|Commander / EDH||Legal|
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|Modern Masters (MMA)||Mythic Rare|
|Shards of Alara (ALA)||Mythic Rare|
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Planeswalker — Sarkhan
+1: Creatures you control get +1/+1 and gain haste until end of turn.
-2: Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
-6: Put five 4/4 red Dragon creature tokens with flying into play.
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|Have (13)||ironax , Dredgar , angesoir , jstn.mrrtt , metlguy , gildan_bladeborn , themindbullet , Epidilius , NobleSlay3r , perrin515 , robbnoble , warcry02 , Justinaut|
|Want (2)||SirFowler , KB2187|
Sarkhan Vol Discussion
1 month ago
Jace, Cunning Castaway is one being talked about for Standard right now. If you have a list similar to the B/W walkers list I've seen around, Gideon of the Trials isn't bad to get the emblem and be out of bolt range the turn he comes down. The full list (aside from ones that don't have a 'real' ult like Gideon Jura) is:
Gideon, Ally of Zendikar can anyway, but Settle allows him to live through it
There are 3 other notable ones, who can't ultimate immediately, but activating their plus once and then using Settle the Score allows them to ult the turn after they come down:
2 months ago
Hey! Thanks for the upvote and comment.
I'd like to address each card personally.
Dragonmaster Outcast - I absolutely love this card. Seriously underrated. Yes, of course you must be weary of things like Lightning Bolt, Shock, Fatal Push, Path to Exile... Hell even Golgari Charm. But I find if you try to build a deck worrying about all of the IF's, you won't have any fun. Having said that, while I love this card, I don't feel he has a place in the deck. This deck aims to cheat out Dragons first and foremost. If I can cheat out lands, awesome; The majority of my mana, however, is produced by non-land sources: Birds of Paradise, Generator Servant, Savage Ventmaw, & Xenagos, the Reveler. I have a Mono-Red Token / Burn deck that uses a playset of Dragonmaster Outcast, so I do fully know of his potential. In this deck however, I feel he's not a very good pick. The reason is, I need my 1-CMC slot open for Birds of Paradise. Dragon Broodmother already produces TONS of Tokens (On EACH Upkeep, not just mine), as does Utvara Hellkite and Sarkhan Vol's -6. So I've got Tokens plenty covered :)
Dragonlord's Servant! Ahh, a staple of any and all Dragon Decks! Sooo... why isn't he in here? I opted in place of him Generator Servant. Why? Because not only does it get me rather than a reduced cost of , I can use the on any spell I'd like. IF it is cast on a Creature, that Creature gains Haste. But I can do it on, say, Genesis Wave if I'd like. And something I've noticed people don't normally think about is that you can divide the into + . Each of these can be imparted onto separate Creatures, giving BOTH of them Haste. That's why I did it this way, instead.
Utvara Hellkite. Oh. My. God. This guy is a beast of a beast. I'm running 2x of him already. I put him in nearly every Dragon Deck I make. So... funny thing. I can get a T3 Savage Ventmaw. 3x Lands + Birds of Paradise + Generator Servant. Ventmaw now has Haste, and I can swing and get . I bring that up, because on T4, even if I don't play a 4th Land, I'd have access to 10 mana in total (3x Lands, 1x Birds of Paradise, +6 mana from Savage Ventmaw). With 10 / at my disposal, I can get a T4 Utvara Hellkite, easily. Even if he's within the top 8 cards of my Library, I can cheat him out for with See the Unwritten. So, a T4 Utvara Hellkite kind of trumps a T6 :)
I had not considered Door of Destinies. Since that's based on whenever I CAST the spell, I'm not certain my guys would get bigger via Tokens. HOWEVER! For more mana, Coat of Arms will make things VERY interesting... Likewise, there's always Crucible of Fire for a bit cheaper. I use those in that Mono-Red Token / Burn that I mentioned earlier.
I had no considered Atarka's Command. To address each point, however:
A.) Lifegain isn't an issue with this deck. Between Scourge of Valkas and Dragon Tempest, you're looking at some SERIOUS Non-Combat Damage. Especially when Utvara Hellkite, Dragon Broodmother, and Sarkhan Vol kick in. I've once dealt over 70 damage on Turn 6. Not BY Turn 6. ON Turn 6.
B.) 3 points of damage is fun and all, but I'd rather spend that on other spells, like a Genesis Wave :)
C.) Extra Lands are always useful, but as I said the vast majority of this deck seeks to use Non-Land sources to produce it's Mana.
D.) +1/+1 and Reach would be a solid benefit, if 85% of my deck didn't already have Flying :p
I'm not trying to crap on your suggestions. I really appreciate them all :D
There's just a particular method to my madness, is all :3
3 months ago
3 months ago
Yeah, Oath of Nissa is worth a hard look for sure. I dismissed it early, because we don't really need the fixing and the one-drop slot is already crowded with dorks. But the fixing isn't bad (e.g., I got cut off of RR the other day by a bunch of Spreading Seas, with a Chandra in hand). And it'd a great way to dig for gas in the late game. Thanks much!
I go back-and-forth on Heart of Kiran in the main. I LOVE ot having to mul' if we don't get a dork (T1 Land, T2 Heart, T3 Nissa/Tracker/Ranger (unless we Explore 2x Lands) then attack with a 4/4 in the air = a perfectly keepable hand). And not having to mul' as much against an unknown deck is REALLY nice. But anyone who sees it Game 1 is bringing in Artifact hate for sure, which nerfs Trinisphere as well. And yeah, it dies to Fatal Push but I don't worry about that much ... so does literally every Creature (and the Tokens, of course) in the deck :-)
I've been pleased with the performance against Burn, actually. I don't have nearly enough reps to know for sure, but the 'Walkers seem to present them with a big dilemma ... and every Burn spell they aim at a 'Walker is one less at our face! I hate not being able to use Kitchen Finks though (since it's a complete non-bo with Doubling Season) ...
