Description

TL;DR at the bottom. (I use too many words when I get excited about something!)

My personal modifications to the Draconic Domination deck for a new EDH group that's currently very casual. There isn't a meta to compete against currently, but based on what I know about the other players I'm certain there is no non-basic land hate, hence the complete lack of basic lands. I angled for a utilitarian approach with more board removal and library/graveyard recursion in the event that I need to react to unforeseen circumstances, as opposed to the more obvious "hit them with dragons until they stop moving" approach despite the obvious allure.

I tried to keep my creatures to either those that posed immediate, powerful threats on the board or those with excellent value elsewhere in the form of mana production or some special effect. Territorial Hellkite made the cut because of how cheap it is compared to the remainder of the lizards, and Scalelord Reckoner made the cut to supplement other targeted removal spells that I lost. Not a perfect exchange in power, but the closest parity I have currently and it allowed more than one card to be removed without losing the effect, opening space up for other cards.

Sylvan Library, Sensei's Divining Top, and Necropotence are my direct library influence cards. Necro is currently the last resort fallback, but there have been a few situations where I considered deploying it earlier simply to generate advantage while being stuck in a mana flood/drought. Overall, the Library and Top have been the real stars.

Chromatic Lantern, Vizier, and Prismatic Omen all effectively render my diverse manabase even more adaptable. Prismatic Omen in particular has been extremely useful when casting multiple gold spells in a single turn to power up Ramos, Dragon Engine and then blow the alternate win condition in Door to Nothingness. It's surprising how quickly you can both grow Ramos to frightening size and also deploy and detonate the Door.

The land fetch spells I chose were selected specifically because they do not target basic lands but instead either look for just "land" or they specify Forest/Swamp/Island/Mountain/Plains. This allows me access to the shock lands and the battle lands, though without basics I'm stuck with the battles coming into play tapped. I also am running nearly all of the Temples from Theros, and I've been very happy with the scry effect overall. Given that in other formats our multiplayer games were slower in general, I'm not worried currently about the loss in tempo that might accrue but work on the mana base will continue as the deck is played. It's only a matter of time before someone finds out about Blood Moon, after all. The gold lands have worked out well though I may trim one or two down the line. Overall, with 40 lands I'm not sure if I've hit the sweet spot or if I'm running a few too many. When things are going well, I often find myself with slightly more land than I need, but when things go awry I might only get the three lands in my opening hand and nothing else for several turns, or nothing but lands with no spells to show for all the mana I can make. By far, my largest concern with the deck is still the lands.

Fist of Suns, Coalition Relic, Fellwar Stone, Sol Ring, and Gilded Lotus provide plenty of artifact ramp while Birds of Paradise are my sole creature mana dork, though Vizier helps with fixing as mentioned. Sarkhan Unbroken can also generate one mana if he's out, though typically I have enough land by that point. Exploration helps when I am able to pull off Shard Convergence, as well as the times when I might find myself a bit too flush with lands.

Time Spiral, Elixir of Immortality, Venser's Journal, and Praetor's Counsel combine to form a sort of "oh crap" emergency system. (And I admit, I have a weakness for big, flashy spells just like a dragon would, I think.) I wanted to ensure that should too many important cards in general, or perhaps something specific, wind up in my graveyard that I would have a way to retrieve them, as well as ensuring that I would be able to retain the cards in my hand and not lose them again to the grave or to exile. Previously, Time Spiral also paired somewhat with Dragonstorm before I cut it because I simply never ended up casting it, and if I did it was sans the Storm trigger. I was simply not having any trouble casting my dragons the old fashioned way which is why I also removed Dragonspeaker Shaman, Dragonlord's Servant, and Quicksilver Amulet . Either the effect was reducing the generic mana cost beyond its limits, or I was simply never using their effects. I found that in most playtesting so far the single mana reduction from the Ur-Dragon was enough to help keep tempo moving on my side.

I tried to keep the widest possible variety of board wipes in the form of bouncing to hands, removing specific sets of cards, or targeting multiple sets in one go so that my application of threat could be as broad as possible while not losing all focus. Removed during this decision was Wrath of God and In Garruk's Wake . The former is the staple of creature hate, but was limited compared to the other options and I don't see much in the way of regeneration so that clause in the spell's effect was not necessary 99% of the time. The latter card, while suitably impressive, was just too expensive to be worth casting in my assessment. At that price, I'd rather be doing other things.

A standard set of tutors, minus Vampiric until I remember where I last put it down, combined with Conflux for maximum card advantage has so far meant I haven't found many situations where I couldn't get to a resource I needed in a reasonable amount of time. Oath of Druids and Descendants' Path should prove very effective in getting "free" dragons onto the board considering that the remainder of the players in my group tend to favor going wide with their creatures rather than something like a Voltron approach.

Asceticism is the only protection I have for my creatures as I've already cut both kinds of boots from the list. Temur Ascendancy and Dragon Tempest provide my creatures with haste so even if they're not protected I can try to swing with them as soon as they land, and Dragonlord Kolaghan can also provide this effect. Finally, the two planeswalkers both provide thematic flavor, have powerful effects, and immediately scream THREAT at other players. This is a group that has seen little to no Planeswalker play in general and there's a decent chance I'll get to pull off their ultimate abilities at least once before they realize to never let that happen again.

