History - Why The Ur-Dragon?

Growing up I've loved dragons, and that love only grew when it appeared in TCGs like MTG and Yugioh. When "Draconic Domination" was released as a precon, I immediately got ahold of one. It was everything I wanted. I tested the precon alone and was impressed, however, I wanted it to hit harder, ramp faster, and overwhelm the board. This is the current state of the Deck, and its constantly changing. Enjoy!

Any thoughts and suggestions are welcome!

We'll go through a list of some of the important dragons outside of our Commander itself and the key roles they play during the game.

Ancient Copper Dragon - value machine. Its up there with Old Gnawbone on impact and flavor.

Ancient Gold Dragon - depending on the D20 roll, this plus either Scourge of Valkas or Dragon Tempest ends games. a little wonky being , but the upside is too great.

Balefire Dragon - a one-sided board wipe is always a great addition, especially it remains on the board and can be used repeatedly.

Dragonlord Dromoka - somewhat of a Grand Abolisher with wings, and the added lifegain.

Dragonlord Ojutai - extremely underrated dragon in my opinion. an insane value engine that allows you to siphon through the deck on attack. Having hexproof while untapped makes for difficult removal.

Goldspan Dragon - this is a neat card. Becomes a Smothering Tithe with wings when it attacks or is targeted.

Hellkite Courser - Free entry for The Ur-Dragon on turn 6 or better. Sign me up! Also, it doesn't count as a cast toward commander tax!

Immersturm Predator - smaller dragon that carries minor graveyard hate and difficult body to remove.

Lathliss, Dragon Queen - creates a bigger board presence when dragons enter the battlefield. Synergizes well with Scourge of Valkas and Dragon Tempest.

Miirym, Sentinel Wyrm - creates copies of Dragons that ETB and widens the field.

Moonveil Regent - Can come out on turn 3. depending on game state could provide some nice card draw. can provide removal when it leaves the field.

Morophon, the Boundless - the honorary dragon that I must speak on. Morophon obviously reduces the casting cost of dragons by WUBRG. combined with the Eminence of The Ur-Dragon and dragons become crazy cheap on mana.

Old Gnawbone - The card is gross.

Scalelord Reckoner - Opponents have to weigh their options if they want to directly deal with dragons. Is it worth one of your permanents?

Scion of Draco - I don't know what to say about this guy, he's insane. just imagine The Ur-Dragon on the board with Flying, Vigilance, Hexproof, Lifelink, First Strike & Trample. the majority of the dragons will come in with Flying & First Strike, which is deadly in its own right.

Scion of the Ur-Dragon - allows for some combo shenanigans and also can fill the graveyard for some reanimating plays.

Scourge of the Throne - Dethrone is a neat mechanic. pumps Scourge and since we're attacking the highest life total player, an additional combat follows.

Scourge of Valkas - interacts with Dragons ETB by pinging creatures or dragons. damage stacks as more dragons are on the board when one enters. Can also utilize red mana that could go to waste to pump him up.

Skyline Despot - I really enjoy introducing monarch into Commander Games. having that ability come in on a Dragon is just icing on the cake.

Terror of the Peaks - dragons handle fire for the most part, here is the burn threat. Terror of the Peaks + any high power creature (oh wait...we're playing dragons!) = plenty of burn.

Thundermaw Hellkite - there is always potential in Commander for tokens such as Spirit 1/1 W & Insect 1/1 G w/ Flying, Deathtouch to pose a threat. Thundermaw Hellkite not only pings them each for one damage when it ETB, but it also taps them down for the turn. This effectively clears the way of any Flyers that can pose as threats/blockers to your dragons. Not the greatest of dragons, but its my favorite dragon of all-time. Its a must-include for me.

Tiamat - Tutor with wings. enough said.

Two-Headed Hellkite - Draw Engine as soon as it enters and difficult to deal with carrying menace. crazy strong card.

Utvara Hellkite - Each dragon attacking becomes another Dragon 6/6 R threat with this on board. We've all heard stories of interactions that has put hundreds of these on the board at once. Game Breaker and Game Ender.

We're playing Dragons, so it goes without saying that he ramp of this deck is very key to being successful during the game. Color fixing cards such as Arcane Signet, Chromatic Lantern, Prismatic Omen, Shaman of Forgotten Ways, Dragon's Hoard, and the new Orb of Dragonkind are crucial to fixing the colors of mana needed to cast not only your commander, but your big dragons as well.

Our Commander is able to cheapen the cost of our dragons on its own just by staying in the command zone, so alone he can open up a few spots by leaving cards such as Dragonlord's Servant and Dragonspeaker Shaman off our final 99. We are able to allocate our resources better for some extra spot removal or better ramp. Those two cards alone opened up room for Teferi's Protection and Sarkhan's Unsealing. I'll touch base on Sarkhan's Unsealing a little later. We can depend on better options like Goreclaw, Terror of Qal Sisma (which provides a bigger body and better creature support with its secondary effect), Urza's Incubator, & Herald's Horn.

With our land ramp, we have our usual ramp spells available to us in in Farseek, Kodama's Reach, Three Visits and Skyshroud Claim. Mirari's Wake helps with land/mana fixing too as it allows lands to tap for extra mana.

Treasure Tokens are another avenue to ramp up and color fix. We'll rely on the powerful Goldspan Dragon & Smothering Tithe to get us these precious artifacts.

To finalize our ramp list we have mana rocks. Arcane Signet, Sol Ring, Dragon's Hoard, Orb of Dragonkind & The Great Henge.

  1. Access to and the vast library of board control cards available.
  2. Dragons will constantly obtain support, so its not a tribe that will be forgotten or will die in time.
  3. Once the engine and ramp gets going, it is very difficult to stop.
  4. The Ur-Dragon, unlike Scion of the Ur-Dragon decks, also provide many options with turns. The turns are not as predictable as "Pay , Scion becomes a copy of [Insert] Dragon. Makes for a lot of fun interactions and synergies without the repetitiveness.
  5. The Ur-Dragon's static ability of discounting your dragons regardless of it is on the board or in the command zone.

  1. Dragons are inherently expensive.
  2. The grind is the early game, establishing the mana base quickly is key.
  3. Along with the dragons within the 99, The Ur-Dragon is big, and costs alot. Its discount rate doesn't apply to itself.
  4. With high costs and a heavy reliance on ramp, inconsistencies happen.

That should cover everything folks! Thanks for sticking around and give a +1. Have fun!

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Casual

100% Competitive

Top Ranked
Date added 6 years
Last updated 5 months
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

24 - 0 Mythic Rares

51 - 0 Rares

7 - 0 Uncommons

7 - 0 Commons

Cards 100
Avg. CMC 4.26
Tokens Beast 3/3 G, Bird 2/2 U, Copy Clone, Dragon 5/5 R, Dragon 6/6 R, Faerie Dragon 1/1 U, Monarch Emblem, Treasure
Folders Draconic Domination, EDH (Tribal), cards, Dragons, UR-Dragon, References, Ur-Dragon, Possible edh decks, Idea Decks, Dragon
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