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
Spellbound Dragon Discussion
2 weeks 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
1 month ago
The interaction between Flamespeaker Adept and Aqueous Form is cool, but the Adept is easily removed. I'm not sure why you are using Dakra Mystic instead of Sigiled Starfish for a 1 drop I'd suggest Mystic Speculation, Serum Visions or Select for Inspection. I'd also recommend Condescend over Dissolve as it can be played earlier.
Spellbound Dragon is relatively cheap and seems like a better fit in your deck than Soul of Ravnica or Shipbreaker Kraken the Dragon can take advantage of your deck fixing. The new Enigma Drake might also fit, importantly it passes the Lightning Bolt test. You might also find a space for Cryptic Annelid since it has 3 scry triggers...
3 months 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.
6 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.
6 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.
7 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.
9 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.
9 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!