TL;DR

To summarize: Primary concern is continuing to work on the manabase, ideally would like to perhaps add more dragons back into the deck as otherwise I like where the deck is sitting in regards to utility. Perhaps a more reliable card draw engine or a better way to ensure I get Sylvan Library or Sensei's Divining Top in play as often and as early as possible due to how much they help either bring lands to me or ensure I get the spells I need to play instead of another mana source.

Current To-Do List:

9/13

I will be removing the Battle Lands in favor of the Odyssey filters. Both are sets of five, the Battles were almost always coming in tapped and for the foreseeable future I will be running either none or so few basic lands that I can't reliably pull them or Prismatic Omen to beat their ETBT clause. On the other hand, I tend to find I have plenty of mana that I could run through the filters as soon as I land one, and with only five overall it's highly unlikely I'll run into an opening hand with only those present. The Battles will find good use in Markov and Atraxa decks I've got cooking, along with some on-color Check lands where I can more reliably get them out untapped.

Next steps:

  • Tighten mana base to more closely align color availability to color presence and see if this works better than the generalist approach taken currently.
  • Test Exploration against Burgeoning since it seems like it might be faster
  • Determine if Seasons Past is more useful than the cards currently handling graveyard recursion: Elixir of Immortality and Praetor's Counsel

Updates

I woke up the other morning and I said to myself, "You know what you need in your dragon deck? MORE DRAGONS! WHY ARE THERE SO FEW DRAGONS IN YOUR DECK ABOUT DRAGONS!?"

It's hard to argue with that logic, especially when it's screaming so loudly right into your face.

Things are off to a good start, but I feel like I could fit more dragons in there, so the quest continues! No Rest for the Wicked, don't you know.

Comments

chaosumbreon87 says... #1

Have you ever considered the group hug route with rites of flurishing, helping everyone and having 1-2 dragon based combos to kill the table? cards like aggravated assault and hellkite charger can kill with assistance from mana dorks, savage ventmaw, bear umbra (sword of feast and famine when you can afford it).

September 12, 2017 6:19 p.m.

flawlesscowboy says... #2

I had never heard of Rites of Flourishing before, but that's a really cool card. I'm absolutely open to going for group hug effects to a certain degree, since I know "kill the guy with the dragons" is a pretty no-brainer call to make. If I can lower my threat profile, I'm happy to give that a shot!

September 12, 2017 6:27 p.m.

nickspoiala says... #3

Honestly, the name. Perfection.

September 13, 2017 6 p.m.

chaosumbreon87 says... #4

Sorry for the late reply. I mean if you can show that youre toothless (obligotory reference) then people are shown to deal less damage to you unless winning on the spot. So if you can hold back and just wait a bunch (makes your commander relatively cheaper due to less threats from you) you can burst down the table. That or hellkite tyrant and steal their base

September 13, 2017 6:13 p.m.

flawlesscowboy says... #5

Hahaha, oh my god I didn't even think about Mycosynth Lattice and that dragon's ability. I'm absolutely going to have to run that once to see the looks on their faces, though I'll forever be their first target. Worth it, I think.

Currently I'm trying to determine whether or not I can cut to 37 or fewer lands to both bring my total below 100 cards again which would then allow me to have room for some additions. I'm still trying to determine which lands can be removed to accomplish that. While I think the conventional wisdom would say to start removing with Temples, I'm not sure that the Battle lands being fetchable (by only half of my land fetches) is more valuable than they scry effect a temple provides me.

I'm also not completely sure I have the correct sets of land for this deck either. I might get more mileage out of the filter lands (Lorwyn/Shadowmoor versions that provide various combinations, not the Odyssey style ones with a set combination) since I don't seem to have any trouble getting mana made in general for amounts three or less, but it may be safer to run the fast lands in case that's all I happen to see in an opening hand. It seems like the obvious place to start trimming is the lands though since I have more than what I see as the average especially counting alternative sources and fixers. Figuring out what can be removed is always the hardest part!

September 13, 2017 7:18 p.m.

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Compare to inventory
Date added 1 week
Last updated 16 hours
Legality

This deck is Commander / EDH legal.

Cards 100
Avg. CMC 4.51
Tokens 1/1 Spirit, 6/6 Dragon, 1/1 Saproling
Folders EDH (Tribal), Dragon EDH, Too Rare to Die
Top rank #25 on 2017-09-17
Views 654

Revision 10 (15 hours ago)

+1 Dragonlord's Servant main
-1 Burgeoning main
+1 Kindred Boon main
+1 Rite of Passage main
+1 Intet, the Dreamer main
+1 Scourge of Valkas main
-1 Necropotence main
+1 Quicksilver Amulet main
+1 Territorial Hellkite main
+1 Farseek main
+1 Vizier of the Menagerie main
-1 Enlightened Tutor main
+1 Boneyard Scourge main
-1 Venser's Journal main
-1 Dragonmaster Outcast main
-1 Birds of Paradise main
-1 Mystical Tutor main
-1 Vampiric Tutor main
+1 Rith, the Awakener main
-1 Sylvan Library main
and 29 other change(s)

See all