|Commander / EDH||Legal|
Printings View all
|Commander 2017 (C17)||Rare|
|Alara Reborn (ARB)||Rare|
Combos Browse all
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.
Price & Acquistion Set Price Alerts
|Have (14)||Ashy , ZombieFood , thetechzombie , ecurps , johnsongrantr , Wolfebladeelite , pskinn01 , , MoJoMiXuP , angesoir , miracle , golgarigirl , MattN7498 , saj0219|
Spellbound Dragon Discussion
1 day ago
IN - OUT
- Canopy Vista for Forest
- Dragonskull Summit for Crumbling Necropolis
- Sunpetal Grove for Seaside Citadel
- Cascading Cataracts for Evolving Wilds
- Drowned Catacomb for Swamp
- Quicksilver Amulet for Dreamstone Hedron
- Phyrexian Arena for Frontier Siege
- Kindred Discovery for Fearsome Awakening
- Prismatic Geoscope for Belbe's Portal
- Return to Dust for Fortunate Few
- Exotic Orchard for Island
- Birds of Paradise for Crosis, the Purger
- Selvala, Explorer Returned for Spellbound Dragon
2 weeks ago
Defense of the Heart seems like another great way to cheat out huge dragons early. Fist of Suns is another great ramp tool assuming you're able to consistently hit WUBRG early. Hypersonic Dragon feels like a fairly weak dragon, I actually like Spellbound Dragon a lot better. You could even shift the deck towards reanimation, giving you another way to cheat out dragons.
3 weeks ago
So here's a list of the cards that I got for the deck:
- Kess, Dissident Mage
- Nekusar, the Mindrazer
- Hypnotic Specter
- Shimian Specter
- Crosis, the Purger
- Lone Revenant
- Etherium-Horn Sorcerer
- Spellbound Dragon
- Docent of Perfection Flip
- Wildfire Eternal
- Talrand, Sky Summoner
- Izzet Chemister
- Goblin Electromancer
- Pain Seer
- Nin, the Pain Artist
- Master of the Feast
- Psychosis Crawler
- Shadowmage Infiltrator
- Dragon Mage
- Niv-Mizzet, the Firemind
- Arcanis the Omnipotent
- Mercurial Chemister
- Polymorphist's Jest
- Illusionist's Gambit
- Call the Skybreaker
- Vicious Shadows
- Wit's End
- Pyromancer Ascension (WTF?)
- Coastal Breach
- Ever After
- Wrecking Ball (will probably replace with Dreadbore)
- Sever the Bloodline
- Cyclonic Rift
- Wound Reflection
- Reforge the Soul
- Whispering Madness
- Spiteful Visions
- Painful Truths
- Fevered Visions
- Night's Whisper
- Mind Shatter
- Damnable Pact
- Faithless Looting
- Necromantic Selection
- Mob Rule
- Wild Ricochet
- Steam Augury
- Mizzix's Mastery
- Urza's Rage
- Howl of the Horde
- Harness by Force
- Crosis's Charm
- Breaking Point
- Mizzium Mortars
- Epic Experiment
- Comet Storm
- Burning Wish
- Subterranean Tremors
- Fall of the Titans
- Sol Ring
- Izzet Signet
- Rakdos Signet
- Dimir Signet
- Mind Stone
- Commander's Sphere
- Darksteel Ingot
- Solemn Simulacrum
- Izzet, Rakdos, Dimir Fetches, Shocks, Temples, Checks
- Reliquary Tower
- Demonic Tutor / Vampiric Tutor
- Mystical Tutor
- Thought Vessel
- Lightning Greaves and Swiftfoot Boots
- Blue Sun's Zenith
- Temple Bell
- Jace's Archivist
- Day's Undoing
- Baby Jace Flip
- Waste Not
- Cryptic Command
- Mystic Confluence
- Keranos, God of Storms
- Torment of Hailfire
- Darksteel Plate
- Worn Powerstone
- Teferi's Puzzle Box
- Howling Mine
- Liliana's Caress
- Dictate of Kruphix
- Magus of the Wheel
- Kami of the Crescent Moon
- Seizan, Perverter of Truth
- Whirlpool Warrior
- Wheel and Deal
- Arcane Denial
- Ponder / Preordain / Brainstorm
- Wheel of Fate
- Diabolic Tutor
- Cruel Ultimatum
- Font of Mythos
- Propaganda >:)
- Jace Beleren
2 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.
3 months ago
great landbase for the deck. Really like it. Very difficult to pull off in a 5 colour deck.
Some suggestions:take Spellbound Dragon out because you run so few sorceries. The chance of pumping this dragon are to small.
Take Cultivate as you run 0 basic lands. This card doesn't do anything in this deck.
