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Dragon Commander

Commander / EDH

KrimsonWolf


Sideboard


Maybeboard


I've been playing some commander games and looking for a good commander so I used this list to look for good commanders: http://tappedout.net/mtg-decks/list-multiplayer-edh-generals-by-tier/

and since I like dragons decided to use Scion of the Ur-Dragon and make a dragon deck. The commander combines really well with Teneb, the Harvester. You will use these 2 cards to essentially get a 5 mana cost "search and put onto the battlefield" effect, or with Training Grounds it becomes a 2 cost ability. This allows you to search for and play most of your dragons far less less than their normal casting cost if they were in your hand normally making it a really powerful combo. You'll use this effect to get out your main combo as quickly as possible. Your main combo which you will use to end the game is is Hellkite Charger with Savage Ventmaw.

The Hellkite Charger and Savage Ventmaw combo is really good because Savage Ventmaw gives you 6 of the 7 mana you need to activate Hellkite Charger's ability (including all the red you need), thus giving you an extra attack for each untapped mana you have. On the other hand if you also get either Training Ground or Heartstone suddenly you get infinite attack phases because Hellkite Charger's ability is cheaper so that Savage Ventmaw can now pay for it fully (and even have leftover mana if you got Training Ground giving you an infinite mana combo that can be used to get every dragon from your deck on the battlefield) This is the main mechanism you will use to win, combining all those extra attacks with Utvara Hellkite and other dragons you have that have "when you attack" or "when you deal damage" abilities.

This is a Commander deck so it's a little slower and more casual than a competitive "win in 4-5 turns" deck but in general it's pretty fast for a commander deck, it will generally end the game by turn 8 to 10, and thanks to the searching it's pretty consistent. This is the ideal play order:

  1. any fast land + Sol Ring
  2. any fast "red" land + Dragon Tempest
  3. any fast land + Chromatic Lantern (this is why color didn't matter for the lands you played, except the 1 red) tap Chromatic Lantern immediately for Training Grounds
  4. any fast land + Scion of the Ur-Dragon + use ability to become Hellkite Charger and attack (mostly to put Hellkite Charger in the graveyard).
  5. tap Sol Ring to use Scion of the Ur-Dragon's ability twice in a row, first to become Savage Ventmaw then immediately (before attacking) become Teneb, the Harvester and attack, paying 1 black for Teneb, the Harvester's ability to bring out Savage Ventmaw. This leaves you with a few leftover mana which you may use to cast something from your hand if you can.
  6. Use your large amount of mana to cast Fearsome Awakening, bring back Teneb, the Harvester now. There are other spells you could cast to bring Teneb, the Harvester back, and since you have so much mana thanks to Savage Ventmaw, you can safely use Scion of the Ur-Dragon's ability to search for Balthor the Defiled and sac your commander (he goes to command zone) to bring Teneb, the Harvester, and Hellkite Charger back, saccing your commander is about the same speed since it brings 2 dragons back, but requires 3 black mana since Training Grounds can't help, but Chromatic Lantern fixes the mana problem. Saccing your commander this way can be a way to counteract kill spells also since it brings whatever died back (though depending on the spell and when it's cast Quicksilver Dragon , Dragonlord Ojutai, Hellkite Overlord, or Dragonlord Dromoka may be better counters).
  7. play any fast land (if you didn't play another land on an earlier turn) + If you saced your commander bring him back, you should have enough mana to bring him back before attacking, thanks to Sol Ring, with 1 mana leftover. Save that mana, the timing of the next events is critical to make it work. During your attack you can transform your commander into Utvara Hellkite using one of the green mana from Savage Ventmaw at this point it's too late to get tokens, because the "when you attack" trigger has already happened, but the "when you deal damage" trigger has not fired yet and since your commander can transform before damage is dealt, Teneb, the Harvester's ability can still bring Utvara Hellkite back this turn when you deal damage using the 1 black mana you held back earlier. You can use the other 5 mana from Savage Ventmaw for Coat of Arms or Crucible of Fire . If you didn't sac your commander you need to use this turn's attack to bring Hellkite Charger back with Teneb, the Harvester, you should also easily have enough mana to transform your commander into Utvara Hellkite before the attack, but you can't bring him back from the graveyard, till next turn since your attack this turn brings Hellkite Charger back. You should also have leftover mana from Savage Ventmaw and your untapped lands for another spell such as Coat of Arms, Crucible of Fire , or Atarka, World Render perhaps. The difference between saccing your commander and not is if you don't you have a little bit of extra mana to spend this turn, and you get dragon tokens during this turn's attack but don't get dragon tokens on next turn's first attack since next turns first attack will be necessary to bring Utvara Hellkite back. On the other hand, if you sacced your commander you get no dragon tokens this turn but get those on next turn's first attack instead since you already brought Utvara Hellkite back this turn, and but you have a little less mana to spend. However but it's about the same speed either way, either way you get a win next turn.
  8. Now you just focus on attacking and using the mana from Savage Ventmaw and Training Ground's discount to activate Hellkite Charger when you attack. If you sacced your commander earlier your first attack brings back Utvara Hellkite, otherwise you already have him out so you get dragon tokens, but for each attack after the first it's the same no matter whether or not you sacced your commander. Each attack is bigger than the last thanks to the dragon tokens which are hasted thanks to Dragon Tempest so they can attack right away. Keep in mind you can trigger Hellkite Charger's ability infinite times and because of Savage Ventmaw giving you mana and Training Grounds reducing the cost. You also gain 1 red or green mana each attack, which can trigger your commander's ability allowing you to pull any dragons you want out of your deck, but unless you save some black mana you can't bring them out of the graveyard, so you kinda need to choose which dragons you want till you run out of black mana. Some of the best cards to search for are: Balefire Dragon, Forgestoker Dragon , Ojutai, Soul of Winter, Atarka, World Render, Moonveil Dragon , Hellkite Overlord, Dragonlord Atarka, Dragonlord Dromoka). Either way the game should end this turn due to infinite flying double-strike tokens that attack an infinite number of times.

Fortunately you have lots of ways to get things back from the graveyard if they do manage to kill Teneb, and lots of mana acceleration so it's to cast and re-cast the spells.

For reference purposes, a list of all dragons: http://gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&subtype=+[Dragon]

I'm still debating about which dragons to include but I'm pretty happy I have a good balance of control, and damage with the dragons I have now. Your main form of removal is in the form of dragons such as Balefire Dragon, Oros, the Avenger , Ancient Hellkite , and Hellkite Tyrant, other than that you have some control to ensure your Teneb, the Harvester isn't ever blocked in the form of Ojutai, Soul of Winter, and Forgestoker Dragon , and a few others.

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Date added 7 years
Last updated 7 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

13 - 0 Mythic Rares

41 - 2 Rares

27 - 0 Uncommons

9 - 0 Commons

Cards 100
Avg. CMC 5.09
Tokens Dragon 6/6 R, Morph 2/2 C
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