Creature — Dragon
Landfall — Whenever a land enters the battlefield under your control, create a 0/2 red Dragon Egg creature token with defender and "When this creature dies, create a 2/2 red Dragon creature token with flying and ': This creature gets +1/+0 until end of turn.'"
|Want (2)||brad00m , MonCala|
Printings View all
|Commander 2018 (C18)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Nesting Dragon occurrence in decks from the last year
Latest Decks as Commander
Nesting Dragon Discussion
4 days ago
I took some pointers from your deck and added Nesting Dragon, Undergrowth Champion, Cataclysmic Gearhulk and the The Ozolith. Also i've always liked Eldrazi Displacer for his ability to blink creatures. I can do it to an attacking creature or on my own boys and get multiple ETB triggers.
1 week ago
Alright here are a few things I notice that will help tune up the deck to help speed it up, as well as improve consistency overall.
Cards to remove-
Rocky Tar Pits
Tapped lands are the bane of any deck as far as speed goes. Switching these out for lands that enter untapped will speed things up as well as provide better consistency for color fixing. If you are going to include a tapped land make sure it provides insane value (Valakut for example, or Mosswort Bridge in big creature heavy decks) so the drawback of the ETB tapped is worth it in the long run.
Scroll Rack- A good card, but you have no real way to abuse it, and it is really nothing more than a replacement effect since your top deck manipulation is based off of high CMC creatures. Damnable Pact would provide you with a better way to refill your hand, and you seem to havew enough lifegain scattered through out to offset the life loss.
The Mending of Dominaria- It is a high CMC card that is fairly easy to remove, keeping you from getting the third trigger off and negating the power of the card... I would suggest Abundance since you are running Sylvan Library. This will allow you to replace the downside of Sylvan Library (pay 4 life to draw extra cards) and help you sculpt your hand for what you need in the moment. (Basically those two cards together read- At the beginning of your up keep draw three cards, naming land or non land for each draw. It is an awesome replacement effect need to be running Abundance)
Ranger's Path- It costs 4, and the lands enter tapped. You have a decent enough ramp package going already and i don't feel like you need the redundancy here. I would suggest adding Blasphemous Act or Black Sun's Zenith to give you another board wipe since you are running slightly light on those. Both are good cards just depends on which style you might need... Black suns will get around indestructible, while Blasphemous will normally only cost you one mana. Or run both if you play against mainly casual (ie big creature) decks.
The only other big thing i notice is a lack of single target interaction for Artifacts and Enchantments. Cards like Vandalblast, By Force, Force of Vigor, Return to Nature, and even Caustic Caterpillar are great removal if you find yourself wanting to increase your interaction.
Overall I dig the deck for what you are going for. Let me know if you have any questions about my suggestions are anything overall. Hope this helps some
2 weeks ago
Avenger of Zendikar, Lotus Cobra, Moraug, Fury of Akoum?, Nesting Dragon, Omnath, Locus of Rage, Rampaging Baloths, Retreat to Coralhelm, Roil Elemental, Undergrowth Champion and Valakut Exploration are good landfall cards
1 month ago
I'd say all of the lands you listed except for Maze of Ith. Fetchlands and shocklands are the best thing you can do your for landbase outside of the original duals (which are hundreds each). In a 5-colour deck you're already limited on how many types of lands you can have, and Maze of Ith doesn't do much notable for a deck like this IMO. If you're going this deep into expensive lands and tutors, I highly recommend picking up a Mana Confluence, City of Brass, and Forbidden Orchard. Urborg, Tomb of Yawgmoth is an auto-include in any 2+ colour deck that features Black and can be tapped for Black itself. Ancient Tomb is amazing in decks with lots of colourless requirements like this. Prismatic Vista is very good too though less on the priority list for its price.
If you're going to be investing a lot into lands, make sure you make a faux list before buying anything since you don't want to get excess that you won't use. My personal general priority for 5-colour (ignoring OG duals) goes:
Assuming you take just what I listed there that puts you at 30 lands (minus basics). That gives you room for cards like Cavern of Souls, Reflecting Pool, Exotic Orchard, etc. Of course it totally comes down to how much you want to sink into your landbase, but it's a good place to start before tweaking things to your preference. You should keep at least one of each basic, or at least your main colours' basics for backup fetching. Battlelands like Sunken Hollow lose value the more you optimized your landbase due to lack of backs but are still good to take over say, bondlands. Since you already have them they'll do fine while also having the bonus of being tutored out by fetchlands.
