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Sarkhan's Dragon Den

Standard Burn Control Dragons Midrange

Argy



Sarkhan's been nurturing the Dragons in his den. They are ready for a fight.

This is similar to a deck I made during Dragons of Tarkir, with the biggest difference that it is monocoloured.


+1 Upvote is appreciated if you like this deck.

C'mon, show some love.

All suggestions made for this deck will be considered. That doesn't mean they will automatically be adopted, no matter how special you think they/you are.

I see decks very differently than most people. I know what suits my play style, and my local meta.

I don't follow deck building "formulas".

Think before making a suggestion. If you are going to insist up front that it is the ONLY thing that can make this deck better, or make snide comments about my choice of cards/theme, or if you are going to be a jerk in general, then save us both the trouble and just go away.

Do some research before pointing out that my cards aren't Standard legal.
I usually know What's In Standard

PLAY TIPS
  • Knowing whether to tap Dragon's Hoard for draw or mana is very dependent on the state of your board and hand.

  • Shock and Lightning Strike can be used at any time, to either add lethal damage to a Creature, or end the game.

  • The 2/2 Dragon that Dragon Egg makes, and Lathliss, Dragon Queen, both have pump abilities. If you have extra mana don't forget to activate these. Especially to get lethal damage in.

Mulligan

  • No less than two lands, one that produces

  • At least one Creature that can be played by Turn 2.

  • If you have a VERY good hand you can get away with Lightning Strike as your 2 drop, instead of a Creature. Particularly if you have a 3 drop Creature.

  • Don't Mulligan lower than five cards.

Early Game

Mid Game

  • This stage of the game is fairly flexible. You can use Dragon Egg as another blocker.

  • There's a trick you can do here, if your Opponent is playing around Dragon Egg. On your end step kill it with an Instant, and then you have a 2/2 Dragon to attack with on your turn. One that can be pumped. You can turn Raptor Hatchling into a 3/3 Dinosaur in the same way.

  • Dragon's Hoard can help to either Ramp, or smooth out draw.

  • Spit Flame and Fight with Fire are excellent removal spells for this stage of the game, with Spit Flame also having Graveyard recursion.

  • Sarkhan, Fireblood can be played at this stage of the game, but only if you have ways to protect him. Particularly Flying Creatures.

  • Sarkhan's Whelp is an excellent play BEFORE Sarkhan, Fireblood as it can both help to protect him, and get some direct damage through when he activates.

  • Assess the board before casting Verix Bladewing at this stage of the game. It is better if played with its Kicker cost.

Late Game

  • Hopefully by this stage of the game you have been lucky enough to get Dragon's Hoard on the field. If you haven't, Arch of Orazca should get you out of trouble.

  • Prioritise Lathliss, Dragon Queen as she can give you free Dragons, which will ALL Trigger Dragon's Hoard. Note that Dragon's Egg also Triggers Dragon's Hoard.

    I rarely attack with Lathliss as she's so valuable in getting more Dragons on the field, and pumping them. What I don't want is for her to be shut down by Seal Away, or Exiled with Settle the Wreckage. She's also a useful emergency blocker. I will attack with her for lethal if my Opponent has no cards in hand, or is tapped out.

  • There is a trick you can do with Lathliss, Dragon Queen. When you have one on the board cast a SECOND Lathliss, Dragon Queen in your Second Main Phase. You will not only give yourself an extra untapped Creature, but you will have Triggered your first Lathliss, Dragon Queen to make a 5/5 Dragon.

  • Demanding Dragon can really put the screws on your Opponent at this stage, particularly if you've removed most of their stuff.

  • Verix Bladewing played for its Kicker cost can also force your Opponent into a corner. Don't be afraid to cast a second Verix Bladewing for its Kicker cost, if you already have one on the board. Do it after Combat and you will not only get 4 Flying damage in, you will give yourself two 4/4 Dragons.

  • The Kicker cost of Fight with Fire will usually let you finish the game.

WIN CONDITIONS

  1. Attacks with Flying Dragons. Particularly if pumped up.

  2. Indirect damage through Triggering Sarkhan's Whelp.

  3. Direct damage with Shock, Lightning Strike, or a Kicked Fight with Fire.

LAND

Since the deck is , it's mostly comprised of Mountains.

Arch of Orazca gives a chance for late game draw.

I've gone with 23 Lands, since a lot of my spells cost so little.

Banefire gets the last bit of damage in, if that is proving difficult. Can make it uncounterable against Control.

Demanding Dragon extra copies, primarily to bring in against Golgari Midrange. Also useful against decks which dispatch a lot of your Creatures.

Fiery Cannonade sweeps pumped Goblins. Use this in conjunction with Goblin Chainwhirler to sweep Opponent x/3 Creatures off the board, without losing many of yours.

Goblin Chainwhirler is another sweeper, and an extra Creature to bring in against Control decks.

Lava Coil stops Rekindling Phoenix, or any other Creature, recurring.
Angels

Sample deck:
Boros Angels

OUT

1x Lightning Strike
2x Shock

IN

3x Lava Coil

Midrange

Sample deck:
Golgari Midrange

OUT

3x Sarkhan's Whelp
2x Shock

IN

2x Demanding Dragon
3x Goblin Chainwhirler


You are trying to do the same thing as them - kill all their stuff, play a lot of annoying Creatures, ultimate your Planeswalker for the win.

Spit Flame is the Instant you want to use the most.

Try to bait them into blocking with their Doom Whisperer, then finish it off with either Shock, Lightning Strike, or the activated ability of Dismissive Pyromancer.


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Revision 11 See all

1 month ago)

+2 Demanding Dragon side
+1 Fiery Cannonade side
-3 Inescapable Blaze side
-3 Run Amok side
-3 Sorcerous Spyglass maybe
-3 The First Eruption maybe
-1 Field of Ruin maybe