Peregrine Drake

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Planechase Anthology (PCA) Uncommon
Eternal Masters (EMA) Common
Planechase 2012 Edition (PC2) Uncommon
Urza's Saga (USG) Uncommon

Combos Browse all

Peregrine Drake

Creature — Drake

Flying

When Peregrine Drake enters the battlefield, untap up to five lands.

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Peregrine Drake Discussion

TaegukTheWise on Choo Choo, it's the train to Value Town! EDH

2 days ago

I run a bunch of basics, my deck has the sub theme of hyper ramp for the lack of better words. If the whole point of Roon is value then I'm going to gain as much value as I can. I don't run into "I can't play this spell right now" because I can repeatedly get more basics than my opponents can get their non basics and play more stuff then they ever can, so its not just playing around blood moon (since no one plays blood moon in my group either) that I run a metric ton of basics, that and I have birthing pod to further justify high CMC creatures. I Also can play around Sundering Titan with the non basics I run for fixing, if not I can trade 3-4 basics (one from each type). I also don't need signets since I do have a bunch of ramp meaning I can fit in more creatures or spells, I replaced my signets for removal.

I don't see how you can consistently get so much card draw out of Ephara, unless you are using your blink spells to force ETB triggers, either that or the displacer AND seedborn muse is always there when you need them AKA magical Christmas land, but I don't see how you could do it every turn reliably, let alone every time you play Ephara. I have used Ephara in multiplayer and never had the same results. If this was an Ephara commander deck I could feasibly say that I can see how you can draw a card each turn with her, but that's not the case. But if you like her that much I really can't convince you, I just find the gods to be really clunky.

Felidar Guardian is more than a blinker! He is also a fantastic blink target. Like Flickerwisp it can blink a permanent (not an opponents but bear with me), but unlike it, it returns that permanent immediately, you can blink a Planeswalker if you ultimate and play the guardian from your hand. Same deal with an already used birthing pod to go from a 2 to a 6 drop on your turn if you pod the 2 drop into Deceiver Exarch/Derevi, Empyrial Tactician, into felidar, into karmic guide, bring back felidar into 6/5/4 drop. Or if you have it on board already, you blink it with restoration angel to untap something like minamo. I don't like flickerwisp because whenever I want to use it like that I can't get immediate value unlike with felidar or the angel, that and Roon has what effectively is the same ability as the wisp but repeatable. I also fail to see the argument that you would rather have a blink target rather than a blinker when you have cards like Ghostway in your deck. You do know those suck on an empty board right? I would much rather have the angel or felidar since they can block and an instant can't. (P.S. If you already have eternal witness, you don't need archaeomancer, so there's a spot to fill)

You have also said that "this deck doesn't win by attacking", then how does it win? There is a ceiling you know. My other suggestion for your deck is that you need more value threats, like Trostani's Summoner, Ulvenwald Hydra, Cathars' Crusade, or even Armada Wurm at the very least, just something that can close out a game. You don't need Cathars' Crusade for them to be good, however I do believe that the crusade offers very much in the way of support without the wurm, the hydra, or the summoner to give you the threats you need. Roon is creature based, so I'm very confused as to what your decks main strategy to win is other than "accrue value and make everyone else cry". With the deck you're playing you want to go long game and play either equally big threats, or to make sure that no one else can do anything and attack for the win. So saying that this deck doesn't win by combat without a Deadeye Navigator, Palinchron or Peregrine Drake to go infinite plus non combat instant win combo when most of your deck has extremely tiny creatures, makes me scratch my head.

SaberTech on 2HG EDH

4 days ago

A dedicated combo deck partnered with a counterspell heavy control deck tends to be a strong combination. A friend and I used to run Azami, Lady of Scrolls and Animar, Soul of Elements at some small tournaments we went to a few years back. I liked using Animar because it ran cards like Peregrine Drake and Cloud of Faeries for its combos, which I could also use to help ramp my partner for a turn by untapping his lands. The decks were designed to be able to combo off each other.

I've also seen people run Skithiryx, the Blight Dragon to try and win off infect.

If you give people a lot of room to pre-plan and coordinate, the format can get pretty degenerate really quick. If everyone is just playing for fun and doesn't take things too seriously it should be fine. I like Epidilius's suggestion of some form of deck randomization, even if it is just each player presents 3 decks and rolls a D6 to pick which of them they will be playing that game. Or each person picks their deck and then gets paired with a random partner.

And I wouldn't go over 50 life starting total. Just sticking with 40 is probably better. It's already a lot of life to stall out the game or use as a resource, so any higher and a player who drops and early Sylvan Library would be free to go nuts drawing extra cards to help pull their team ahead in card advantage. I've seen games that started with 60 life and it made most aggro strategies pretty much useless, forcing people to resort to infinite combos as their main win-con.

Ruffigan on Pauper EDH Primer

5 days ago

Anything printed at common, so a Gatherer search will show you all available cards. And I agree that Peregrine Drake is a dumb card in PDH but Flicker/Displace enable it and other combos. Personally I wouldn't ban either because they can both be dealt with through creature removal (kill the Drake while Flicker is on the stack, kill the Mancer/Wall/Scrivener while the ability is on the stack to prevent a loop).

Podkomorka on Pauper EDH Primer

5 days ago

Do the rules for PDH follow normal pauper or is it just anything that was printed common? And Ghostly Flicker is not banworthy like Peregrine Drake is

Ruffigan on Pauper EDH Primer

5 days ago

@MagicBlues: Those are probably the two most viable cards for being ban worthy. The most consistent combo in the format (using Peregrine Drake) utilizes both of these and on their own they are also the most degenerate cards in the format. They also open up an entire combo archetype though, and can be used without being abused. They are definitely format warping but it's hard to say without playing a lot of testing to see if running graveyard hate/removal is an adequate counter, but the folks at PDH Homebase have looked into it.

SirFowler on VZ Yidris

5 days ago

Also, other cards that may be helpful would be cards that untap lands/add mana equal to the cost of the casted card, such as Frantic Search, Manamorphose, and/or Peregrine Drake. That way you won't be able to give up a turn by casting anything so you'd have a spot open to cast the storm card.

PookandPie on BAEya Queen Of Degenerate Combo's, V2!

1 week ago

Why no Peregrine Drake or Palinchron to go with Deadeye? Deadeye and Drake make infinite mana (assuming you have at least 3 lands), and infinite colored mana, at that, which means you could cast Breya and sacrifice her infinitely to kill each other player (sac her and 1 of her tokens to deal 3 damage. Commander tax doesn't matter since you have infinite colored mana).

Running Sharuum without Sculpting Steel or Phyrexian Metamorph seems wrong. you just need Marionette Master or Disciple of the Vault on field and you win. Like, what does Sharuum do for this deck as it stands right now?

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