|Commander / EDH||Legal|
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|Core Set 2019 (M19)||Rare|
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Spit Flame deals 4 damage to target creature.
Whenever a Dragon enters the battlefield under your control, you may pay . If you do, return Spit Flame from your graveyard to your hand.
Spit Flame Discussion
1 month ago
Big Update - The "Flying Matters" sub-theme is no more. Incorporated many recommendations of Vlasiax to streamline the deck and make it a little leaner and meaner.
Spit Flame , Mana Flare , Heartbeat of Spring , The Immortal Sun , Skarrgan Hellkite , Hellkite Tyrant , Kilnmouth Dragon , Bladewing the Risen , Darigaaz Reincarnated , Shizo, Death's Storehouse , and Woodland Cemetery
Worldly Tutor , Sarkhan's Triumph , Night's Whisper , Nature's Claim , Abrupt Decay , Dragonlord's Servant , Dragonspeaker Shaman , Goreclaw, Terror of Qal Sisma , Patriarch's Bidding , Evolving Wilds , and Terramorphic Expanse
1 month ago
If you want more flexible fixing and you're not afraid to pay a little life then I'd go with slow fetches, since they can take your ABUR Duals / Shocklands, while Evolving Wilds grabs only basics.
I understand that you want to be as much 'on theme' as possible but some cards are just bad... That's why I use other creatures and as I saw that these are birds, elves, bears, etc. I decided to call them 'Forest Servants' because every being can become a Dragon servant.
While at that - interactions can be viewed as your spells as a mage so you don't need Spit Flame as an excuse for a targeted removal. For me it's as much on theme as Assassin's Trophy and you probably already know which one is better.
And point about growing tokens - they will get huge with Kolaghan, the Storm's Fury and/or Dromoka, the Eternal anyway and main reason we're running cards that produce them is to just hit as hard and as often as possible with Scourge of Valkas or Dragon Tempest so their power is a secondary thing. That's where reanimation from Living Death / Patriarch's Bidding comes in handy.
1 month ago
Thank you, excellent suggestions.
I will probably end up swapping Kilnmouth Dragon for Night's Whisper , but it will be painful to do so. If you've ever pulled off revealing 3 dragons from your hand and then dropping in the Kilnmouth Dragon , it's a pretty awesome feeling.
As far as Crucible of Fire goes, I hear you. I know it's a total Timmy/"Win More" card, but I'm a Timmy. Also, I feel like it's one of the few options for "Dragon Tribal"-- if you're not utilizing tribal interactions, why bother?; it also makes all of the tokens absolute beasts. The 2/2s become 5/5 terrors of the skies, etc., etc. With Nesting Dragon in the mix, I felt like this was a card I wanted to include. I think I'm going to play-test a bit after my next update and see how it goes.
I was thinking something a little bit similar with Spit Flame -- the best part there was that it fits the dragon triblal theme and lets me re-use it from the GY for only .
Also, my "Flying Matters" theme is just about toast now, so I'll probably be adding in the Dragonspeaker Shaman and the Dragonlord's Servant instead of the group-hug mana doublers I'm currently including. While I'm at it, I'll probably be adding Goreclaw, Terror of Qal Sisma too (which was an early suggestion from you).
The point re: Temple of the False God is fair and I'll be swapping it out. I also checked out the Evolving Wilds article you linked. Given the benefit of landfall from Nesting Dragon , do you think I should roll with the "slow taplands" or TM/EW?
I'll work on posting a major update this weekend. Thanks again for your thoughts and feedback, I really appreciate it.
1 month ago
About that - main problem here is that you want to have too much high CMC cards that make 'cool things' but it's better to settle for less and actually get there. Playing Dragon tribe already fills your high end of the curve so we need to focus on lower CMC interaction/ramp/draw to get to cast as many of the mentioned creatures as possible.
