|Commander / EDH||Legal|
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|Commander 2017 (C17)||Rare|
|Fate Reforged (FRF)||Rare|
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Silumgar, the Drifting Death
Legendary Creature — Dragon
Whenever a Dragon you control attacks, creatures defending player controls get -1/-1 until end of turn.
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|Have (40)||ironax , Atavistic , GoldGhost012 , sneferie , jstn.mrrtt , Mortiferus_Rosa , Wolfebladeelite , voidruby , Ellyreia , pokemate0 , Regulus1010 , Snydog17 , joshw335 , Grantley91 , johnsongrantr , bakunet , TheAlmostHero , the.beanpole , angesoir , sonnet666 , Xunfor6iv3nX , DarkMagician , saj0219 , corys , chrysaries , chrishuffman95 , rikertchu , SirFowler , rakdos24 , KingOfGrixis , abby315 , ztanos , Pumpkinking913 , bakeraj4 , philktoken8998 , Thunderbeard , golgarigirl , Cunningcrow , rockleemyhero , Epidilius|
|Want (2)||Ariumlegion , VampSlayer|
Silumgar, the Drifting Death Discussion
1 month ago
2 months ago
Silumgar, the Drifting Death could be an option. While being 6 mana, the 7 toughness is nice and the ability to punch a hole through token decks can be very useful.
3 months ago
I'm curious as to why you chose Silumgar, the Drifting Death as your commander. Yes, it's a great card, but for the most part you won't have enough dragons to really make it worth him being your commander. If you like Silumgar, I'd recommend switching to Dragonlord Silumgar. He just works better with your deck theme in my mind.
6 months ago
Stormbreath Dragon will at least dodge white removal. Mirrorwing Dragon will force the opponent to wipe their own board to remove it. Splashing blue would give you access to Silumgar, the Drifting Death and it is difficult to remove. The issue that you are facing now is how competitive do you want the deck to be, dragons isn't really an archetype that sees modern play. I am happy to try and help you come up with a way to make the deck the way you want it. If you want to have a chance to win more games tho, you probably won't be running dragons. It is up to you, if you want to run the dragons do so, enjoy it, just be prepared to struggle in a lot of match ups. If you want to be competitive, you can make any number of budget modern decks and do pretty well. There is a relatively inexpensive sultai deck I saw recently that looked fun and was around $100 to build. A solid zoo deck is a ittle more depending on what creatures/lands you already own. I think the concern here is investing in this deck and it not preforming well enough for you to have fun. Let us know what direction you would like to go in from here and we will continue to try and help. I watched a cool rakdos deck the other day that was using Vexing Devil with Claim / Fame to great effect. It ran fetch lands to have access to white for things like Lightning Helix and Orzhov Charm, and the rest of what I recall is Monastery Swiftspear Lightning Bolt Bump in the Night Goblin Guide and Eidolon of the Great Revel.
7 months ago
One of the best things I learned a long time ago is simply this: There are no wrong threats, only wrong answers. With that in mind, here are some additional thoughts on your deck.
Weaker Dragons to consider taking out. Keep in mind that this is based on my play style.
Hellkite Charger is a maybe. I like the extra combat phase, but it is dependant on being in play, attacking, and having 7 mana available. Not sure yet. Intet, the Dreamer has always been weak. You get to exile the top card of your library and hope that you can play it before the next Wrath of God or Path to Exile, after paying 3 mana to exile your own card. Spellbound Dragon might work in a deck built around draw-discard. But this deck isn't. You want the draw, but not the discard. Just doesn't seem to fit that well. Silumgar, the Drifting Death seems a bit on the weak side. But I could see him as a way to get rid of token armies. Not sure on this one either.
Now to take a look at the non-creature cards.
Ponder is a great card. In a 60 card deck with a full playset. In a Commander/EDH deck, not so much. Single use is a big drawback. I prefer repeatable effects in commander decks. Or consider Brainstorm instead. Dreamstone Hedron is nice. But as a 6 cast artifact that either adds 3 colorless or draws 3 cards I can't shake the feeling that it is a bit late to the party. Consider Hedron Archive. Same basic idea. It only adds 2 colorless or draws 2 cards. But it hit the field 2 turns earlier. That is 2 whole turns of having 2 more mana to help power out those Dragons. Relic of Progenitus is a great card in a lot of tournament decks. However, it also trashes your graveyard too. Depending on your Meta, maybe a simple Tormod's Crypt instead? Curse of Verbosity is a great way to pile on to the biggest threat player at the table. But you have no way to bounce it to change the target and once that play is out of the game, this becomes a dead card on the field. Also, you don't really want to give other players an option to draw cards. Darksteel Mutation is cute spot removal. But there are so many better options. Is spot removal really that important in your meta? If so, consider Swords to Plowshares, Anguished Unmaking, Unmake or even Curse of the Swine. All of which deal really well with any threat except a commander. You could use Declaration of Naught naming their Commander if you really want to get someone angry. Frontier Siege either adds 2 mana or causes your creatures to fight. I can think of so many better uses for that sleeve. More creatures. More mana ramp. More shenanigans. Monastery Siege first ability suffers the same problems that Mirror of the Forebears copies an existing creaturee in play. Not bad. I would put this in the maybe pile. Tough call on this one. I would keep it or cut it depending on what other choices get made. Lightning Greaves & Swiftfoot Boots are cards that I know you like and I do see their value. But to me there are so many better uses of those sleeves. These are probably the cards least likely to be swapped out of your deck, but I don't think that your deck really needs them. They don't protect from board wipe. You have other cards that give Dragons haste or you could even run Anger for the haste.