Thanks again, and I'd LOVE to hear how it goes if you end up doing any testing!
I'll definitely be watching to see how your deck evolves, because a non-Doubling Season build may frankly be the right approach. But making a deck that can win either with or without Doubling Season is kind of the point of this build. :-)
I explain my thoughts on Xenagos, the Reveler and Garruk Wildspeaker in the 'RG Walkers that don't seem to fit' section. I like them both (especially Xenagos) in your build, but they're pretty meh in a Doubling Season deck.
Yeah, I've been really impressed with Jadelight Ranger. I like Courser better in a 'normal' build (due to the lifegain and the full-time synergy with Chandra), but it's been super here.
Avenger of Zendikar would be sweet, but unfortunately a seven-drop is just too much for this deck.
Thanks for the thoughts on Heart of Kiran ... and all the other comments too! I'm also looking forward to seeing where this takes us!
Thanks for dropping by! Evolving Wilds would be great in a budget build, but Windswept Heath and Wooded Foothills (do a better job here. Similarly, the Aether Hub is not really necessary.
I know the manabase looks kind of weird, but the Stomping Grounds generally give us plenty of Red. And we have to go heavy on the Forests because if we get a Blood Moon out it turns the Fetchlands and Stomping Grounds into Mountains.
And Hornet Queen would be AMAZING, but a seven-drop is just too much for this deck.
3 months ago
I would go all in with Sarkhan Vol, because him + Doubling Season = insta 10 flying 4/4's aka win on the next turn. If you have enough mana to cast another one on the same turn, that gives you 10 5/5's with haste. Pretty good.
And what about a one-of Hornet Queen? :)
3 months ago
Obviously it depends on the meta but I feel like your creature count is quite low, how often do you miss on Mayael? Privileged Position is honestly better replaced by Archetype of Endurance since it's a creature with power 5 or greater with the same effect but it also makes your opponents creatures lose hexproof making your own removal even stronger. Worldspine Wurm is something you should consider as well as the only legitimate way to get rid of it is through exile. Siege Behemoth is definitely a card to consider, in my own play group it birthed the phrase "If I block I die, if I don't block I die.". Looking at the decklist I think the weakest part of the deck is the planeswalkers, Domri Rade and Ajani Vengeant have no great synergy with Mayael the Anima in fact Domri has negative synergy as you'd rather have the creatures on your top deck than in your hand. Sarkhan Vol is very weak in the deck as well as another big creature would give you much more value than what the planeswalker card has to offer, something like Dragonlord Dromoka really protects you from any responses to your plays in your turn and can turn a rough game around, this is the kind of value you should be looking for.I'm going to list some more creatures I'd like to suggest as they offer great value and I'd also suggest that you raise your creature count to around the mid 30's as to really maximise Mayael the Anima. - Spearbreaker Behemoth: protection against a lot single target black removal and board wipes. - Stonehoof Chieftain: one of the strongest plays with this card is to drop it, attack for all then board wipe leaving all your creatures intact.- Blazing Archon: I don't think I really need say anything about this card. - Void Winnower: it can shut players completely out the game and it is a big body.- Avenger of Zendikar: provides you with chump blockers that only get bigger if your opponent(s) don't board wipe. - Atarka, World Render: strong even on its own but with other dragons in your deck things get scary quite quickly. - Hellkite Charger: having an extra combat step often just wins you the game. - Vorinclex, Voice of Hunger: another card that can shut players out the game, or at worst slow them down a turn or two, all while providing you with even more mana to build your board and prepare for the win. - Nylea, God of the Hunt: trample is such a powerful effect, even more so than vigilance, as it prevent chump blocking and if your opponent is struggling for any significant p/t on board then they're forced to find an answer or they will simply lose the game. -Gruul Ragebeast: this is monster of a card if you're already winning as it can reduce you're opponents blocker count significantly with multiple creature triggers but it also serves to provide removal for any big threats you may find yourself facing. - Blightsteel Colossus: this is one of the scariest creatures in magic because one clear hit from this thing and you're just dead, and the trample again removes any ability to chump block with small creatures. - Chord of Calling: the benefits of this card to that of Green Sun's Zenith are that it's an instant and it has convoke which allows for plays like pulling an Avacyn, Angel of Hope out of your library in response to a board wipe. - Skyshroud Claim: this is a lot of the time better than a Tempt with Discovery as if your opponents a smart they will only let you search for one land card whereas skyshroud gets you two forest cards and, with plenty of land cards with the forest typing, gives you more value for the same cmc of spell. Overall I think you've got some basis for a strong deck but it lacks enough creatures to really utilise the insane value you can get off of a commander as powerful as Mayael the Anima.
5 months ago
5 months ago
Warchief Giant is pretty great too. Send one of the token copies at the chosen enemy (for Saskia). He has to block or take 10 damage, and 5/3 is some killing power.
Also some good aggressive planeswalkers include Arlinn Kord Flip (good budget), maybe Domri Rade, Nahiri, the Harbinger, Samut, the Tested, Sarkhan Vol, and seriously consider Sorin, Solemn Visitor. His lifelink ability could be simply insane, and he's real cheap for a walker.
Keeping those fresh ideas coming.