That's why Crucible of Fire and Sight of the Scalelords are bad but you seem to discover another way to win besides fight with big beaters - it's reanimator strategy. So I'd rather get 4/4 or 5/5 Dragon with Animate Dead for AND do something else than cast one of those enchantments and pass, hoping that it survives on board. I personally use reanimation with Dragon Tempest as a secondary strategy to kill as many people as possible with damage from dragons coming back and then smash the rest with them, since they get haste.
Abrupt Decay has that advantage of hitting NONLAND permaments... so creatures, enchantments, artifacts, planeswalkers all go down. While Vraska's Contempt is overpriced Path to Exile in black since planeswalkers can be overrun with Dragons and 2 life gain is negligible. It's not about hitting someone's Craterhoof Behemoth or in your case Hellkite Overlord it's about dealing with Sylvan Library / Phyrexian Arena , Chromatic Lantern or Yisan, the Wanderer Bard that get them there. And that's the lesson that I learned few months back and made drastic changes to my deck - Bow before Draconic King!!! | *WAR* Update. It's still a Dragon deck but has everything that early game requires so I can still compete with better tuned decks of others.
That's why for changes I'd propose:
- Kilnmouth Dragon -> Night's Whisper - instead of giving someone information what you have for 7 mana you get 2 cards for 2 that noone sees besides you
- Skarrgan Hellkite -> Selvala, Heart of the Wilds or Lotus Cobra - 5 mana for 4/4 flyer that can be 5/5 with overpriced activated ability is bad... you'll be better off with one of these dorks for 2-3 CMC.
- Crucible of Fire -> Nature's Claim - lowers the avg. CMC, let's you be more reactive and holding on for interaction on opponents turn is easy to do.
- Spit Flame -> Sarkhan's Triumph - overpriced damage restricted to creatures might be good in Standard but not EDH. Try out tutor instead and thank me later :D
- The Immortal Sun -> Gruul Signet / Rakdos Signet - I know it's an epic card and all but... it's cost is huge, you might actually cast 6 CMC Dragon instead of this and to actually get there you can run early ramp so 1-2 turns earlier flying behemoth will be way more dangerous.
- Hellkite Overlord / Darigaaz Reincarnated -> Worldly Tutor - with tutor in deck you need actually 1 of these two if you still want to have a huge Dragon. Also this is great way to get utility dragons like Glorybringer or Dragonlord Kolaghan when you need them most.
- Temple of the False God -> Rocky Tar Pit / Mountain Valley / Evolving Wilds - this land is bad... if you have 1 land and this, then you still only have 1 land since it won't activate early. Ancient Tomb is great because it can work turn 1 for some rocks but this... requires board full of lands and one Armageddon makes it useless again.
If you want to know more about getting better at EDH I'd recommend checking out CMDR Central and EDHRec podcasts on youtube - https://articles.edhrec.com/commander-central-ep75-settling-for-less/. Also EDHRec page has great articles posted daily, one of them is about Evolving Wilds: https://articles.edhrec.com/in-the-margins-evolving-wilds-terramorphic-expanse/
1 month ago
3 months ago
Guild Summit won't do much in this deck as you only have 1 guildgate in the deck. Outpost Siege , while getting you cards you can cast from exile, isn't technically drawing them so doesn't trigger your commander's ability.
Cards like Direct Current and Bombard are not great removal in the EDH format as too much of what you want to remove is way too big for that minimal damage. If you want to keep a bolt effect, Bombard should become Spit Flame because you could potentially recur it by casting your commander or one of the handful of dragons you have in the 99.
Some EDH removal staples include: Chaos Warp , Pongify , Rapid Hybridization and Reality Shift for targeted removal and you will also want a couple of boardwipes such as Blasphemous Act , Hour of Devastation , Earthquake or Chain Reaction .
And considering his casting cost, I'd look to add a Gilded Lotus to the deck as you could easily get stuck with not having enough of one of your colors.
4 months ago
Hey! I love this deck list. I think this jund dragons archetype is the most underrated deck in standard right now.
I was playing Jund Dragons before the last rotation with a lot of success against competitive decks, including Aggro Red and Esper Control, the two dominant meta decks at the time. Then came a three-month hiatus, and now I've spent my afternoon trying to figure out how to update my list.
