Creature — Dragon
Whenever Spellbound Dragon attacks, draw a card, then discard a card. Spellbound Dragon gets +X/+0 until end of turn, where X is the discarded card's converted mana cost.
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Spellbound Dragon Discussion
1 month ago
Anger of the Gods is great if you expect to be playing creature heavy decks that play lots of 1,2,3 drops, and is Dredge hoser, however against a deck like Control, the card does effectively nothing, so you have to decide whether or not the card is good enough to have a place as a 2-3 of in the main. However, if dredge and GW decks that play cards like Kitchen Finks/Voice of Resurgence aren't a thing in your playgroup, you can be a really sneaky bastard and use Firespout instead of anger, that way you can wipe your opponent's board without killing your Chimera. (given that their stuff isn't flying too)
After a bit of playtesting, I can give you some more constructive feedback, which is
While Ember Swallower is a decently sized 4/5 body for 4cmc, that is all it really is, as you need at least 3 more turns for it to become a 7/8 and try to ram through an opponent's board. (Which means it has to live that long) I'd try to swap these out for a playset of Thunderbreak Regent, this card is cheap now that it is out of standard, and is a 4/4 with Flying that has the ability to Lightning Bolt and opponent if they target it.
While Spellbound Dragon has the potential to bring a lot of damage to the field, it is pretty underwhelming by itself, I'd personally recommend playing Stormbreath Dragon or Thundermaw Hellkite as these creatures are devastating when they hit the board and can win games by themselves. (They all have a synergy with Thunderbreak Regent) But playtest to see what works.
Realistically, you'd need to playtest to see what works and what doesn't work, as you are trying to homebrew up an arch-type, so there is no well-defined plan, only things you can look at and see if they work or not.
4 months ago
I would drop: Mindscour Dragon (mill isn't helpful unless you're going all in.), Archaeomancer, Talrand, Sky Summoner, Coiling Oracle, Den Protector, Bear Umbra & Nature's Will (assuming it's in there for infinite combo with Hellkite Charger, and you said no infinite combos.), Mana-Charged Dragon, Dream Pillager, Hypersonic Dragon, Exuberant Firestoker, Jugan, the Rising Star, Spellbound Dragon, Dragonlord's Prerogative, Silumgar's Scorn, Moltensteel Dragon, Mana Geyser... to start.
4 months ago
dahhahm Sage's Dousing is actually great choice, I didn't know about that card. Thanks a lot. And Spellbound Dragon, I think having second color for just one card is waste and I should change it for Phantasmal Image if this only wasn't that expensive, or i could add Browbeat insted of Divination but same reason there :/ . I also could include Illusory Angel and Judge's Familiar for more aggressive play style but i don't know how well this angel work. My another idea was to make Dimir including Asylum Visitor and Drana, Kalastria Bloodchief - this card I have and really like :-) and i also wonder about Welcome to the Fold for some discard synergy but i haven't tested it yet. I think i should change this deck a little but i'm not sure which way.
5 months ago
You got the exact idea behind the 1st deck, there's just so much to do with all the options and different synergies.
The 2nd choice would draw less hate but it just seems to flop if key cards are removed. The cards like Combustible Gearhulk, Sin Prodder and Spellbound Dragon.
You can look at this draft to so you see my theory crafting.
7 months ago
You should probably have 10-12 big creatures. Atarka, World Render, Bogardan Hellkite, Bladewing the Risen, Utvara Hellkite, Destructor Dragon, Dragon Tyrant, Dragonlord Atarka, Keiga, the Tide Star, Kokusho, the Evening Star, Moltensteel Dragon, Numot, the Devestator, Savage Ventmaw, Spellbound Dragon, and Steel Hellkite are all worthy Dragons. Some of those could definitely be sideboard slots.
You definitely want 20 lands, 4x of them Ancient Tomb, and 4x Simian Spirit Guide. By taking out 8 slots of creatures, 3x Remembrance, and 4x Lifeline, you should have slots remaining for what I've suggested as well as Through the Breach.
7 months ago
One of the any beauties of commander is that it has some sick mana rocks you can use, which makes decks that play big creatures like dragons really viable and fun to play. You already have sol ring, but there are other good mana rocks you can play that make it really easy to play your big creatures, and thus mean you wont feel the need to play so many 1 drops to stack up counters. There are the cluestones (example Izzet Cluestone fr each color combo, as well as the signets Izzet Signet. There are also cards like Dreamstone Hedron Urza's Incubator and Basalt Monolith to allow you to ramp up your mana pool. Darksteel Ingot and Command Tower can also help your consistency. Don't be worried about having small creatures so much as creatures that give you a solid advantage. I'd say clean up your mana pool to better reflect your mana costs, make your mana pool smaller, switch out the less important small creatures for bigger more impactful ones, and use the artifact mana rocks to make up the difference.
I like dragons and this deck looks fun!
1 year ago
1 year ago
Ok, now for the dragon options. The key things to remember here:
Dragons are the theme and we're looking to use dragon options wherever possible, but it isn't a "tribal" deck. We aren't including random dragons just to meet a quota, and dragons are big enough and our combos lethal enough that we don't really care for tribal support effects. The synergy is in the individual effects of the cards and how we can abuse them with Scion, not the creature type.
