|Commander / EDH||Legal|
Printings View all
|Fate Reforged (FRF)||Mythic Rare|
|Promo Set (000)||Mythic Rare|
Combos Browse all
Ugin, the Spirit Dragon
Planeswalker — Ugin
+2: Ugin, the Spirit Dragon deals 3 damage to target creature or player.
-X: Exile each permanent with converted mana cost X or less that's one or more colors.
-10: You gain 7 life, draw seven cards, then put up to seven permanent cards from your hand onto the battlefield.
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Ugin, the Spirit Dragon Discussion
23 hours ago
3 days ago
Yeah, I havent quite been that lucky unfortunately. I was able to get things like Earthcraft, Ugin, the Spirit Dragon, and Scalding Tarn back when they were cheap. But as far as Duals, Cradles and its blue and white partner I wasnt able to, and now that they are such big targets for fakes I dont feel comfortable getting them at reduced prices and the high prices are just too much as even $50 is a stretch to justify. I did get kinda lucky and ordered a Fate Reforged Ugin and got his Ugin's Fate Promo (I keep forgetting its not his main art). I will have to look into adding my Greater Good though if I can get a net gain on draw and buying a Rishkar's Expertise. So far I dont have many issues on Forge so it will be multiplayer tweaks I do as I play with it.
4 days ago
Thanks. It is a fun deck. Last time I played it I had 40ish mana per turn and when I cast All is Dust with It That Betrays on the board the table conceded.
It's not a degenerate deck though and it doesn't win out of nowhere.
4 days ago
i wasn't suggesting them, i was trying to figure out which "dragon planeswalker" you meant. btw, tron decks cast Ugin, the Spirit Dragon on turn 4.
5 days ago
-2 Dakmor Salvage or -1 Dakmor Salvage and -1 Blackcleave Cliffs
-2 Ghost Quarter
-2 Insolent Neonate
-1 Assassin's Trophy
-1 Lightning Axe or -1 Golgari Thug
+1 Life from the Loam
+4 Creeping Chill
-1 Ghost Quarter/Lightning Axe/Tormod's Crypt
+1 Nature's Claim
-1 Something, maybe Ancient Grudge or Lightning Axe
+1 Assassin's Trophy (If so desired, not necessary due to number of removal and LD cards already present)
Game 1 is a sprint for Dredge, don't put ankle weights on and dilute your deck with SB cards in game 1. You're a linear aggro deck that acts like a combo deck, you don't want to react, you want to end the game before the opponent can win or react. The cards you actually lose to in MB right now are generally cards that are difficult to hedge against with Thoughtseize. Things like Terminus are never in the hand, Ugin, the Spirit Dragon only needs to resolve after being hit with Ancient Stirrings, and other boardwipes you can play through due to recursion. You should be going wide enough that most creatures/cards don't bother you with board presence. After G1, sure, side in your Thoughtseizes and removal such as Assassin's Trophy, because then you're not hedging a select amount of cards, you're answering the SB hate cards that are sure to come.
And 23 lands is about 3-4 too many, every list I've seen in the past week since the resurgence of Dredge due to the printing of Creeping Chill has run 19, and the Ghost Quarters seem out of place MB anyway (Also, the past week is relevant. Dredge has seen as many/more results in the past week than the past month. Even before that, the max I saw was 21 lands). Your deck needs to be gas and running that many lands isn't good for what is essentially an aggro deck. Life from the Loam is what fills your hand with lands to pitch to Conflagrate, running too many is going to cost you speed and consistency of hitting your Dredgers.
1 week ago
Thank you for the suggestions!
I added many of the cards you suggested. Do the think Academy Ruins is worth having another colorless land so that I can recur the Capsules and artifact board wipes? I was debating its value over one of the Blighted lands.
For board wipes, I have Nev Disk, O-stone, Coercive Portal (eh?), Night Incarnate for a mini wipe, and then Ugin, the Spirit Dragon which I can keep -X'ing and getting him back if needed. Ugin, Portal, and Night Incarnate aren't the best so a Crux of Fate might be needed.
1 week ago
And no Oath of Jace because I completely forgot about it when making this a true superfriends deck. So thanks for the reminder on that!!!
I don't have any flip walkers because I don't currently own any. I built this deck with cards from decks I no longer use. I plan on selling my Urzatron cause Karn Liberated and Ugin, the Spirit Dragon are crazy right now, so I'll look into getting a bunch of cards for this and my The Ur-Dragon deck.
I've never really had a game where I haven't gotten color spread by turn 3 or 4, so color fixing has never been an issue thus far. Though it could use the mana ramp for speeding it up a little bit. I thought about running the moxes like Mox Sapphire etc but apparently they are banned, which makes no sense since they are legal in Tiny Leaders.
I do have Teferi's Protection in right now which is the best fog effect out right now, especially for multiplayer games.
I just don't have much space left. If I pull out the 4 Praetors' and Toothy, Imaginary Friend that gives me 5 spots that I'm comfortable changing. Oath of Jace, Cultivate and Kodama's Reach take up 3 so far. So I could add an actual Fog and something like Tangle would work great.
And I agree that Zur the Enchanter could be a great pick. So I'll have to mull that one over.
Thanks for your input, I definitely appreciate it.