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Dawn of the Spirit Dragons

Casual

Aezuriel


This is the first part of a three deck analysis which covers how a particular deck evolved over time, during one of the most exciting standard formats ever. It is meant as a reflection on how formats and metagames change, and how deckbuilders and players must use superior understanding of a format, and strong play skills to refine a deck, even if it drives a deck down a path away from what was originally intended.

This deck was once a Standard Powerhouse that muddled the distinction between Midrange, Control, Beats and Combo.

It is also a hallmark of how a deck evolves over a format, especially with an ever changing meta. Before looking at how the deck changed, lets look at what the deck did well.

A PLAN

While it may not have been obvious at first glance, this deck wanted to stick a Greater Good on the board and then sacrifice a 6cmc dragon to reap the benefits of that dragon and try to draw into the next one. Ultimately, this deck would just Yosei-lock an opponent long enough to beat him in the face and/or kill someone with Kokusho. What was most devastating was to put 2 Yosei into play (the legend rule at the time caused them to destroy each other as part of state-based effects) which effectively netted you 2 turns of tapped-down goodness to dig for the full-monty and pull the trigger.

RAMP

The best thing green has to offer this deck (before we get to the broken stuff) is efficiency of land drops/ramp. Sakura Tribe elder was nearly broken in his ability to be a 1 turn speedbump while ramping your mana base +1. After that, Kodamas Reach was not just ramp, but a form of card advantage that was not well understood at the time. As a result, you had a deck that very consistently got to 4 in time for Wrath of God, and 6+ to be able to hardcast 2 of the most powerful dragons ever printed. Land advantage was an important thing to consider when you start to recognize this deck wanted to be pitching dragons and splicing Goryu's Vengeance onto stuff with arcane. If you wanted to play the best cards in the format (not counting Umezawa's Jitte), you had to have the mana to pay for it.

DIG

Dimir House Guard effectively read "pay 3: if you need it - get Wrath of God; else, get Greater Good - win. He was also an occasional blocker, and an alternate sac outlet for one of your 6 mana gamebreakers. And then there is Greater Good, the card that effectively let you rip through your deck via sacrifice and get insane card advantage while digging for a combo piece (another dragon or a reanimation spell for the fatty you just sacrificed).

CONTROL

Between Wrath and Kagemaro, you have 7 massive board wipes, and even Yosei can step in as another means of screwing up your opponent's play if you didn't have the win yet. In case of emergency, you have Sickening Shoal which also serves as a means to splice and reuse Goryu's vengeance.

STRUCTURE

The deck sports a pretty well defined mana curve, with cards that compliment the plays you want to make when you want to make them. there are no extravagant drops over 6, and you have more than enough ramp to get you where you need to go. You have 9 major Win-Cons between Kagemaro and the 2 dragons and even individually they are formidable. All considered you have 11 control cards and 6 cards with big ways to dig. Also, 7 reanimation pieces ensure that if you sac a dragon to try and find the next, you should at least get a replay on the last one if needed.

For all of its strengths the deck would sometimes lose to consistency issues. As it evolved, it dipped its toes into blue for Gifts Ungiven and eventually shunned green altogether. The result was the first incarnation of the deck many today remember as "Solar Flare" and you can read further about that deck in the next section.

Continued...

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Date added 9 years
Last updated 9 years
Legality

This deck is Casual legal.

Rarity (main - side)

4 - 0 Mythic Rares

25 - 0 Rares

2 - 0 Uncommons

11 - 0 Commons

Cards 60
Avg. CMC 3.61
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