Worldgorger Dragon

Worldgorger Dragon

Creature — Nightmare Dragon

Flying, trample

When Worldgorger Dragon enters the battlefield, exile all other permanents you control.

When Worldgorger Dragon leaves the battlefield, return the exiled cards to play under their owners' control.

Worldgorger Dragon Discussion

DragonLordJippy on A Better Anje Falkenrath

1 week ago

Aiden_Phelps

Bolt Bend is for that Combo Turn, as Worldgorger Dragon activates it. Otherwise, Anje Discard fodder (and I'm okay with that).

Teddor

I have not kept up to date with miss Anje, however you can certainly add Breach as there is a ton of things to exile with it, but it'd only provide so much value. As Aiden mentioned, Bolt Bend seems odd: go ahead and swap it for Deflecting Swat instead for an always on, always 0 way to deter nonsense.

RNR_Gaming on Golos, Maze Runner

2 weeks ago

So, it's a tad more competitive of a strategy but Worldgorger Dragon + Animate Dead and the ability to produce 1 of each color results in unbound activations of golos; you basically get to pick how you want to win. Though a fair warning is that it's very linear but a relatively cheap combo money wise :)

king-saproling on

4 weeks ago

Teferi's Veil is an old-school piece of Sedris tech that you might like. Attack with unearthed creatures and the veil will phase them out after combat, so they won't be exiled at the end of the turn because they no longer "exist".

You might like these too: Deadeye Navigator (you probably know this already but if two or more effects would exile something at the same time, you choose which occurs. so exiling an unearthed dude with Deadeye or similar effects gets around the unearth downside), Ghostly Flicker, Displace, Wormfang Drake, Changeling Berserker, Faceless Butcher, Worldgorger Dragon, Peregrine Drake, Mulldrifter, Intuition, Final Parting, Thalakos Deceiver, Solemn Simulacrum, Triskelion (combos with mikaeus. also decent with a flicker loop), Netherborn Phalanx (finds either piece of the mike & trike combo. could also unearth later to sneakily kill a token player)

triproberts12 on Trynn & Silvar, Dangerous Bonds.

1 month ago

Oh, sorry, I meant Leonin Relic-Warder+Animate Dead. Meshes nicely with the Animate Dead/Worldgorger Dragon combo, too. Although copies of Worldgorger and Necromancy are each about $10, I think that building a redundant piece of each half of an A/B combo is worth the $20. You'll probably want to run 5-10 Blood Artist or Impact Tremor effects, at which point you can function as a solid aristocrats deck with a combo finish that doesn't rely on tutors beyond Final Parting.

Spirits on Kaalia, Mirror Breaker EDH

1 month ago

Hi LordKunai,

Thanks for the comments. Open the Armory is great, has a lot more modular, I'll re-evaluate, it's almost a mini-tutor. The Steelshaper's Gift is good because it's T1 going toward a Razaketh, the Foulblooded line. I've been thinking about abandoning the damage line completely, but Lightning Greaves would still stay. CMC2 is the wrong turn in a 3-4 turn game, but might improve T5.

Victimize too slow for sure, would need to have way more Surveil or graveyard filing. It can replace Reanimate in to start the Kiki-Resto line, but don't need that much recursion, when it could be a dead draw later. Also, needs a resolved creature in as well as the creatures in the graveyard. Too conditional to be consistent T3. And because they enter tapped, other than Razaketh, the Foulblooded, it's not great outside of the Kiki-Resto. Open the Armory probably better in that spot to pull the Animate Dead.

Shallow Grave is good too. Similar to Corpse Dance have to stack properly, but it's a good card at CMC2. I have too much recursion / unburial as it is, might cut 1 inevitably, but it's quite good. In more of a reanimator based model, would be even better. Exactly what you're thinking, too much redundancy on the unburial, and not an unburial-centric build, definitely combo deck.

Thanks, Ruffigan, I'll update the list, that would be one crazy cEDH that's gone off the rails with Kiki-Jiki, Mirror Breaker and Worldgorger Dragon lines in, but a good to know, similarly to the Instant unburials like Necromancy can save a game state in response to something crazy.