Lastly I recommend Temur Ascendancy. This card does everything you want for these kind of decks.
4 months ago
Hello CinnaToastKrunch. Well you want some advice on cuts right? Well lets get it shall we. I am going to just go down the line and see what we can do and start from the beginning.
Creatures that should be cut: Boneyard Scourge, Territorial Hellkite, Tyrant's Familiar, Thassa, God of the Sea, Skithiryx, the Blight Dragon, Spellbound Dragon, Kruphix, God of Horizons, Scion of the Ur-Dragon, and Hellkite Charger. These guys are very iffy and I personally not a fan of them, especially the first two. Whatever territory that hellkite is being protective about, he can keep it cause it isn't worth it. I wanted Boneyard Scourge to do more instead of just be an annoying 4/3 that just keeps coming back. It is also hard to pay its mana cost at times cause we as dragon deck users tap out a lot. The gods aren't doing much for the deck and I think just bog the deck down. Have you always been happy to see any of those gods upon drawing them? I am also not a fan of Scion of the Ur-Dragon in this deck, especially with a lack of recursion. If we recurred more, then yeah he would be great, but you don't have many recursion spells right now. Skithiryx to me is just so bad in this deck. He is a great card, but if you can't have him one shot people, then he will be removed before he becomes a problem. He also works better in a scion deck where scion can become skithiryx and one shot people for infect out of no where.
Creature that might be cut: Crosis, the Purger, Intet, the Dreamer, O-Kagachi, Vengeful Kami, Niv-Mizzet, the Firemind, Taigam, Ojutai Master, and Rashmi, Eternities Crafter. These guys are something that you must think about. I feel that the first two can be lacklust at times without scion, and some of them just get removed. Lets face it, if crosis doesn't have haste, people aren't going to let him stay. Niv-mizzet will depend on your draw package, but by himself, he isn't that impressive. Taigam is cool, but to get that rebound, he has to attack, so I feel he isn't that good, but if you want protection, maybe try City of Solitude. Rashmi, this is a card I haven't seen before and interests me, however, would prefer to run something like Maelstrom Nexus to get those cascades. She is essentially cascading for you but only the top card, and it might not hit every time.
Planeswalkers: I have no experience with Nissa, Steward of Elements, so I am unsure how she really function. Seems okay in reason, but at the same time, she is a huge mana dump that might not get you far. I think your other two planeswalkers are far superior to her and should keep them over her.
Instant; I am unsure about just the lone Counterspell. Seems odd, but might come in handy at times. I am thinking of throwing in a Mana Drain is I can get one. I would also recommend some more single target removal. Never know when getting rid of a creature or enchantment could save you the game.
Lands: I will not make any suggestions and what to cut here, because I think people should have an idea of what to cut for lands as they play the deck. Especially if they don't get the proper fixing of lands for them. I will however suggest that 44 seems a little high for my taste. I like running 37-40 as my personal preference.
Enchantments: Crucible of Fire, and Exploration. If you keep the high land count, then exploration might be worth it, but Burgeoning could also go well with said high land count. With that being said though, eventually you will run out of lands, and you need draw power to refill the hand after playing all of your lands. Crucible of fire I find is not worth it. Why not run Door of Destinies if you really want to buff your dragons, but here is the main question. Do you really need the extra damage buff on dragons? They hit really hard as it is.
Artifacts: Armillary Sphere, Mirror of the Forebears, Paradox Engine, and maybe Fist of Suns. The paradox engine should go as you are not running enough rocks that can take full benefit of the engine to do its job. The mirror is cool, but the targets it can copy are few. Remember that most dragons are legendary and this mirror still becomes a copy of said legendary dragon. Can only have one legendary dragon of the same name out at a time. First of suns just reduces the cost of our commander and I found it drawing it late game was just a huge letdown and not worth my time.
Sorcery: Index, Time Stretch, and Time Warp. I am unsure on these. Index is cool, but I think I would rather just use Fact or Fiction and Treasure Cruise. The extra turn cards are good, and they are strong, but here is something to think about. When you go for that extra turn, are you in a board state to do so, or can you kill somebody right there with that extra turn? Maybe can you kill two people. I think with extra turn cards, you better be going off and killing at least 1-2 people to make it worth it, other wise you painted a giant target on your self because people now know you run extra turn cards in a dragon deck.
