Sarkhan's Triumph

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Dragons of Tarkir (DTK) Uncommon

Combos Browse all

Sarkhan's Triumph

Instant

Search your library for a Dragon creature card, reveal it, put it into your hand, then shuffle your library.

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DTK

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Sarkhan's Triumph Discussion

Pheardemons on Moltenheart (Skred-Dragons)

3 weeks ago

How competitive are you trying to be? Would you prefer to play with what you like, or are you trying to work up to playing in competitive tournaments? Here's a list to take a look into for Skred dragons that won an open:

https://mtgdecks.net/Modern/skred-dragons-decklist-by-ozzy-kelly-754206

A couple points I want to say is that I disagree with what people are saying about Blood Moon. It is an amazing card that can completely hose some decks. It can seem like a wasted card sometimes (mono-colored decks, they fetch their basics before it's played, ect). However, look at the list I sent you and let me know just how competitive you want to be. I may have better suggestions after that.

Dragonlord's Servant, Sarkhan's Triumph, and Lathliss, Dragon Queen are too slow for modern. The desert lands are also pretty bad being that Blood Moon turns them off.

Being that your playing big dragons, you will probably need to go to 23 or 24 lands. One of the biggest problems you will have is keeping a hand. Dragons' weakness is that you will most likely only be playing one a turn, and you have no early game presence. One of the ways around that is to play early game removal in the form of Lightning Bolt, Skred (if you play Snow-Covered Mountain), Draconic Roar and Anger of the Gods or any variants of those (Sweltering Suns, Kozilek's Return, ect).

Another problem you have is if you hand becomes empty, you start top-decking. Red is not known for drawing well. Some of the ways around this are Relic of Progenitus, Mind Stone, Chandra, Torch of Defiance, Chandra, Pyromaster and of course the best thing for dragons Sarkhan, Fireblood.

Dragon Tempest is a spicy include. I'm not sure how I feel about it, but I like the thought of it. I think it would be interesting to playtest. One of the reasons that makes it obsolete is that the most playable dragons already have haste.

As far as dragons go, the ones I think that are the most competitive for modern are Stormbreath Dragon, Thunderbreak Regent, Thundermaw Hellkite, and potentially Glorybringer. I know that some people are saying that Glorybringer is too slow, and the exert is something that isn't worthwhile in modern. I disagree. The 4 damage has become much more relevant with the newer decks. Granted, I wouldn't play 4, but one or two may be viable. Also, I believe Stormbreath Dragon is superior to Thundermaw Hellkite. I play my own version of Skred red, and I cannot think of any situation where the 1 damage was more relevant than the pro-white. I have won A LOT of games because my opponent's Path to Exile was as dead card because of Stormbreath Dragon.

I think you should take into account all the suggestions thus far and remake your deck, proxy (or buy) and playtest. Go to your LGS on whatever day they play modern and start trying your deck. That will show you what works and what doesn't. If you have any questions just ask. Here's my Skred deck that I've been playing for over 6 years now. This list isn't the same list I started (I've gone through many transformations), but it is a decent competitive mono-red list. I'm not dragon specific though.

Screaming rage, unbridled fury, unparalleled power

Sorry if this was too long. Just laying my initial thoughts.

Sargeras on Moltenheart (Skred-Dragons)

3 weeks ago

Well, you wanted to get some help, so you'll get it, +1 from me. Here are my suggestions.

  1. Make a sideboard on here, this way we can analyze the whole 75 and give you better tips, as for the rest of the deck...

  2. The manabase seems a bit wonky to me. I honestly think that some Snow-Covered Mountains and some Skreds would fulfill the early game perfectly fine, and ditching the other lands you have will benefit you more, and I doubt you really need Dragonlord's Servant, and should be playing 23-24 lands minimum.

  3. Sarkhan's Triumph seems really slow, I get that it can tutor for any dragon, but if you draw this before turn 4, it will do nothing. I'd recommend playing Chandra, Torch of Defiance in here as well.

  4. Stormbreath Dragon seems like it might be good here, considering it shares so many upsides like Thundermaw Hellkite.

  5. I'm unsure about the whole Blood Moon plan, you might want to test with more copies and in your meta to determine how many copies you want to play.

  6. If you want more suggestions, you know where to go.

JakeHarlow on Dragonlance

3 months ago

@ zombob57: Yep, my math was way off. Not sure what happened there. I squared them each instead of doubled them? lol

Really like The Immortal Sun. It just...does everything. Card draw, board pump, ramp. Negative synergy with Ugin and Karn, but still amazing.