New dragons to consider:
Balefire Dragon and Deathbringer Regent are both Dragons and board wipes rolled into one sleeve. Destructor Dragon dies and takes another non-creature with it. Read that as destroy target planeswalker, artifact, enchantment or land. Dragonlord Atarka acts as a spot removal spell and a Dragon. Dragonlord Dromoka does a really good job of dealing with counterspells. Dragonlord Kolaghan gives your other creatures haste. Hoever, his second ability is kind of a waste in Commander. Karrthus, Tyrant of Jund needs no explanation. Keiga, the Tide Star gains control of an opponent creature until end of the game or you sacrifice it to the Altar. Kilnmouth Dragon we've already talked about. Nicol Bolas is a maybe. I know he is iconic and has a good ability, however, tying up 3 colored mana each turn isn't that great. Niv-Mizzet, the Firemind is a good card draw and ping engine. Jsut don't use the stupid Curiosity combo. That's so lame. Ruthless Deathfang works well with the Altar of Dementia and Scourge of Nel Toth. I sacrifice a creature, oh, and so should you. Scourge of Nel Toth not only comes back form the grave for cheap, but it also provides a sacrifice method for Jugan or Keiga. Scourge of the Throne is a great way to knock an opponent in the lead back down. Thunderbreak Regent punishes opponents for using spot removal. I would rather run this instead of the boots. This is a threat, the boots and greaves aren't. The equipment does protect against spot removal. Also watching an opponent getting a Lightning Bolt in the face for the effort of removing a Dragon is pretty funny.
Other cards to look at:
Eerie Interlude or Ghostway can do double duty of protecting your creatures and retrigger all of the enter-the-battlefield effects. If Scourge of Valkas or Warstorm Surge is on the field, then Eerie Interlude becomes a kill card. Shard Convergence helps make more mana available. Basilisk Collar gives lifelink and deathtouch. And putting deathtouch on Scourge of Kher Ridges provides another board wipe. Deathtouch on Niv-Mizzet, the Firemind adds another point of spot removal. Patriarch's Bidding has long been a staple of tribal decks. Thanks for that Wrath of God. I needed that. Now watch as I return all of my threats.
As always, temper these suggestions with your play style, collections, and budget. Let me know what you think.
7 months ago
7 months ago
Hey mollycat, it mus be really fun to play Karrthus with all these Ur-Dragon decks going around!
I would slip in around 3-6 more lands, concentrating on , but otherwise your manabase looks pretty good.
As the others have said, it is probably not worth keeping the token generation in, as the cards that interact with it are few, however, if you tutor them they can be worthwhile.
Mana ramp is really important in a high cost deck like yours, you have 6 cards that get you mana, but adding a few more is important. Cheap (but effective) cards are Darksteel Ingot, Gruul Signet, Rakdos Signet, Golgari Signet, Rampant Growth, Cultivate, and Myriad Landscape. I recommend putting in at least 3 or 4 cards like this to speed up your early game.
Fires of Yavimaya doesn't do much for you, since your Commander already gives your Dragons haste. I would swap it out for Dragon Tempest if you still need haste that deals bonus damage. Scourge of Valkas also deals a lot of damage based on dragons you control.
7 months ago
I would invest in better dragon creatures if possible. You have some good ones but others can be replaced with just better dragons. I would take out Territorial Hellkite, Ryusei, the Falling Star, Dromoka, the Eternal, Scion of the Ur-Dragonand Broodmate Dragon to start. I would also keep Savage Ventmaw his mana ramp is crazy strong and worth it based on my results with the deck.
As far as board clears you only really need 1 or 2 spells then I use creatures to board whip for me repeatedly like Silumgar, the Drifting Death, Siege Dragon, Scourge of Kher Ridges, and Balefire Dragon. so you wouldnt really need Earthquake.
you can use enchantments to help your creatures attack more then giving them haste with like Bower Passage or protect you if you are playing too slow. All you are using your enchantments for are buffing, haste, draw, and to act as a kill spell. they can do so much more then that and some can be replaced with another card that does the same thing. I would take out Fervor, Fires of Yavimaya and Monastery Siege
Also you dont really need to pay mana to cheat dragons into play because most of the time they cost less or equal to the cards that cheat them in like Fist of Suns and Quicksilver Amulet, so adding Urza's Incubator would help reduce the cost of your dragons. Plus there are some enchantments and creatures that can sheat dragons into play for free. invest in those
I would run about 36 lands 33 just seems to little especially with how few ramp cards you are playing (if you cannot draw the mana how can you play your mana fixing cards, ramp spells are generally cheap to play and help a lot).
The Ur dragon is amazing you can put any permanent onto the battlefield that includes planeswalker. At the very least Sarkhan Unbroken is a must have. The other sarkhan's are good and same with nicol bolas, but you can run any planeswaker to do whatever you need it to do.
you have a solid base but it just needs a bit of work