Enchantment (2)

Hi all,

I had a Scion of the Ur-Dragon EDH deck for a while and when Commander 2017 came out I couldn't resist picking it up and merging some of the cards into my deck. I had been planning on using The Ur-Dragon as my new commander but after a bunch of tweaking and a great video by The Command Zone about tweaking the deck ( I decided it is way better to use Scion still and use his ability to get the Ur-Dragon if I want to. In the video it was discussed how 9 Mana is just so high for a commander and if he gets killed a couple times I will never summon him.

That being said, over the past few weeks I have done some extensive editing to the deck list and really tweaking it to what I want it to be. I would really appreciate some advice from more veteran players as I haven't been playing Magic for to long and really want this deck to be competitive at my local TCG store and side events at Grand Prix's that I end up at. I mean if I can get this beast to be Tier 1 competitive I would love that, but I feel that if that was possible it would already exist so I'm just working to get it as competitive as possible.

The main goal for the deck I'm envisioning is to spend the early game stalling my opponents and ramping quickly into some heavy hitting dragons. Everything I've included in the deck looks to accomplish this. Low cost spot removal, heavy ramp and mana fixing, late game board clears to take advantage of all of the ramp. I have a couple ways to cheat dragons into the field, and a couple ways to bring them back from the dead as I'm running a low-ish number of creatures I feel. I also tried to make sure that every dragon I have has a major impact on the game or is a Win Con by itself because of the low over all creature count.

Any advice at all is appreciated, cards that don't fit, cards I am missing, anything!


Updates Add

Hi All,

I finally got some long play sessions in with the deck and have started to see where it’s still struggling. The main issue seems to be with Card Draw and Ramp. The games where I hit my current ramp package I am able to either pull off some silly tricks with Scion of the Ur-Dragon or hard cast a large spell or two from my hand that puts me ahead. The games which I’m drawing a lot of cards (I’m looking at you Rhystic Study and Sylvan Library) I then draw into my ramp and other spells and am able to just decimate. I’m struggling with deciding what to remove, as well as which route to go, more ramp or more card draw.

I have made a few small changes already which are listed below. Mainly added some cards back in that I had previously cut and regretted, and removed some cards that felt dead when I played them or didn’t have the impact which I thought they would. Once I get past this hurdle I will begin updating my Mana Base with Zendikar fetches and Dual Lands.

Thanks in advance for taking the time to help me get this beast even beastier!

*Removed* Always Watching, Elemental Bond, Boneyard Scourge, Dragonlord's Servant, Dragonspeaker Shaman, Path to Exile, Caged Sun, Treasure Cruise

*Added* Swords to Plowshares, Moltensteel Dragon, Hoard-Smelter Dragon, Moonveil Dragon, Urban Evolution, Explore, Exploration, Nature's Lore


Compare to inventory
Date added 1 year
Last updated 1 year
Splash colors WU

This deck is Commander / EDH legal.

Cards 100
Avg. CMC 3.92
Tokens 6/6 Dragon, 1/1 Bird
Folders Cool!, EDH (Combo)
Top rank #52 on 2017-09-03
Ignored suggestions
Shared with

Revision 12 See all

1 year ago)

+1 Blasphemous Act main
-1 Path of Ancestry main
+1 Bladewing the Risen main
+1 Verdant Catacombs main
-1 Expedition Map main
+1 Rhystic Study main
-1 Crux of Fate main
-1 Vesuva main
+1 Arid Mesa main
+1 Taiga main
-1 Scion of the Ur-Dragon main
-1 Rhystic Study main
+1 Island main
+1 Badlands main
-1 Island main
+1 Gilded Lotus main
-1 Swamp main
-1 City of Brass main
+1 Scion of the Ur-Dragon main
+1 Swamp main
and 34 other change(s)