|Commander / EDH||Legal|
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|Conspiracy: Take the Crown (CN2)||Rare|
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Creature — Dragon
When Skyline Despot enters the battlefield, you become the monarch.
At the beginning of your upkeep, if you're the monarch, put a 5/5 red Dragon creature token with flying onto the battlefield.
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Skyline Despot Discussion
6 hours ago
4 days ago
Thanks guys for the suggestions guys!
Besides the thought of curses and Blazing Archon I think this deck is close to being built and play tested...
6 days ago
Hey I noticed your comment that you got skipped.
You might want to consider removing the random stuff and focusing on your pillowfort more. Example: Skyline Despot. This is a great card, but if you don't want other players to focus on you then getting a free 5/5 flyer every turn may not be the best idea.
Good luck and hope I helped.
1 week ago
I feel like this deck is not focused enough on the theme of "make tons of tokens." You have a lot of cards that make tokens, but many of them don't really do it efficiently. Some examples:
Awaken the Sky Tyrant - makes only one token, and only if an opponent lets you make it.
Teysa, Envoy of Ghosts - makes tokens only if your opponents let you
Skyline Despot - makes one token per turn if your opponents let you (or if you leave back plenty of defense)
Ghirapur Gearcrafter - makes one token
Descent of the Dragons - this is secretly a one-shot anthem that doesn't let you attack the turn you cast it
Dragonmaster Outcast - makes one token per turn on turn 6+ if your opponents can't kill a 1/1
Kazuul, Tyrant of the Cliffs - makes tokens if your opponents let you
Custodi Soulbinders - makes tokens for 3 mana each if there are a decent number of creatures out when you cast it
You get the idea.
Personally I'd try to run five or six anthem effects and hit the token makers really hard. I counted thirteen anthem effects in this version of the deck. Also, one anthem effect comes to mind that you aren't running - Jazal Goldmane. That card should play better than either Mikaeus or Ravos (both of which I'd cut).
Efficient token makers you could run: White Sun's Zenith, Bitterblossom (harder to kill than Outcast), Secure the Wastes, Goblin Trenches, Storm Herd, Sacred Mesa, Requiem Angel, Elenda, the Dusk Rose, Thopter Assembly (if you don't run other Thopter makers), Hanweir Garrison, Rise of the Hobgoblins, Twilight Drover. I think Legion's Landing could potentially work in here too - it's inefficient from a mana perspective but it's a one-drop that shouldn't be too hard to flip and at that point it taps for mana. Which brings me to
Lands: There's quite a few lands that I think could play well here. Kjeldoran Outpost, Kher Keep, Vault of the Archangel, Hanweir Battlements (if you run the Garrison), or Windbrisk Heights. Creature lands are also secretly good here because they benefit from your anthems and let you mount an offense even when untapping on an empty board after a sweeper. Ghitu Encampment, Needle Spires, Lavaclaw Reaches, Shambling Vent, Mishra's Factory and so on.
Haste: If you're going to make a ton of tokens, you really want to bash with them right away, before your opponents can sweep your board. I like Hammer of Purphoros here because it makes tokens and Ogre Battledriver because it doubles as a pseudo-Anthem, but there's also Fervor, Anger, Akroma's Memorial and probably other cards I haven't thought of.
I definitely think there's potential for this deck concept. Just remember that Dragon tokens and anthems don't go in the same deck (except Crucible of Fire). Good luck!
1 week ago
I love Skyline Despot and Call to the Kindred in my Ur-Dragon deck. The Despot generates good tokens while monarch pulls cards, but since dragons draw such aggro I'm not sure how good it is. Call is just plain stupid, though. Wild Pair I often find is better than Tooth and Nail, even if it is slower. It's comparatively cheap, too.
Also, with Dromoka, the Eternal's triggers, I don't think that they all automatically choose the same creature because you have to order them on the stack so they don't resolve all at once, and you don't choose any targets. This lets you spread your counters around a bit. I'm not completely sure that's how it works, though, so I wouldn't swear by it.
