|Commander / EDH||Legal|
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|Commander 2017 (C17)||Rare|
|Dragons of Tarkir (DTK)||Rare|
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Creature — Dragon
Whenever an opponent casts a spell, put a +1/+1 counter on Sunscorch Regent and you gain 1 life.
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Sunscorch Regent Discussion
6 days ago
I feel the spot that would be the most similar would be Vulturous Zombie, unlike the zombie, stuff like Buried Alive won't put as many counters on it, and if they cast an instant or sorcery, the effect will be the same. If your opponent casts a planeswalker, enchantment, creature, or artifact, Sunscorch Regent will gain life and put a counter where the zombie wouldn't. I think with all of this, and the extra +1 power, the regent is better than the zombie.
You could certainly keep them both though, and drop a land or something, it is up to you!
6 days ago
Okay, I would suggest you try to make the deck as consistent as possible, while also having a lot of interaction. Given your manabase being split between four colors, effects such as Counterspell are a bit hard to cast. Countermagic though should be run. Arcane Denial is a card I recommend, as it generally doesn't draw too much hate, doesn't cost double , and replaces itself as a card.
This is the type of logic I implore you to use when deciding the power level of cards. I assume you have the same dilemma most have when deck building of card attachment. Because of this, I will give you a list of cards I would drop in the list, for more powerful interaction, ramp, and card draw.
Here we go:
Citadel Siege - This is a +1/+1 counter deck, and this puts +1/+1 counters on your creatures, it makes sense why it is run, but you have so many effects in this nature, that this card I don't think makes the cut. This deck has a lot of creatures, and this card doesn't put a +1/+1 on up to two creatures, both of which could be proliferated later, instead it only puts two on one creature. I don't hink it is worth 5 mana.
Brave the Elements - Vigilance is a good ability, but for a 2 mana enchantment, this would have to do much more than this to be worth it in my opinion. Dropping it for more ramp allows you to be more aggressive, and get your opponents on the defensive, rather than you having to defend yourself.
Duneblast - Cool card, yes, but in this deck I don't think saving one of your creatures is worth a whopping 3 more mana and an extra color symbol than Day of Judgment or a similar effect. I personally would rather see Languish in this deck, as it can kill most creatures, while your generally are larger, or Black Sun's Zenith, which puts -1/-1 counters on your opponents' creatures you can proliferate over time.
Disdainful Stroke - Okay, this next part might get into a bit of math, but here is why Disdainful Stroke is nearly strictly worse than Arcane Denial, and it has to do with card advantage. If Disdainful Stroke was a Counterspell for just a , I would still run Arcane Denial over it. An effect like Disdainful Stroke leaves you down a card, and your opponent down a card, with two other opponents up a card. Since Arcane Denial replaces itself, and give two card to an opponent, at the cost of one, you are only down a card to one opponent, instead of two.
2-4 lands - A deck of this CMC normally needs only 35-37 lands to get all of their spells cast on time. I don't have the statistics on me right now, so trust me or not, but that has been my experience and the experience of many others.
Okay, so what should you add in? I would run more counterspells, like Delay, Mana Leak, Swan Song, or anything you want to run for versatility like Unsubstantiate or Supreme Will. Removal like Swords to Plowshares, Chain of Vapor, Beast Within, or Aura of Silence can also be useful, as well as card draw like Windfall, Brainstorm, Ponder, or Preordain. The creature base seems fine, I suggest a Sunscorch Regent because it is insanely fun, but otherwise keep it up!
Oh yeah, you wonder what to do against Inalla, Archmage Ritualist? Torpor Orb, Tocatli Honor Guard, and Hushwing Gryff shut them down efficiently, also they only hurt 6 of your cards, being Prime Speaker Zegana's draw ability, Juniper Order Ranger, Elite Scaleguard's bolster ability, Armorcraft Judge, and a couple creature's evolve ability. The reason effects such as Fertilid's enter the battlefield with two +1/+1 counter ability or similar abilities across your deck is due to them not being triggered abilities. They happen 'as' the creature enters, instead of immediately after. It is a little weird.
Against graveyard decks, consider Relic of Progenitus, Leyline of the Void, Rest in Peace, Grafdigger's Cage, and Ground Seal. They are pretty self explanatory, but run the ones you want to, all have ups and downs. For instance, though you may know that tokens disappear if they leave the battlefield, they still go to the graveyard when they die, immediately after they disappear, which is why effects like Deathgreeter trigger when 3 tokens die. This means Leyline of the Void won't stop Deathgreeter gaining life when tokens die, but Rest in Peace will. Differences like this are minor, but may make you decide between different forms of graveyard hate.
