T: Add 1 to your mana pool.
3BR, T: Stensia Bloodhall deals 2 damage to target player.
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Stensia Bloodhall Discussion
3 months ago
O Decimator Beetle eu colocaria no main deck, o side eu deixaria esses que so situacionais, por exemplo o Cut / Ribbons, Abrade e Heaven / Earth. Reviving Melody eu tiraria fora. Agora no vou conseguir indicar cards para substitulos, ento vamos para as lands.
1 Shinka, the Bloodsoaked Keep, 1 Kher Keep, 1 Stensia Bloodhall, 1 Shizo, Death's Storehouse, 1 Grove of the Burnwillows, 1 Raging Ravine, 1 Hissing Quagmire1 Canyon Slough, 1 Sheltered Thicket, 2 Bloodstained Mire, 2 Wooded Foothills4 Blood Crypt, 1 Stomping Ground, 1 Overgrown Tomb, 1 Temple of Malady, 1 Temple of Abandon, 1 Temple of Malice
4 months ago
1 year ago
I'm considering going back to Stensia Bloodhall though. Oh, if only there was a land like Bloodhall that dealt X damage instead!
1 year ago
Savage Ventmaw is another possible combo enabler if you have Aggravated Assault. You can also go nearly-infinite combat with the ventmaw + Hellkite Charger. If you like this then you can also toss in Bear Umbra and Sword of Feast and Famine.
I see a lot of powerful cards, but not a lot of ramp to get you there. When running green I would actually nix the Gilded Lotus and Thran Dynamo for more basic land-search, since lands are always the hardest-to-remove permenant. Here is a list of generically good ramp spells in CMC order;Wayfarer's Bauble, Sol Ring, Diligent Farmhand (2-to-activate), Sakura-Tribe Elder, Sylvan Caryatid, Edge of Autumn (only early, otherwise castless cantrip), Wall of Roots (doesn't seem good here), Magus of the Library (possible draw), Nature's Lore, Into the North (if snow lands), Farseek, Three Visits (expensive), Rampant Growth, Harrow, Far Wanderings (situational), Nissa's Pilgrimage (2-for-1 card advantage), Kodama's Reach (2-for-1 card advantage), Cultivate (2-for-1 card advantage), Hunting Wilds (2-for-1 card advantage), Explosive Vegetation (2-for-1 card advantage), Ranger's Path (2-for-1 card advantage), Skyshroud Claim (2-for-1 card advantage), Peregrination (2-for-1 card advantage), Verdant Confluence (also semi-recursion), Boundless Realms
I would pick like 12x of those (excluding boundless and confluence), to help you always get something big out early around turn-4. Dragonlord's Servant and Dragonspeaker Shaman are weak compared to the land-ramp that green offers. Just think about how bad those dorks would be to draw late-game compared to something that can help thin your deck of lands :P
Shivan Gorge and Stensia Bloodhall are also win-condition lands for the Worldgorger Dragon combo. Since you are in green Crop Rotation can help get them out. While not optimal in speed, Warstorm Surge, Staff of Nin, and Purphoros, God of the Forge are also win-conditions with the combo. This way you don't have to have another creature in the 'yard to break the combo/stale-mate the game. If you are really wanting to have that combo more reliable then you may want to spring for an Entomb, and Corpse Connoisseur isn't too bad. Getting the derpy dragon out of your hand if you accidentally draw him can be done with Wheel of Fortune/Cathartic Reunion/Faithless Looting/Wild Guess/Tormenting Voice.
Past that I would maybe fiddle with the impact-level of your dragons. Skithiryx, the Blight Dragon is powerful, but only if you can reliably pump it, and Scourge of Valkas is only good if you can Rite of Replication it or if you are focusing on Dragonstorm. Destructor Dragon, Broodmate Dragon, Dragon Broodmother, and Ryusei, the Falling Star are all very good, but not nearly as impactful as Knollspine Dragon/Scourge of Kher Ridges/Steel Hellkite/Stormbreath Dragon/Tyrant's Familiar. Even something like Bogardan Hellkite/Flameblast Dragon/Hoard-Smelter Dragon may have a better impact at our table than some other dragons.
1 year ago
Graven Cairns, Command Tower, Dragonskull Summit, Smoldering Marsh and Eldrazi Temple seem like the biggest omissions land-wise. Stensia Bloodhall makes sense thematically, but it's so bad I doubt you'll ever use the ability. Rix Maadi, Dungeon Palace is good for enabling reanimation shenanigans, but I'm not sure how much you'd want to focus on that.