Now that the wall of land-related text is over, time for the other cards you listed. Demonic Tutor is top tier, definitely get it if you have the money. Also look at Vampiric Tutor and Worldly Tutor. I personally like Dromoka, the Eternal, Kaalia of the Vast you already know how I recommend it, and Nesting Dragon is decent as a card but I don't think it'd work well here since you don't have a way to easily pop the eggs yourself. Future Sight is okay but I personally wouldn't run it in Ur-Dragon. Herald's Horn and Urza's Incubator I personally just take more mana rocks over but in your slower meta they could be decent picks. Mirari's Wake is amazing, and Nature's Lore you already know.
Since you're going this much into the deep end, once you get everything else set up first there's always the $$$$$ rocks like Mana Crypt, Mana Vault, Chrome Mox, and god forbid Mox Diamond waiting for you. Just, you know, they're worth entire decks alone so only go for them once you're fully satisfied on the rest of the deck lmfao
1 month ago
Feiryn Ok thanks a lot! I Actually have a Path to Exile on the way (referring to your previous comment). I have an Arcane Signet on the way already too. I have a Coalition Relic on hand atm. Will likely get a Fellwar Stone and Nature's Lore too. Also actually have a Smoldering Marsh that I didn't realise I had coming. Also I'm in the process of updating the deck!
OK, now onto the meaty stuff... I'm about to spend more money LMAO. I want to get your opinion on which of these cards I should use in THIS deck, or which ones I shouldn't bother with in your opinion -
Blood Crypt, Breeding Pool, Canopy Vista, Demonic Tutor, Dromoka, the Eternal, Fellwar Stone, Future Sight, Hallowed Fountain, Herald's Horn, Kaalia of the Vast, Marsh Flats, Maze of Ith, Mirari's Wake, Nature's Lore, Nesting Dragon, Overgrown Tomb, Polluted Delta, Steam Vents, Stomping Ground, Temple Garden, Urza's Incubator, Windswept Heath,
2 months ago
-1 Swamp, +1 Urborg, Tomb of Yawgmoth. Urborg has some nice utility, something of a mana fixing effect, and outside the presence of a Blood Moon, I don't see a ton of drawback in slotting it in, besides one fewer basic to fetch with lands that only get basics. I can live with that, since...
-1 Seer's Sundial, +1 Dread Presence. With now two routes to make every land drop a swamp, this guy makes a ton of sense. The sundial is gonna cost at least 6 mana before it starts to pay off and adds pretty much nothing when it first enters play. I see Dread Presence offering much more drawing power at a greatly reduced cost, along with other utility from its other effect, and I can grab him with creature searching/recurring tools.
-1 In Garruk's Wake, +1 Doubling Season. Let me say this: I love just about everything about IGW. I love the brutality of its effect. I love the name, the art, the flavor, and the MtG lore from whence it came. I don't particularly love the heavy cost, but considering the effect it can have on a game - especially a multiplayer game - it's not really unfair. However, at the time I'm making this change, there are a total of 18 cards that would benefit from Doubling Season, and it should have a profound effect on every game it enters. I foresee IGW spending a lot of time in my hand, either waiting for enough mana to pay for it, or waiting for a time when it feels worth it to spend that mana. Doubling Season is a fun card and I love the potential for exponential growth (one land drop can turn into 4 dragons with Nesting Dragon, plus the havoc it will create once I can get my hands on an Ancient Greenwarden).
2 months ago
Ghost Town is another option if you want to get at least one landfall trigger per rotation
Valakut Exploration gives card advantage
3 months ago
Nesting Dragon is some sweet tech! Never seen that before, and I do enjoy land stuff. Even without the land focus, I love the idea of passive double sac fodder from it.
Here’s a cEDH Sek’kuar I’ve been working on. Got some whittling down to do. It’s focused on a handful of different combos to get tons of death triggers in a turn and benefit (Caller of the Claw is sek’kuars girl!). It combos in multiple ways, and focuses on getting there with low cmc so it could perform at least a lower tier cEDH level... but we got some great cards in the last year to help with this! Like Liliana's Standard Bearer, and Gadrack. It deserves a slot in here, I think! Also, Village Rites As a way to keep things moving or to come out on top when someone goes to remove one of your creature.