Anyway, these are some of my two cents on some of the cards in this deck. Now I want you to remember, these are SUGGESTIONS. It is very important to make a deck your own and continue to develop it so that it suits your needs, and your current playgroups needs. Love a specific card, then by all means, run it. I am a huge fan of all the dragonlord cards and love them. I run all but Dragonlord Silumgar, but even I have been thinking of putting him in for the fact it can steal a planeswalker. The point is, when making/playing a deck, one needs to sit down and think about how good a card is going to be in certain situations. As I said about Fist of Suns, great early game, huge let down late game. Dragonspeaker Shaman, great for all your dragons, doesn't do crap for any of your utility spells. These are all examples of cards that can do great, but when actually playing them, they are lackluster and it could be better to run something else. I also apologize that I haven't suggested cards to replace the ones to be removed, but I think you can handle this department. Just think about what you want to do, and the answers will come. I will make one suggestion though. Selvala's Stampede. This card is game breaking and it is just to much fun.
I hope I haven't crushed any dreams or anything like that. Remember I just made suggestions and only want to help focus your direction to what you want, from here, you then need to decide what you want your deck to do. Have a great day Krunch, and stay safe.
4 months ago
So... I just built this deck for my best friend, and I have a lot of knowledge if you are willing to listen.
The first thing I want to say, don't play The Ur-Dragon as your commander. I get why you did but less on your dragons isn't worth, having to pay 9 CMC for your commander. With Sion as your commander you get to play it turn 5, and put the Ur-Dragon on the table the next turn for , then you just reanimate it with Teneb, the Harvester or any reanimation tool.
Cards to take out:
Boneyard Scourge: it's just not that good, I'd rather run Reanimate or Dread Return in its place to bring back a dragon that does something and isn't just a body.
Ramos, Dragon Engine: When you play dragons you are under constant bombardment of Wraths because your creatures hit hard and do so much. Ramos will never make it to 5 +1/+1 counters which means he's just a flying body. He needs to be in a deck based around him or using +1/+1 counters.
Territorial Hellkite: Its too RNG based it's not always gonna do what you want it to do; there are just better dragons to take this slot.
Dragon Tempest: So you already have Temur Ascendancy which is better than the haste on this card, and Warstorm Surge does more damage per dragon. Ultimately this card relies on you keeping a huge board state which just isn't a reality when you sit down at the table with this deck.
Consecrated Sphinx: The card is way too expensive and it doesn't get any cost reduction because you are playing a dragon deck. There are dragons that are just better to take it's place.
Dragonlord's Servant: I get why it's in here, but again you can cheat dragons out with reanimation and this isn't good enough.
O-Kagachi, Vengeful Kami: the card is WAY too situational, it assumes that you are playing against a deck that wants to attack you and not by other means. My play group is Omnath, Daretti, Mizzix, and Superfriends none of which this card works to help defeat.
Spellbound Dragon: this is only good if you discard dragons to reanimate them.
Sunscorch Regent: lets imagine you get this card to become a 20/20 before it gets back to your turn then, I can now Unsummon/Doomblade/Path to Exile/etc. and all it's hard work was for nothing. It's too big a target and takes too long to matter.
Fractured Identity: it helps the people you are eventually trying to kill too much to be competitive.
True Conviction: It's good but its too expensive when you could play akroma's memorial for the same CMC that doesn't require THREE white.
Moat: Dawg... I think you have somethings mixed up here... You are playing DRAGONS, you dare a mothafucker to swing into you! You need to feed your dragons man! Honestly you are the one on offense in this deck you shouldn't care about anyone attacking you; even if they are playing something as annoying as elves, Balefire Dragon just wipes the table with their boardstate. There's just a better card for this slot.
Cards To Add Or Look At:
7 months ago
checking out this list and offering my constructive criticism :D
Please keep in mind that this is just my take on Scion, there's definitely a lot of ways you can build it, so these comments are going with the train of though that being voltron for the win is the most efficient path to victory :D
I'll break it down by category:
Lands:I'd probably cut minamo and high market. From there, I think 36 lands is fine, and I'd play 2 of each basic to play around non-basic hate and to take advantage of some other effects from cards I'll mention later.
I'd also consider running ancient tombs in place of Crystal Quarry, cascading cataracts just seems like a better version
Sorcery:I feel like these should mostly be either- Powerful board wipes- Powerful card draw- Stuff that will win you the game
My reasoning for this is that this deck probably draws stuff it doesn't want to/can't play, and those cards end up being dead in the hand for too long.
In your list, I'd probably cut:
1x Channel the Suns - this card takes up a slot to net you 1 mana. If you're fetching right and have mana rocks, this card is basically dead.
1x Fearsome Awakening - very slow reanimation spell, the 2x +1/+1 counters aren't an upside worth paying 5 mana for in my opinion.
1x Skyshroud Claim - you can probably find a better rate for ramp + fixing, a 4cmc sorcery seems like too steep of a price to pay.
Sorceries I'd consider bringing in are:
- Maelstrom Pulse - relevant vs tokens
- Akroma's Vengeance - flexible boarwipe thanks to cycling.
- Time Spiral - re-gas or reconstitute a weak hand.
