine Reclamation

Here is what I would add:

Creature:

Dryad of the Ilysian Grove - Can ramp you AND fix your mana

Lathliss, Dragon Queen

Utvara Hellkite

Silumgar, the Drifting Death

Scalelord Reckoner

Scourge of Valkas

Dragonspeaker Shaman - cuts down mana cost drastically

Dragonlord Kolaghan - Haste enabler and good beater

Dragonlord Dromoka - game winning lockdown effect

Ramos, Dragon Engine

Drakuseth, Maw of Flames

Deathbringer Regent

Balefire Dragon

Nicol Bolas, the Ravager  Flip

Hellkite Tyrant

Karrthus, Tyrant of Jund - haste enabler

Kokusho, the Evening Star - good beater with amazing ability

Birds of Paradise - great mana dork

Scourge of the Throne

Dragon Broodmother

Dragonlord's Servant

Removal

Swords to Plowshares

Path to Exile

Assassin's Trophy

Anguished Unmaking

Utter End

Beast Within

Putrefy

Terminate

Krosan Grip

Decimate

Ramp:

Kodama's Reach

Farseek

Cultivate

Explosive Vegetation

Skyshroud Claim

Circuitous Route

Mana Rocks

Sol Ring

Mind Stone

Commander's Sphere

Arcane Signet

Darksteel Ingot

ALL the signets (Emphasis on ALL)

Lands:

All tri-lands from Tarkir and Alara

Haven of the Spirit Dragon

Exotic Orchard

Terramorphic Expanse

Try to get all 10 fetch and shock lands if at all possible

City of Brass

Reflecting Pool

Fabled Passage

Temple of the False God

Utility lands:

Bojuka Bog

Reliquary Tower

Maze of Ith

Rogue's Passage

Planeswalkers:

Sarkhan, Fireblood

Kiora, Behemoth Beckoner

Anthems:

Metallic Mimic

Icon of Ancestry

Urza's Incubator

Coat of Arms

Vanquisher's Banner

This is just a few thing I think the deck could need, obviously it needs ore board wipes and wincons, however this is a good place to start. I want to be clear, I dont hate the deck, but I Think it needs improvements to become and 8. For your first commander deck, it's just fine. Thanks for reading. Cheers

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