|Commander / EDH||Legal|
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Creature — Dragon
Flying (This creature can't be blocked except by creatures with flying or reach.)
: Shivan Dragon gets +1/+0 until end of turn.
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Shivan Dragon Discussion
1 month ago
Shivan Dragon, Sphinx of Magosi and Stealer of Secrets aren't standard legal. Otherwise you've got most of the Grixis good-stuff that's in standard. Some of the one of's don't seem very useful unless you wanna build around them like Mirage Mirror and Riddleform. I have a build of it if you'd like to gather an idea from that. But most all of these cards are in there. Glad you're playing Magic again.
1 month ago
Thanks for the suggestions, guys. I think the next time it will inevitably come up, I'll go through the meta, average number of turns in a competitive game, and the sheer amount of artifact hate. I'll bring up the points about there being better "Triassic Eggs" as well. If that doesn't work, I may just proxy something like Griselshoal and infect and go ham on him. Somehow, he can tell that Shivan Dragon is too slow, but the egg is different. But I digress. Thanks again, guys.
2 months ago
Thanks for the feedback. I've got an Eviction, I'd be willing to take out the Shivan Dragon for that. I'm pretty sure I have both the Greaves and Boots, one of the Sieges can go for those, maybe the Mirror or Elemental Bond as well. I wish Archetype of Endurance was a good fit for the deck, one of my favorite Green creatures for Commander.
As for Darksteel Plate, I'm out of luck on that one for now.
2 months ago
DrukenReaps covered the mana issue pretty well. The other suggestion that I'd make for a deck with this high of a CMC is that you probably want more ramp sources or mana rocks. Commander's Sphere and Dimir Signet are both great here. You might also consider replacing Temple of the False God with a basic. You're really color-intensive and don't have a lot of land ramp, so it's at high risk of not actually doing much good in this deck.
To expand a little on narrowing the tribes... I don't think you necessarily have to cut down what tribes are in your deck. However, if you aren't running at least 25 creatures of a tribe, tribal support cards like Crucible of Fire and Door of Destinies are simply bad. You frequently have to take a turn off to play them, so if they're not going to do some reasonable work right away, they're probably worse than a basic land. Kindred Dominance is going to hit so much of your own stuff that you're likely better off playing something like Languish, Crux of Fate or Blasphemous Act instead.
Along those lines, given your high average CMC, loading up on more reasonably-cheap board wipes is probably a good idea. If it's going to take you a while to get going, being able to control the board in the early game is really important. If your opponent has a field full of elves, slamming Butcher of Malakir or Stormsurge Kraken without clearing the board first isn't going to save you.
As for a few cards that you might consider cutting:
- You're really not running enough instants/sorceries to support Mizzix of the Izmagnus in the 99. Mizzix is great, but he really needs a dedicated spellslinger deck to shine. Talrand, Sky Summoner suffers from much the same problem.
- Mindscour Dragon, Vela the Night-Clad and Archetype of Imagination all seem marginal to bad here (with their effects either being redundant or not really big enough for their mana cost). You might consider just slotting some of the decent dragons like Hellkite Charger, Kolaghan, the Storm's Fury, Steel Hellkite, Shivan Dragon or Ryusei, the Falling Star.
- Vapor Snag and Dark Betrayal are both pretty bad in EDH. The former represents major card disadvantage in multiplayer. If you're looking for more bounce effects, you might consider Capsize (although I don't think this is really a Capsize deck). Ratchet Bomb is also a little iffy in a format with such a broad range of CMCs on the table. Unless there are a lot of tokens in your meta, it's probably not worth it.
- Cartouche of Knowledge is probably worse than just Ponder.
- Lord of Shatterskull Pass requires you to pump 16 mana in to it and survive to attack before it does anything, almost certainly not worth it.
- Black Market may end up being pretty good due to Marchesa, or not very good since you have a lot of big creatures. I don't think this is immediately a cut, but keep a close eye on how it performs.
- Torment of Hailfire and Torment of Scarabs are also worth keeping an eye on. I feel like you're probably not going to be producing enough mana for Hailfire to do enough work, and Scarabs is limited by only targeting one opponent. They seem like good options to consider cutting in favor of more land.
2 months ago
Do you want to know what The Deck was for me? It was my first deck, which I have been able to remake, and will tweak for Modern play. There were no Planeswalkers, and cards like Dark Ritual and Hypnotic Specter were great, as were Shivan Dragon and Serra Angel. I built the slickest, meanest hand control deck, featuring the two aforementioned black cards, Hymn to Tourach, and The Rack. Yes, it sounds the ancestor to our modern 8-rack, and I have to say yes I believe it is. I have built myself an updated version of my "dream" deck now, and I will be transferring this over to 8-rack once the other pieces arrive. I like hand disruption, messing with people's thought process.
3 months ago
If you're looking to get those dragons out as fast as possible, you'll want to invest a lot more into ramp - that is, generating extra mana ahead of time through cards like Llanowar Elves and Cultivate. Ramp as hard as you can till you can beat down. Burning-Tree Emissary is cool too.
Turn One: Play a Forest, play Llanowar Elves
While you are making your way up to the desired 6 mana, use cheap and powerful cards like Kird Ape, Draconic Roar and Lightning Bolt to help you get there. Swiftfoot Boots will give your dragons hexproof and haste, allowing them to attack instantly without the threat of being targeted by any spell.
Naturalize is great for when your hand gets empty, which is something you don't want. Rancor is a very powerful aura in any green deck like this. Generator Servant is ramp for hasty dragons. Temur Battle Rage provides the ultimate finisher.
Run no less than 20 lands, and no more than 60 cards. Get rid of any creatures with mana cost greater than 2-3 that aren't dragons. Ramp ramp ramp!
4 months ago
Creatures Nettle Drone x3Falkenrath Reaver x1Valakut Predator x1Pyre Hound x1Shivan Dragon x1Makindi Sliderunner x1Embodiment of Fury x1Cinder Hellion x 1Markov Crusader x1Sanitarium Skeleton x2Walking Corpse x1Vampire Noble x1Ghoulcaller's Accomplice x1Fourth Bridge Prowler x1Bane of Bala Ged x1Emrakul, the Promised End x1Void Winnower x1
sorceryShamble Back x1Ruinous Path x1Dark Salvation x1Mire's Malice x1Liliana's Indignation x1Bone Splinters x1Collective Defiance x1Sparkmage's Gambit x1Chandra's Revolution x1Cone of Flame x2Incendiary Flow x1Magmatic Chasm x1instantsMurder x1Borrowed Malevolence x1Fiery Temper x1Stonefury x1Essence Extraction x1EnchantmentsConsecrated by Blood x1