As combos go, Scion is incredibly reliable. You will always be casting it when you have mana (since it's your commander), you can always use its ability (usually multiple times a turn at full mana) and you will always have access to the target you want (assuming it's not in your hand or yard already). What this means is our dragon toolbox doesn't need a lot of redundancy. If your best way to punish someone for not blocking a Scion attack is Moltensteel Dragon + Skithiryx, then you don't really need 4 more dragons whose purpose is "kill someone on hit", especially since we're running a bunch of recursion. Ideally every dragon we include should give you an optimal response to a specific situation.
Since these dragons all have different uses, I'll lay out the uses of the most obvious inclusions before listing some possible second-stringers.
If you want to kill someone who can't block Scion
This one's old hat after looking at other Scion lists, optimal single player kill combo. You Scion Skithiryx at any point before your attack hits (usually after they declare no blockers) then respond to yourself by Scioning Moltensteel. After that first ability resolves you play Moltensteel's firebreathing ability enough times to give you 10 power as Skithiryx, then you let the original Scion ability resolve, hitting for 10 poison counters. You can easily include a couple of other firebreathing dragons to use instead of Moltensteel in a pinch, but since you can pay life for this one it's easily the most reliable kill for a single player.
If you want to kill any number of players who can't block fliers
Another very straightforward one, although this requires you to have a non-Scion-tutorable combo piece in the Assault. You have to activate Scion targeting Ventmaw prior to attacking, but then you can let rip with as many combat phases as the Ventmaw can survive. One nice thing about this combo is that you generate +1 red or green mana with each combat, so in a pinch you can activate Scion again in response to some attempted disruption by an opponent - and if you have Wheel of Sun and Moon or similarly cheap recursion you can even Scion the Ventmaw again and continue your spree.
If you happen to draw Bitter Ordeal and feel like winning the game instantly
This is a harder combo to cast since you need to draw 2 specific pieces, but it's an infinite so it's worthwhile. In this case you need everybody's favourite Gravestorm card plus an "into-play" reanimation spell. You Scion Bladewing into your yard, then reanimate it onto the field. The legend rule kills one of your Bladewings (the real one) before its ability can even go on the stack, then its ability shows up and you target itself to get it back into play, repeat an arbitrary number of times. When you've convinced everyone you're playing with that yes, this is the way it works, resolve the Ordeal to win. Notably you can do the same thing by tutoring Worldgorger into your graveyard, but only if your reanimation spell is one of the rare/older permanent options ala Animate Dead. If you want a little bit of redundancy for this combo I'd look into those.
The best part about this guy is that there's several different cheap cards to go infinite with, and all you have to do is draw a single one with Scion on the board. The downside here is you probably only have enough cards in library to kill one, MAYBE 2 people, but with all your draws you can probably finish the others, especially if one of them is Psychic Spiral or Mnemonic Nexus.
If you need to see some more of your deck in a hurry
If you need to remove some number of random permanents
If you need to negate potential flying blockers
If your Scion is being targeted with removal
Pristine Skywise if you have any instants in hand.
Quicksilver Dragon is more specific in what it counters but can lead to blowouts.Hellkite Overlord (and Skithiryx if you're desperate) can regenerate.
Dragonlord Dromoka and Wardscale Dragon are interesting but don't stop card abilities and you have to have their effects in play before your opponent even tries to cast a spell (so the safest play is to Scion Dromoka during opponent's upkeep).
If your Scion is about to die
If you need your Scion to do more combat damage this turn
Vaevictis Asmadi, Moonveil Dragon, Steel Hellkite, Hellkite Overlord and Dragon Tyrant are playable firebreathing alternatives to Moltensteel Dragon.
Tarox Bladewing is an interesting option since if you have some way to get it back to hand after Scioning it (Gravepurge?) it becomes a no questions asked power doubler which can be stacked under transformations to more powerful dragons or even firebreathing activations for easy lethal which most people will not see coming. One to test, I think.
OTHER FRINGE PICKS
Teneb, the Harvester - any unblocked Scion attack is a chance to kill a player and you have to measure this effect against that, but at some points in the game reanimating a specific creature - from ANY graveyard - for 5 mana might be a bigger play.
Vorosh, the Hunter - Assuming there's a "soft" target struggling to block your Scion hits, a single activation off this guy can make it much easier to have reach the 1-hit-lethal threshold when attacking later on.
Sunscorch Regent - Odd sounding ability but it could potentially fuck with a lot of combo decks and if you're running some fling-style effects (which also synergize powerfully with Nicol Bolas) could potentially steal a win even after they start going off.
Dragon Tyrant - Your best backup combat-wincon outside of Infect, double strike and firebreathing makes hitting for 21+ easily achievable.
Dromar, the Banisher - You can do targeted board wipes, but you might banish your own commander to hand and it's clunky to do.
Hypersonic Dragon - gives every sorcery in your deck "You may pay an additional (2) to cast this at instant speed" but how good that is depends on what sorceries you run.