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Dragons for the win!!!

Commander / EDH Dragons

jstewar6


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Maybeboard


Upgraded tribal dragon precon deck made for fun! It was my first commander deck and dragons are my favorite tribe in magic making this my favorite deck. I especially love Tarkir and Sarkhan.

Strategy:

Raise the Earth

The way this deck wants to win is generally using dragons to smash our opponents. There are also a few cards that care about dragons coming into the battlefield or how many we have (Sarkhan the Mad/Scourge of Valkas/Terror of the Peaks/Dragon Tempest). Something to remember is most dragons have their power at 5+ and that's 1/8th of an opponents health. We don't need a lot of them on the battlefield. If anything that will draw too much attention to us and have the table go archenemy on us. I suggest a normal board state of 2-3 dragons until your ready to take them down. Finally our commander has a power of 10 so if he gets double strike and a slight boost he can one shot people

Swift Death

Since we don't want many dragons out till its time to win, we want to have ready either double strike enablers for the extra damage(Atarka, World Render/Silvia Brightspear), haste enablers to get more dragons out and swing quickly(Rhythem of the Wild/Temur Ascendency/Dragon Tempest/Lightning Greaves), and boosting our dragons power (Dromoka, the Eternal/Crucible of Fire/Boltwing Marauder). I would suggest keeping Crucible of Fire off the battlefield until your ready to use it. It tends to draw hate. Imagine that!

Power Infusion

For our ramp and manabase we have 16 cards to help us with mana including our commander. One of the easiest things to forget is the automatic 1 discount for all dragons. We also have 8 dual lands, 7 fetch lands, 4 5 color lands for color fixing. This is a good general amount from what I've played with this deck. Always mulligan if you don't have a way to get 4 mana in your starting hand and in the correct colors of your other cards unless you have multiple 3 drops and then 3 mana is acceptable for a start. Usually our first 3 turns are spend on building up on mana and by 4 you should have at least 1 dragon.We have 4 cards that can put our dragons onto the battlefield for free that usually require some setup or later game mana around 6ish (Mosswort Bridge/Rishkar's Expertise/Lurking Predators/See the Unwritten). Even if we have a slow start we have a few cards to help recover life lost (Dragonlord Dromoka/Sunscorch Regent/Kokusho the Evening Star/) and dragons are also a good backup to convince our opponents not to make early swings.

Turtle Durdle

Since most of our mana is focused on getting dragons we want our protection to be cheep or stay on the battlefield. Swan Song is good prevention that only require 1 mana making it good for a pinch. Red Elemental Blast is also something that most players won't see coming when we stop them from countering our dragons. Dragonlord Dromoka and Rhythm of the Wild are good at keeping our spells from being countered on a regular basis for no extra mana once they're out. We also have Thunderbreak Regent and Scale Lord Reckoner to help prevent our dragons from being targeted and if they are our opponents get hurt for it.

Chance Encounters

I like having games with this deck that aren't always the same. The only tutor is Sarkhan's Triumph and technically Sarkhan Unbroken (not that it's likely you'll get it off). Usually we are at the whim of whatever cards show up which is why I like to make a majority of the cards have multiple purposes . 20 Total.

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58% Casual

42% Competitive

Date added 4 years
Last updated 1 year
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

15 - 0 Mythic Rares

46 - 1 Rares

11 - 0 Uncommons

12 - 0 Commons

Cards 100
Avg. CMC 4.33
Tokens Bird 2/2 U, Cat Dragon 3/3 BRG, Dragon 1/1 RG, Dragon 2/2 R, Dragon 4/4 R, Dragon 5/5 R, Dragon 6/6 R, Dragon Egg 0/2 R, Treasure
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