1 year ago
This seems pretty cool and I have also been a very big fan of Dragons since I started playing magic when Dragons of Tarkir came out
This is my version of Ramp Dragons My Dragon Deck
Crater Elemental very good at holding off early, and a very formidable swinger later
Sylvan Caryatid a really strong mana dork and blocker that cannot be removed
Signal the Clans very good at finding you what you need for cheap
Lightning Bolt you are in red, in modern, 4 is a must include
Atarka's Command really versatile card helps ramp and deal some damage
Kessig Wolf Run good alternate win con with your birds and lots of mana
Balefire Dragon really good high end to wipe their board
Xenagos, the Reveler really good ramp walker and really good ultimate for spamming dragons
Flameblast Dragon really good mana sink for in combat damage
Beast Within great absolute kill spell of all permanents and you could just fly over or trample through the token drawback
If you are Interested in Cards Out Side of Dragons
Primeval Titan incredibly strong card it could get you the Kessig Wolf Run or Haven of the Spirit Dragon for utility or just ramp you so hard for the rest of the game to use the mana sinks to burn them out
Primordial Hydra a growing threat the moment you play it forcing removal or the opponent just loses, also could be played anywhere on the curve and be as big and you want it to be
Things I Would Change
Archwing Dragon The power in dragons is their towering impassable statures the fact that he bounces himself for you to again spend mana to cast him is to slow and clunky for a deck that is innately slow. I would recommend 4 Thunderbreak Regent and a number of Sylvan Caryatid or Crater Elemental
Slumbering Dragon it is an okay early drop but his "strength" is hoping you survive 5 creatures coming at you early and he is a dead draw later into the game. I recommend any number of Sylvan Caryatid or a card that would be really good but I do not run it as of now is Kargan Dragonlord he could be the 8/8 flyer you want but you could have him early and invest your mana into him and not depend on your opponent to do the one thing you hope he keeps to a minimum.
Somberwald Sage it is an okay mana dork but it is a 0/1 creature that dies to any damage removal even Gut Shot and that might be to much of a liability for a creature that is costing you three mana, in this slot I recommend Crater Elemental or another card that gives you more versatility for the things you want to do in the earlier stages of the game, Mul Daya Channelers gives u two mana of any color and could also be a 5/5 beater
Karrthus, Tyrant of Jund I understand he is the namesake of the deck but his initial ability is super specific and very unlikely to be relevent but when it does come up it is game breaking so I recommend him to be placed in the side board for the mirror and look at another of the Dragonlords Dragonlord Kolaghan he gives "all" creatures haste and has a much more prominent ability in Whenever an opponent casts a creature or planeswalker spell with the same name as a card in his or her graveyard, that player loses 10 life pressuring the creature strategies which are some of your hardest match ups by dealing with the early pressure of spamming creatures. .
Sarkhan Unbroken running give or take 5 sources of blue mana mostly coming in tapped or with summoning sickness puts him in a very difficult spot to play especially considering he is the only reason you are in blue, I would recommend against delving into blue considering that mana fixing in modern is iffy or monetarily expensive and in these kind of decks with such demanding colored costs three colors in pushing it even with the best of mana bases. I recommend Xenagos, the Reveler in his places, he has a very similar ultimate and helps your mid game even if you use him 2 to 3 times he has done you a great deal in accelerating your creatures out.
Arlinn Kord Flip does not have very good synergy with the deck, in her making wolfs to flip, beyond some buffs and she is a high maintenance walker that does not bring you any closer to your goal of bringing out giant dragons.
Doom Blade and Terror are okay removal but if you want better more broad removal you have access to Beast Within which hits PERMANENTS absolutely everything and gives them an measly 3/3 that almost all of your creatures are bigger than and/or could trample through or fly over ,Terminate hits all creatures with no draw back and Dismember which hits most mid-range creatures you need to deal with and only costs you 1 colorless with some life if u need to. These are options that are better but monetarily cost more
Cryptolith Rite all your small creatures tap for mana except the servant and this is a bit slow and clunky early to mid and useless later. I recommend Nissa's Pilgrimage and Explosive Vegetation as your mana ramp for the mid game
Dragon Tempest this a cool card and i had my eye on it for a while but in retrospect if you are getting out your dragons, at most you are getting out 3 to 5 in a good game, for this mana you could just run burn which for two mana Lightning Bolt does six and Atarka's Command does three to face and could give everything reach and +1/+1, ramp you a land or stop your opponents healing this turn, and Signal the Clans could search out creatures you need
Lands You Could Run for Greater Efficiency
Rootbound Crag Good old red green Check
Dragonskull Summit Red Black Check
Woodland Cemetery Green Black Check
Kessig Wolf Run turns anything into a threat and puts use to the mana dorks late game
I really hope you like some of these considerations well hope you amazing deck building!!!
1 year ago
Still broken. That land gives a player a Shock every turn for just 2 mana and no spell investment.
"Legendary" isn't something necessarily attached to cards just because they're strong. Cards with the supertype usually have it because they have effects that would be too punishing to stack.
1 year ago
For the damage one, look at Stensia Bloodhall. That's a lot of mana for minimal damage. It wasn't good enough to see play anywhere. Kessig Wolf Run did though, so I don't think it's impossible, but KWR has the added requirement of needing a creature. Lavaclaw Reaches was a mana sink, but again failed to be useful based on the fact it had 2 toughness and no first strike of evasion.
I feel like every control deck ever will splash red for your land and Lightning Bolt...