2 weeks ago
All these are tentative cuts.
3 weeks ago
Oof! That meta is tough, hopefully some deck variety gets added to those games once they play those prototypes enough. The unique politics angle/pillow is difficult to play when the meta is primarily low-interactivity, alternate wincon stuff, especially when it is the majority of your table. I was going to suggest Kambal, Consul of Allocation but I saw you already added that. Painful Quandary seems like a fit... Sunscorch Regent can keep your life total level and provide a severe counterattack if a storm does not COMPLETELY end the game. I enjoy Stigma Lasher, Malignus,Tainted Remedy
3 weeks ago
devastated-heart Thank you for the feedback!
I don't feel like the damage from Thunderbreak Regent is a large enough deterrent to include in the deck. I am not a big fan of planeswalkers, especially with high cmc. I am only including Sarkhan Unbroken because his first and second abilities are good additional utility.
The Immortal Sun WOW! This has to be my favorite suggestion that you made.
Lastly I think that I like Shard Convergence over Hour of Promise for three reasons. First I like the lower cost, second it sets me up for the next 3-4 land drops, and third I don't really have any non-basic lands that don't have a basic land type that I would want to search for that desperately.
THANKS AGAIN!! I love the feedback. Please feel free to share and upvote so that i can potentially get some more great feedback.
4 weeks ago
As far as what to take out for Mirrorwing, I suggest dropping any of your non-Dragon creatures. Surrak Dragonclaw seems like one of the first things I’d drop in that situation. Something like Taigam, Ojutai Master achieves the same goal, is less demanding, and is lower on the curve.
I would also find room for a few key pieces such as Thunderbreak Regent, Lathliss, Dragon Queen, and possibly Sarkhan, Dragonsoul. For these, I would personally take out Scourge of the Throne, Sunscorch Regent, and maybe Niv-Mizzet, Dracogenius.
For any more basic structure questions, feel free to check out my in-progress deck here: Draconic Domination
1 month ago
Mirari's Wake is bonkers good in any deck that runs green and white, and in my ur-dragon deck it has done work. For creature-based ramp, I recommend Sylvan Caryatid, Birds of Paradise, Shaman of Forgotten Ways, and Selvala, Heart of the Wilds. Caryatid and Birds are good early-game ramp pieces, Shaman adds two mana in any color and has a potentially game-ending formidable ability, and Selvala is just straight power as an insane mana dork and a draw engine. Deathrite Shaman is good because you have fetch lands, but I wouldn't recommend it unless other people in your meta run them or if you end up getting all 10 of them. Nature's Lore is more just good ramp, and the lands can come in untapped. Teneb, the Harvester is also good graveyard recursion. Carpet of Flowers is a good card for ramp if your meta runs decks with blue.Aura Shards is really good artifact and enchantment hate. Kindred Boon is a good way of protecting your creatures for pretty cheap. I don't know how you personally feel about land destruction, but if you aren't against it Numot, the Devastator is good at denying your opponents resources if you're a no remorse kind of player. Wasitora, Nekoru Queen is a personal favorite of mine because it costs effectively four mana for a 5/4 flying trampler that can force your opponent to sacrifice their good creatures. Dragonlord Ojutai is a personal favorite of mine because it has protection when it's untapped and lets you filter the top of your deck when it does damage. Sunscorch Regent and Dragonlord Atarka are solid beaters because the regent gets bigger as people play spells and atarka can blow up a few smaller creatures or a bigger one when it enters, and it has trample. I would also recommend a Rhystic Study because having more draw power is never a bad thing, and a Reliquary Tower, even though it taps for colorless. This is more of a personal thing and a meta-dependent thing, but I prefer my removal to be able to hit as much as possible, so I run Beast Within, Utter End, Anguished Unmaking, and Return to Dust for targeted removal and Austere Command and Merciless Eviction for board wipe effects. All of these suggestions come from somebody in a pretty competitive meta overall, as well as someone who likes having powerful decks anyway, so all of the aforementioned cards are entirely based on personal preference on how powerful you like to make your decks. If you like having pretty powerful decks but winning isn't super important to you, there's a lot of cards I wouldn't recommend out of this list, but if you like being one of the most powerful decks at the table then have at it. If you want tips for cards to take out, I can recommend that also, but I dont want to seem like I'm trying to completely change your deck for you because it seems like you've also put a lot of time and effort into yours.