1 month ago
I think the number looks pretty good, anything close to 25 should be solid. Right now im counting about 22, which is close to what I run.
These are the few I would keep an eye on for cutting: Ramos, Dragon Engine, Skyline Despot, Scourge of Valkas, Scourge of the Throne. Pay attention to how these play, if they arent doing what you want them to, I'd replace them with others.
I personally like Bladewing the Risen for the reanimation, Glorybringer is sweet 4 damage is really good removal for a lot commanders. Any of the planar chaos style dragons are really good, Hellkite Tyrant is as sweet card, and a pet card of mine is Scourge of Kher Ridges since it gives a great amount of board control. Theres so many dragons it is hard to narrow down to "the best" but check out other peoples decks see what they use, and see if those choices will fit your deck. I also really like the maelstrom wanderer in this deck.
1 month ago
I'm not sure what more draw power i need:
Exploration would be a great add considering i have 4 sorceries that can search lands. If there's any more draw power that I can add please feel free to share!
3 months ago
_goose I'm glad you've been enjoying the deck, thanks for coming back and letting me know how things went!
First of all, I just wanted to mention that this deck requires a lot of finesse in terms of politics. The main idea of the deck is that you do have some cards that are powerhouses, but they have a give people time to respond to them so people don't find you as much of a threat (even if things stay on the board).
Something big to keep in mind with politics is that a lot of people are wise to the usual tricks. This means that if you have a deck that just sits back and draws cards and nothing else, people will get suspicious. This means that the best way to play the politics game is to still be a noticeable part of the game while never being the "biggest threat", and never being the contingency that could blow everything up.
For your first point, in terms of monarch, I assume you are talking about Skyline Despot. My main thought with that card is that is usually a good card to play if everyone else has a large board presence and you don't; usually monarch won't benefit you initially, but if everyone else has big dudes, they will inevitably attack you purely because it is the easiest option. This makes Skyline Despot a good card to show some dominance; when everyone else is stacked, you need to let them know that there might be some repercussions to attacking you. Usually the card is more of a counterspell-bait than anything, but even if it gets out and gets removed immediately you still get the monarch mechanic out (which isn't really even there for personal gain, but just because I thought the mechanic was interesting). Let me know though if you disagree with me on any of these points though, since I haven't actually been able to play the card very often.
In response to your second point, definitely! Vial Smasher is best used with smaller cards, since people don't care as much about losing small amounts of life. Usually there are ways to get Ludevic's effect going without vial smasher as well (sometimes people will let me hit them if I was the only one without profitable attacks during that round), but a lot of the time I will only play Vial Smasher if I notice that I am missing something from my hand (lands, something on-curve, etc). If you play Vial Smasher when you need something, it will make people less likely to be upset that you played her. Additionally, it's important to let people know that you totally understand if they are going to kill Vial Smasher, because then you are kind of taking their side and they won't think of you as an enemy. The thing is, if she does any amount of damage you have gotten some value out of her, so if people use removal on her they have now burned removal and taken damage (think of it like 3 mana counter target spell, deal X damage to an enemy).
Another point I wanted to make with Vial Smasher is that she combos well with cards that benefit the majority of the table (like a counterspell, removal or a silly card in a sense), because then whoever gets hit will think of the damage more like a necessary evil than a malicious prod.
The other thing is that in the end your main goal IS to deal as much damage as possible, you are just trying to do it in ways that don't attract too much attention. If Vial Smasher is going to deal a ton of damage, make a game out of it if you'd like! I like to use a roulette app that I downloaded on my phone; it sort of makes people realize that even though you are dealing a lot of damage the deck is still all about fun. Anyways in general yes, try to deal low amounts of damage with Vial Smasher early game and when people are low on life you can speed up the clock by dropping larger spells.
Sorry for the wall of text lol, I hope this helps. Let me know if you have any other suggestions/questions from your experience with the deck!