- Rite of Replication - either copy the best threat, or make 5x of one of your dudes. Basically wins you the game with Scourge of Valkas if kicked (basically a super Valakut - 6x5x6 = 180 damage, since each copy Valkas will see 6 dragons entering the field at once)
- Bring to Light - essentially a tutor
Moving on to Instants:I'd cut Lure of Prey and Sarkhan's Triump. Feels like this deck wants to basically win with Scion getting through with commander damage, ultimately a voltron approach to victory. With that being said, I think you can jam a lot of high impact instants. These come to mind:
- Path to Exile
- Swords to Plowshares - life gain doesn't really matter if you're winning with 21 commander damage.
- Disallow - gets rid of tricky stuff, and its a solid counterpell overall
- Fact or Fiction - fills the GY, digs 5 cards deep at instant speed for 4cmc.
- Savage Beating - for 5 or 7 cmc, you win the game
- Hatred - seems decent in EDH, with 40 life, you're basically trading off 5cmc + 15 life to either win the game, or to knock someone out of the game (commander damage).
Enchantments:Cuts, due to low impact, in my opinion:
- Aura Shards
- Dragon Tempest - might be keepable, haste is relevant.
Greater Good - don't think you want to be sacrificing your dudes, plus your blue instant speed stuff should be drawing you cards :D
- Pattern of Rebirth
- Pernicious Deed
- Sylvan Library
If I were jamming Scion, I'd probably want my enchantments to do 1 of 3 things - either keep me alive, protect my dudes, or act as a damage multiplier or grants evasion so I can win via commander damage.
Stuff that keeps you alive:
Stuff that protects my dudes:- Asceticism - you already run this, nothing else off the top of my head atm.
Evasion/game winning stuff:
- Thasa God of the Sea - an enchantment that gives auto-scry, is indestructible, AND grants unblockable? Seems decent.
- In the Web of War - haste seems good, or maybe this can just be an Anger? Meta call, depends on how much GY hate there happens to be :D
- Xenagos, God of Revels - more commander damage!
- Duelist's Heritage - MORE damage!
- Gratuitous Violence - even MORE damage
- Finest Hour - this is basically game ending
Now, on to Artifacts:
First, stuff that doesn't pass the initial eye test:
- Crucible - no obvious synergy
- Dragon Arch - seems iffy, you end up paying 7cmc to play a multi-colored creature, at which point, you can probably just play the creature. If the creature costs less than 7cmc, you kind of just owned yourself.
Stuff I think is worth checking out:- Chrome Mox- Prismatic Geoscope - this is what those basics will help out with :D- Fellwar Stone - most likely fixes some colors + ramps- Swiftfoot Boots - lightning greaves #2- Credit Voucher - cycles dead cards for potentially not dead cards, for the low cost of 2cmc
Planeswalkers - I noticed you don't run any, I think these might be decent:Sarkhan Unbroken - CARD DRAW + mana fixing/ramp in one? SEEMS GOOD!Sorin, Grim Nemesis - MORE CARD DRAW!? AND with the high CMC of your stuff, the drain should be excellent every now and then.Nicol Bolas, Planeswalker - Takes care of any creature threat + flavor win
CREATURES!!I'd make these cuts on the thinking that they either:A) Don't win you the gameB) Don't advance your boardstate enoughC) Don't provide adequate utilityC) You're never going to be able to abuse their 3cmc payment abilities + you probably will only have one shot with them. Feels like the mana would be better spent winning with Scion.
- 1x Balefire Dragon
- 1x Bladewing the Risen
- 1x Dragon Mage
- 1x Dragonlord Ojutai
- 1x Dragonlord's Servant
- 1x Dragonspeaker Shaman
- 1x Hellkite Tyrant
- 1x Karrthus, Tyrant of Jund
- 1x Numot, the Devastator
- 1x Savage Ventmaw
- 1x Steel Hellkite
- 1x Teneb, the Harvester
- 1x Tyrant's Familiar
- 1x Utvara Hellkite
- 1x Vorosh, the Hunter
Creatures I'd consider running:
- Magus of the Moat
- Kaalia of the Vast
- Dragonlord Kolaghan
- Rafiq of the Many
- Scourge of the Throne
- Gisela, Blade of Goldnight
- Spellbound Dragon
- Mana-Charged Dragon
- Niv-Mizzet, the Firemind + Ophidian Eye - classic combo + alternate wincon
- Hellkite Overlord
- Dragon Tyrant
Whew, that's all I've got! Again, this is just my take on what I think is the path of least resistance to victory with a Scion deck that's not as vulnerable to GY hate. GY strats are definitely legit, so feel free to jam all the reanimation + tutors too :D
Hope you found some of this useful :D