Thanks for all the great feedback.

Ruffigan on Kaalia, Mirror Breaker EDH

1 month ago

Don't know if this was mentioned in the comments but I noticed you were missing a combo from your infinite combo section in the primer.

Kiki-Jiki, Mirror Breaker + Worldgorger Dragon. Create a token in response to the Worldgorger trigger and resolve the token trigger first to exile all of your permanents, then the OG trigger resolves and brings them all back. Worldgorger is back in play with trigger on stack and you can do it again. The line ends with all of your permanents in exile but in the mean time you can generate infinite mana or do any number of things with the infinite flickers. Not the best combo in the world but thought I'd let you know it was in there.

thinkoriginal on Wrath of Marath 3.0

2 months ago

WarSpaniel

This deck is my favorite, so I love answering questions about it!

Blood Pod is one of those "easy to play, difficult to master" decks. The general idea of ramp/tutor into Birthing Pod/Survival of the Fittest as fast as possible is easy enough to grasp. The tough part is knowing the game plans of your opponents so you can play the appropriate stax pieces at the right time.

What helps is that most cEDH decks win with a set of fairly common combos. Thassa's Oracle/Demonic Consultation is the current go-to; Food Chain or Worldgorger Dragon combos powering out infinite mana; Aetherflux Reservoir or similar Storm finishers. Knowing what set of win conditions the most commonly seen commanders will be using is the first step to piloting a stax deck well.

How these decks get to their combos is just as important to interact with as the combos themselves. Flash/Protean Hulk, Ad Nauseam, fast mana like Moxen, Sol Ring, and Mana Crypt/Vault, and many tutors are all frequent ways to have turn 1-4 wins. Our stax pieces (including ways to break parity) and interaction spells are how we keep pace and control the game.

So what does a good opening hand look like for us? A general rule is we always want some form of ramp/fast mana, like a Birds of Paradise and/or Chrome Mox. On average, we are playing a slightly more fair strategy, and need to be able to keep up. We also want some form of interaction to stop your opponents from going off before you can establish stax, such as Angel's Grace, Pyroblast, Noxious Revival, or Swords to Plowshares, and two lands tends to be about right; one land hands are risky and almost never pan out. Beyond these 3-5 cards, there are three types of hands that I would consider keeping:

  1. The stax hand. Knowing what our opponents are likely going to try to do, and if we have 2 or 3 relevant stax pieces, playing them early can completely disrupt our opponents, giving us time to draw/tutor for a combo.

  2. The flexible hand. If we have a few tutors, maybe some protective interaction like Veil of Summer, we can play reactively to what our opponents decide to do. Search for an answer/interaction, a stax piece, or a combo piece; we have options with this.

  3. The nuts hand. Sometimes we just draw into the win. There is something to be said about playing the aggressive role and going for the throat. It is not impossible to have our opener filled with fast mana, Pod or Survival, Faithless Looting and Guardian/Kiki-Jiki/Karmic Guide, or any combination of cards that we can simply play and win on turn 1 or 2. Sometimes taking the reins and dictating pace if play can pay dividends.

Throughout a normal game, the main goal for this list is mana-denial. Winter Orb, Static Orb, Tangle Wire, Collector Ouphe, Thalia, Guardian of Thraben, and Magus of the Moon are how we slow down our opponents, while Dockside Extortionist, Lotus Cobra, Garruk Wildspeaker, Ramunap Excavator, Gaea's Cradle, and mana dorks allow us to break parity and come out ahead of our opponents.

Along with mana-denial, we also have a few other stax pieces to slow the opposing gameplans. Aven Mindcensor is crushing, as many decks rely on deck searching. Phyrexian Revoker is a silver bullet for many commanders. Ethersworn Canonist stops many combos, as does Spirit of the Labyrinth. Aura Shards can devastate the board, and Grand Abolisher is one of the best forms of combo protection we have.

With some practice and metagame study, this deck can be very strong, fast, and disruptive. I hope this helps!

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