Aside from smashing people in the face with dragons (especially Demanding Dragon ), my deck used 4x Spit Flame as discard fuel and 4x Dragon's Hoard for consistent draws. 4x Glorybringer was amazing for tempo. I ran 2x Lathliss, Dragon Queen and 2x Vaevictis Asmadi, the Dire , but they were ultimately placeholders for 4x Verix Bladewing , which were not at any LGS in my area. I ran 2x Sarkhan, Fireblood , and in hindsight, I should have run at least one more. The fun thing with these core cards is that both discard fatigue and casting waste are reduced. You don't need more than one or two big dragons at any given time, and better still, Spit Flame is a gift that keeps on giving. And giving. And giving. I cannot understate how useful Spit Flame can be. This property of the deck gives the Sarkhan, Fireblood cycle ability so much value.
Rotation added: - Shock Lands, and with them, much-improved mana balancing. - Several Dragons. Skarrgan Hellkite and Hellkite Whelp are the only ones that don't require splashing blue. - Many, many possible tools that I haven't decided how I want to use.
In attempting to revamp my old take on the deck, my issues are as follows: 1. The selection of useful 1- and 2-CMC cards is extremely difficult. 2. Without Bomat Courier , I risk losing too much card advantage on discard plays. 3. I am uncertain as to what can replace the loss of Glorybringer , the best tempo card in the deck.
I'd love to hear of any changes you've made to your list. I'm going to continue working on mine. However, I have a bit of feedback: - You crushed the mana balance problem I was trying to figure out. I've been testing starting hands with your lands, and I get the mana I need every time with at most one mulligan. - I didn't realize how useful Riot could be, but it makes every dragon so much better. Do you think it should be part of the core of the deck, or just something used occasionally? - I would definitely add Risk Factor , because it can make or break your endgame, either refilling your hand or getting you closer to lethal. - I want to say, "Sideboard Rhythm of the Wild ," but I'm not sure. You won't need the counterspell-proofing in every matchup, and as useful as Riot is, you will always get more benefit from other 3-drops like Dragon's Hoard , Sarkhan, Fireblood , or even Goblin Chainwhirler . That said, it makes Incubation Druid into a powerhouse and gives your big guys haste. More on this later. - Cut Gruul Spellbreaker altogether. It's great on its own, but in this deck, there are always going to be better Turn 3 plays, and you'll want to use your mana from later turns tossing dragons onto the battlefield. - Cut Domri, Chaos Bringer . You have better ways of getting mana and card advantage. For tempo, replace with Demanding Dragon . For card advantage, replace with Risk Factor . For mana ramp, replace with Incubation Druid . On that note... - Cut Thrash/threat. If you play well, Thrash/threat is almost never going to be as good as Demanding Dragon , which also comes with a 5/5 flying body. If you're playing it in the early game, Thrash won't be dealing much damage, and once you have enough mana for dragons, Threat pales in comparison. - Unless you are getting constantly beaten by wide boards, sideboard Ritual of Soot and Cry of the Carnarium . The better of the two is likely Cry of the Carnarium , because it stops any Golgari graveyard play, Boros weenies, and any deck with a Phoenix. - Bedevil should be sideboarded and might be worth cutting. If you need artifact tech, sideboard Deface . Most giant creatures can be stopped using your Spit Flame or Banefire . Likewise, Banefire will take care of most low-CMC planeswalkers, while your dragons will almost certainly be able to manage any higher-CMC walkers later on. - Incubation Druid is a solid 2-drop, but you must either use it in conjunction with riot or lose it...
I really need to bounce ideas off people, so let me know what you are up to!
5 months ago
Why should it be in the Mainboard, according to you?
Red Aggro is a mono deck built by Pros.
You will see that it has 3x Lava Coil in its Sideboard, like I do.
Since it is inferior to the other Non-Creature spells (I am not going to go through each of them to explain why), it is only brought in to answer a specific threat.
Hence, its correct place is in the Sideboard.
Spit Flame occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%