Teferi's Protection is an obvious Commander all-star. Unfortunately I cannot reuse it with the Mistveil Plains/Sunforger combo since it is exiled on resolution. I'll probably stick with Boros Charm for anti-board wipe tech.

Bastion Protector would be so amazing if it were a Knight...oh well. Protection for Commanders is pretty amazing anyway. I have half the package with Knight Exemplar, I guess.

Zirilan of the Claw is great tech, leads to explosive board states and offers great punching power for specialized situations. Exiling the Dragon makes me a bit sad though. I also have the Plains/Forger combo with Sarkhan's Triumph in here for tutoring, but putting something right into play with haste is obviously better (and more aggro) than that, exile clause notwithstanding.

The Immortal Sun seems the most appealing out of your suggestions. What would you suggest to drop for it?

xr_tron on The Ur-Dragon

3 months ago

Hey dude, listening to your advice, here are the updates I've made so far:

Path to Exile --> Sarkhan's Triumph

I believe you're right about removing some of the spot removal, and I never really liked giving an opponent a land anyway.

Coalition Relic --> Cultivate

Coalition Relic is good, but it slows down game play somewhat, and I'd prefer just to get two lands.

Disallow --> Kodama's Reach

While versatile, Disallow sits in my hand too often, and like Cultivate, I do like the ramp/minor card advantage provided here.

Skyline Despot --> Sweltering Suns

I think you're right about Skyline Despot. While drawing a card and sometimes making a token is sweet, being the Monarch makes you a huge target it feels like. And a board wipe that can also just cycle is still sweet.

Sylvan Reclamation --> Austere Command

I often finding myself never getting full value out of Sylvan Reclamation, and because I am limited on artifact/enchantment removal, I don't feel like can often land cycle it. Despite costing slightly more, I do like the improved versatility of Austere Command that you mentioned, and it can wipe out smaller creatures and artifacts/enchantments while leaving my creatures mostly intact.

Numot, the Devastator --> Propaganda

I do agree with you assessment about adding Propaganda to the deck to deter other players attacking me, do you think cutting Numot is worth it? He can act as land destruction, and can slow down opponents/remove trouble lands.

I haven't found space for a Diabolic Tutor yet, so I'm still unsure what to remove. I actually have a Grim Tutor, do you think it would be worth running over the Diabolic Tutor? Costing 1 less I'm sure is worth it haha.

While making all these changes has tighten up aggro match-ups, do you think any of our changes have made the deck softer to control or combo? Just curious on your thoughts here.

Lastly, I just wanted to tell you PJ that I really appreciate your feedback and help on improving my deck. I feel like your input and YouTube videos have given me a deeper and stronger understanding of what features are most important when constructing a deck. Thank you so much for helping me with this, and I look forward to hearing back from you :-)

DespairFaction on The Ur-Dragon

3 months ago

Hey I saw your question about how to better combat agro decks. I have a few suggestions worth checking out.

First up, I am counting 3 board wipes and currently, (not counting rift) I think you should increase your board wipe count to 5 or 6. But if we are smart about which board wipes we choose, we wont have the clunkiness of playing 6 board wipes. I do like Sweltering Suns as a choice because of the cycling. I would add only 1 small board wipe since elves and vampires tend to grow in size over time. Any of the 4 mana wraths are great Day of Judgment, Damnation, Wrath of God. But you can get better utility out of things like Austere Command, Living Death, and Faultline. Faultline works great in my angel decks, there stuff is dead and yours isn't. Living Death is also great, its either a board wipe or mass reanimation depending on what you need. So pick the board wipes that work best for you.

Next up, Ghostly Prison and Propaganda are an easy way to deter attacks, while leaving your opponent with creatures to attack other opponents.

Finally, since you already have some creatures that are good at board control lets look at some ways to make sure we get them into play more often via tutors Sarkhan's Triumph is very reasonable and assuming its not to slow Dragonstorm with at least 1 additional trigger is very good. Oh also, theres nothing wrong with Diabolic Tutor, if enough creatures on board you tutor and blasphemous act for 5 mana. At that point you can search for balefire, silumgar, steel hellkite, or scourge of kher ridge as needed with either of those. And if you really wanted to you could add Oros, the Avenger but without testing it, my guess is that its underwhelming.

Also I think the ramp count is just a bit low for a deck like this so I would add Cultivate and Kodama's Reach.

