Shieldhide Dragon

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful 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

Tokens

Shieldhide Dragon

Creature — Dragon

Flying, lifelink

Megamorph (You may cast this card face down as a 2/2 creature for . Turn it face up at any time for its megamorph cost and put a +1/+1 counter on it.)

When Shieldhide Dragon is turned face up, put a +1/+1 counter on each other Dragon creature you control.

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Shieldhide Dragon Discussion

COUGARMEAT on

2 years ago

My best suggestions are:

Do a bit more research on the creatures that inherently have these abilities and run playsets of the ones that have better value for their cost in comparison to what they do. Running 4X Vampire Nighthawk and cutting Shieldhide Dragon and some other ones is a PERFECT example. Hopeful Eidolon > Trained Caracal, War Oracle > Champion of Arashin, Graveblade Marauder > Ukud Cobra, Ruthless Ripper > any other 1-drop deathtouch creatures, etc.

Work on synergies a bit more. If you want to run cards like Nightmare and only have 7 Swamp, you should include cards like Urborg, Tomb of Yawgmoth to get the most value out of it. If you run cards like Blood-Cursed Knight, you should have more than 3 enchantments (Sanguine Bond + Exquisite Blood = instant win). If you can't make room for them, cut him and put in another copy of Vampire Nighthawk. Even though Ajani's Pridemate doesn't have lifelink or deathtouch, he can still get out of control in a lifegain deck because of the interactions. Hell, you could even equip him with a Basilisk Collar and go to town. On the thought of equipment, cards like Pathway Arrows that have a creature deal indirect damage to another creature, are great to have on a deathtouch creature. You ping for 1 and no matter how big the creature hit for 1 is, it will die because of deathtouch.

Removal is important and killing your opponents is more important than trying to keep yourself alive. ex. Hero's Downfall > Healing Hands.

Develop a strong sideboard. cards like Serene Offering or Solemn Offering are better in the mainboard for this deck and Fate Forgotten is better in the sideboard to bring in against decks that use cards that have/grant indestructible.

Good luck!

PlagueRats on

3 years ago

After a quick review, Sandsteppe Mastodon didn't seem that good, but maybe it's just enough to win? The bolster 5 hopefully falls on Misthoof Kirin or ideally an already big dragon. You need to pay attention to the toughness of all your creatures and be sure bolster can hit good targets every time. I would try to cut all low toughness cards that don't win the game when bolstered like Ainok Survivalist, and probably Dragon's Eye Sentry as well. Maybe cut all the ramp creatures in favor of sorcery/enchantment based land fetching?

There aren't any super great 7 drops in your colors in Standard right now, but just consider you could be be playing any of the following creatures that can usually just win by themselves, Gaea's Revenge, Plated Crusher, Mage-Ring Responder.

Shieldhide Dragon is only good because it's toughness is so low. I won a game in a pre-release only because this card sucks so bad that when I bolstered 5 it was my smallest creature.

Do you know about the Enduring Scalelord infinite combo? with 2 in play they trigger each other forever, may be fun. If you go that route, add cards that trigger counters once the second Enduring Scalelord has entered the battlefield like Anafenza, Kin-Tree Spirit so that turn you attack with the first one for a trillion.

Scaleguard Sentinels is very good with your 10 dragons, Statistically you'll draw a dragon every 6 cards, consider replacing all your non offensive creatures with less then 4 toughness with this.

Abzan Runemark is usually going to get lost 2 for 1. I think you'd be better off with more of anything else.

Your deck could support Inspiring Call, but it requires an awkward play style/strategy. You need to hold 3 mana untapped every turn after you have a few creatures in play. It would be a good sideboard card for games that go long but not against heavy creature removal because you'll never have more then one creature in play.

I just noticed you only have 22 lands!!! I think that is a huge mistake! You need to hit your first 4 land drops in order to get to your real land ramp. I would play at least 24 lands.

Good luck!