Knollspine Dragon

Knollspine Dragon

Creature — Dragon

Flying

When Knollspine Dragon enters the battlefield, you may discard your hand and draw cards equal to the damage dealt to target opponent this turn.

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Trade

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Want (2) SeiRyu , A_Local_Bear

Printings View all

Set Rarity
Mystery Booster: Store Edition (MYSTOR) Rare
Mystery Booster: Convention Edition (MYSCON) Rare
Shadowmoor (SHM) Rare

Combos Browse all

Legality

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

Knollspine Dragon occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Red: 0.16%

Knollspine Dragon Discussion

clonalselection on The Drak

3 weeks ago

Nice deck! I really like the direction you're taking, it looks like we think alike in our strategies for mono red -- feel free to compare to my red Akroma build, I update it regularly: The Red Terror: Akroma's Manifesto

I noticed Akroma and Drakuseth have a few things in common; big CMC, massive presence on the battlefield, and the ability to one-shot opponents. So the emphasize on explosive ramp in red is definitely appreciated. Here's a few thoughts from my experience playing Akroma:

  • One-time mana benefits like Mana Geyser and Geosurge are strong counter bait (either for the spell or for the commander that comes with it) and so often just leave you with fewer cards in your hand for your trouble. Unless you have alternative wincon plans for that mana, I would focus on permanent-based mana sources. I would look to mana doublers like Gauntlet of Power or even Caged Sun since this improves your board position.

  • I like your inclusion of Bolt Bend and I recently added it to my deck as well - it's so sneaky. In that vein, you might think of adding Not of This World because people NEVER see it coming, and it's free if you're protecting your commander. Also, I applaud main-decking Red Elemental Blast and Pyroblast because they almost always carry their weight in gold.

  • You might want to think about switching your land base to snow-covered mountains. This would give access to a couple of nice cards like Skred Extraplanar Lens and Mouth of Ronom -- Mouth and Skred are nice responses to Gaddock Teeg, which in my experience often shuts down our decks.

  • I'd think of including alternative win conditions; Insurrection is often a blow out, and I'd reiterate the strength of Etali, Primal Storm as though it might eat removal, that's one removal spell less that will target your commander. The value of Etali is definitely real. Even Pyrohemia could do wonders here.

  • Card draw in red....yeah. I'd suggest here Endless Atlas, Knollspine Dragon, and Reforge the Soul.

Comodou on Get Dong'd

4 weeks ago

king-saproling I've tried Panharmonicon and Hazoret's Monument, but they didn't work that well to me. I might try those two again in the future if I feel like they could do something with them again.

I might try Impact Tremors and Knollspine Dragon in the deck in the future. Lifeline and Humble Defector seems like it'll be useful, so I'll give it a thought.

Everything else, I think they're too slow or cost too much. Thanks for the comment!

Suns_Champion on Plasma In The Sky

1 month ago

Hi there! Welcome to the Legion!

Since you are new I must tell you about some very basic deckbuilding fundamentals.

Short Story:

  • 36 lands
  • 10 Ramp
  • 10 Draw

Long Story: Command Zone episode on deckbuilding templates

So let's talk about draw and ramp, the two most important and fundamental aspects of the game. Every deck needs them. and Boros is not particularly good at it. That said, we've got some solid options. Ramp first. I like to focus on 2cmc because it has the best $ to usefulness ratio. I can't comment on all of them, pick according to your budget.

Draw: You need to draw into the spells you want to play. Here's how. Again pick based on budget.

Over deck thoughts:

You want dragons and knights. Start cutting all else.

Dump Sunforger. It's a distraction.

That's all for now. Let me know if you have any questions.

king-saproling on [Primer] Mogis' Slaughter House: Murder Made Tasty

1 month ago

Looks like a great build! Not that you have to change anything really, but if it were my deck I would make these swaps:

  • Winds of Change for Burning Earth.

  • Night's Whisper for Harvester of Souls.

  • Defense Grid for Conqueror's Galleon  Flip. Defense Grid may protect you from instant tricks and counterspells, but it protects your opponents from those things too.

  • Price of Glory for Syr Konrad, the Grim. Same as Defense Grid.

  • Wurmcoil Engine for Knollspine Dragon. Wurmcoil is generically decent, but I think you could do better.

  • Ophiomancer for Dictate of the Twin Gods. Similar to Wurmcoil, Ophiomancer is always decent but I think there are more impactful things you could use instead.

  • Sanguine Bond for Kederekt Parasite. I think Sanguine Bond will be dead in hand much of the time. Also, even if you are gaining a ton of life, Sanguine Bond only hits one opp at a time, and it is not boosted by damage doublers.

  • Silent Arbiter for Fellwar Stone. I think you have enough mass creature removal that you don't need Silent Arbiter. Also Silent Arbiter stops your opponents from hitting each other hard.

  • Koskun Falls for Talisman of Indulgence. Similar to Silent Arbiter. Koskun Falls is great, but it actually forces you to tap down one of your blockers, and you don't have a ton of creatures to spare. By late game, opponents could just pay the 2 per attacker.

  • Blood Moon for Outpost Siege (Khans mode). Blood Moon is strong but it turns off all your cool lands.

Suns_Champion on Brothers Yamazaki

1 month ago

Creative? Check

Unique? Check

Mono Red? Check

I love it. Here's some ideas.

Draw: Tome of Legends will be great in here. Maybe add Manifold Key for double untap/unblockable synergy. Endless Atlas, Ignite the Future, Humble Defector(use Homeward Path with it), Light Up the Stage are all cheap draw that I love in red. Prophetic Flamespeaker, Neheb, Dreadhorde Champion, Knollspine Dragon, Tectonic Giant and Grenzo, Havoc Raiser all provide card advantage and/or push the aggro theme.

Ramp: Let's think about this for a minute. I think instead of turn 3 brother #1, turn 4 brother #2, we should try to get both brothers out turn 4 (with 4 land drops). That way we don't waste their haste or leave one brother out alone to get removed/wiped. For that, focus on cards that will get both broths out turn 4: Sol Ring, Generator Servant, Dockside Extortionist, Worn Powerstone, Coalition Relic, Seething Song, Ruby Medallion, Myriad Landscape + any 2cmc mana rock, Cloud Key, Hazoret's Monument, and Herald's Horn all allow you to get both Brother's swinging turn 4.

Helm of the host is a good idea. One combat and they're all 6/5s. Trample will be important then, so yeah Archetype of Aggression seems great. Blackblade Reforged will be consistently good.

As suggested, Godo, Bandit Warlord will be a powerhouse and wincon. Torbran, Thane of Red Fell will be good if you're going wide.

Themes to consider:

  • Anthems
  • Historic matters cards
  • Legendary Matters cards
  • Equipment
  • Aggro/go wide

This is a cool idea, I will be back later! Get a decklist up TypicalTimmy, I already want to upvote it!

king-saproling on

2 months ago

Looks good! I would suggest removing these cards as they might be overcosted or not as impactful as some others: Mage Slayer, Treacherous Terrain, Beast Within, Expedite, Savage Summoning, Surge of Strength, Descendants' Path, Bloodthorn Taunter, Harbinger of the Hunt, Kilnmouth Dragon, Prowling Serpopard.

Also you might like these: Goreclaw, Terror of Qal Sisma, Heraldic Banner, Draconic Disciple, Knollspine Dragon, Worn Powerstone, Empowered Autogenerator, Gratuitous Violence, Mosswort Bridge, Spinerock Knoll, Hashep Oasis

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