Next looking at what to cut. Since we are adding a lot of board wipes, we can cut from the single target removal spells. I would probably cut Disallow, Path to Exile, possibly Mystic Confluence. Are you able to achieve the triple blue on Cryptic Command regularly? If not, I would cut. For me its not a counterspell style deck so unless there is a meta call where you really need them, I think having 2 good counters should be plenty. I would probably also cut the 2 worst dragons, possibly Numot, the Devastator and Skyline Despot, and cut whatever the worst card draw spell in your deck is.

Anyway if it were my deck, I think I would add something like this: Austere Command, Living Death, Diabolic Tutor, Sarkhan's Triumph, Ghostly Prison, Cultivate, Kodama's Reach. That would give you 5 board wipes, 2 additional tutors, some pillow fort, and a bit more ramp. I feel like that should tighten up your game against agro. Anyway let me know how it goes.

chadsansing on Ramos Dragon Engine

5 months ago

I love dragon decks.

I think you can drop the curses here. Early turns are best spent ramping or playing set-up cards for your dragons. Maybe add a Thran Dynamo, Mana Vault, and, say, a Rattleclaw Mystic or other dork instead. Chromatic Lantern should also be in this deck one day. Maybe a Thought Vessel and a Darksteel Ingot if Dynamo and Vault are hard to find.

You also need to fix your mana. If you look at the wheel at the top right of this page, you'll see that your costs and available sources are out of balance. You want the inner pie to match the outer border so that your are more likely to draw the mana you need to cast the spells you are also most likely to draw (by color). If you can drop 3-4 W sources and add 4 R sources (by my estimate), you'll be in better shape. Don't be afraid to run basics.

Here are some of my favorite cards to play in dragon decks that aren't yet in this list (including everything from budget to pricey):

The big idea is to tune everything so you have, say, 4-6 broad answers like Chaos Warp, Comeuppance, Cyclonic Rift, and Vandalblast, a decent number of high-impact dragons (say, 20 or so), some support creatures, and then a bunch of enchantments and other spells that support cheating as many dragons into play as possible with cost reduction, free casts, and put-permanents-into-play effects. The dragons will win you the game. Play into them.

All that being said, you have a strong commander, good synergies, and lots of dragons. I've lost to this deck plenty of times. If you want to stay closer to your list, you will do fine, and I would recommend spending the most time on tightening your mana base.

Here is my Temur list in case it's of any help.

Happy brewing!

lupin5th on Ramos Dragon Engine

5 months ago

It's looking like you're wanting to upgrade the dragon precon, assuming you keep The ur dragon as the commander you should include the following: Lurking Predators, Descendants' Path, Thunderbreak Regent, Unclaimed Territory , Sarkhan's Triumph, Bring to Light, Exotic Orchard

I'd take out these: Curse of verbosity, Curse of bounty, Curse of opulence, Orator of ojutai, Niv-Mizzet dracogenious, Boneyard scourge, Tyrant's familiar, Teritorial hellkite.

Thousandoaks on Forbidden Justu - Dragon Reanimation!

5 months ago

Thank you to everyone who has been providing feedback, I really appreciate the options your suggestions have given me! (Shout out to MattDovah and Nethereon!)

This deck has been performing tremendously well! So far, I've only lost one game where I was hated out because of "Dragons!" (I was even hated out before Atraxa Superfriends!)

Based on the recommendations made by those in the comments, I decided to make the list just a little more competitive and consistent, I made the following adjustments:

  • Replaced Kaalia of the Vast with Bloom Tender. Kaalia's ability is great when the entire deck is built around her. Otherwise, it is very situational. In addition, in a deck centered around reanimation, our hand isn't normally stocked with bombs for Kaalia to exploit. Instead, I've added Bloom Tender to give me some dedicated ramp.

  • Replaced Ulvenwald Tracker with Feldon of the Third Path. This is a straight value trade. Ulvenwald Tracker's ability was very situational removal and often required some form of synergy with Scion of the Ur-Dragon. Feldon is a much better pick for this deck and offers much more value and synergy with the graveyard!

  • Replaced Sarkhan's Triumph with Rite of Replication. This was a tough call, however after play testing, a late game Rite of Replication was often much more valuable than a late game Dragon Tutor. I emphasize "late game" because this is indeed a late game deck (as are most dragon decks). Particularly, if Boseiju, Who Shelters All can guarantee a kicked Rite of Replication in combination with any of the Kamigawa Dragons... well then, GG!

Please let me know what you think of the changes! As always, all suggestions are welcome and all upvotes are appreciated! Thank you!

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