Dragon-tribal Commander deck focused on Scion of the Ur-Dragon's ability to become any dragon for . If allowed to spiral out of control, this deck grows exponentially from the possible combos. In order to consistantly being able to cast the expensive dragons, the deck contains ramping, reanimation, and cheat-into-play artifacts and enchantments. This deck takes on a very strong, visible role in multiplayer, so is very likely to be heavily targeted.

The deck contains three types of dragons: Attackers, Shields and Reinforcements. Dragons shown are rated from 1 being acceptable to 5 being broken.

Dragon Attackers

Many dragons trigger effects either when attacking or when dealing damage to a player. Having Commander Scion on the board before attacking opens up a huge array of opportunities. Most effects resolve around dealing damage, but some unique effects can apply here.

4 Atarka, World Render - Grants double strike to all dragons, including itself. Works excellent as reinforcement, and combos with any dragons already on the table. Of course, Double strike also includes First strike so she helps Commander Scion survive blockers as well. If she is on the board, all other creatures are now so significant a thread, that it can turn the game around entirely.

4 Balefire Dragon - If a player has generated a big board state while waiting to cast Commander Scion, Balefire Dragon helps clean up. While it is not guaranteed that Balefire Dragon will be able to deal damage to a player in such a state, it is possible they are either tapped out or can't block flying. Also of note is the wording on Balefire Dragon: If Scion has been powered up, this translates to additional damage to all creatures. I have found that the ability to clear an opponent's board state entirely is so powerful that it is almost always the first dragon that Scion becomes in basically every single game.

3 Draco - A 9/9 Dragon for 6 is great, but with Scion both the cost and upkeep downside is avoided.

4 Dragon Tyrant - Pure damage. Adding double strike alone makes it excellent, but being able to add +2 damage for makes this a finisher for ! The downside doesn't even matter for Commander Scion. Dragon Tyrant, unlike Atarka, World Render, only makes sense as a Scion target, but it is often the move that closes out the game.

3 Dromoka, the Eternal - At worst she adds 2 +1/+1 counters to Commander Scion, but with more dragons on the battlefield, this blows up. While bolster isn't very controllable, it does even out the attacking force quite nicely against single target removal.

4 Hellkite Charger - With many dragons having powerful effects when attacking or damage is dealt, being able to attack again for mana is major. However, when including Savage Ventmaw into the equation, this becomes utterly ridiculous, and can in a few rare instances result in an infinite combo (though the deck is not constructed to achieve this effect). Even without the infinite combo, this is a extreme synergy enabler that it becomes an important target for Scion, while also working when cast normally.

4 Hellkite Tyrant - The additional 20-artifact win-clause isn't likely to be relevant, unless Hellkite Tyrant has been cast directly and somehow survives several rounds. Still, being able to steal all artifacts a player controls for , and still deal 6 damage, is amazing.

3 Kolaghan, the Storm's Fury - Being able to be cast for dash is not very relevant here, but she is one of the dragons in the deck that allows for exponential damage. However, she can end up doing little if she is alone.

5 Moltensteel Dragon - This card can kill any player if you have up and 35 health remaining. With this card in the library, any player is now at your mercy. The only reason not to do this every single game is sportsmanship, fairness... and to prevent the remaining 10 players from killing you the next turn. When used with Scion, it can be combined with Skithiryx, the Blight Dragon or Dragon Tyrant to reduce the amount of life required for an additional .

4 Nicol Bolas - Players like to have cards in hand. This makes it so they do not. He is also perfect for Commander Scion, as you will not need to pay the upkeep cost. While it is significantly weaker against decks using reanimation tricks, there will likely always be someone to use the effect on.

4 Niv-Mizzet, Dracogenius - Card draw is a necessity for any deck. Being able draw a card for is excellent, and can be performed easily on an end step in order to draw 4-5 cards if Scion is on the board. It doesn't require transforming into Scion or attacking to be useful, and can be used to dispose of smaller creatures.

5 Savage Ventmaw - Will often be one of the first dragons to be put in play by Commander Scion. Getting a advantage over everyone else makes it possible to do just about anything. With Scion, it can be used to ramp , and on the board ramps . This makes Savage Ventmaw one of the post powerful cards in the deck - only held back by the requirement of attacking.

4 Steel Hellkite - With the ability to destroy all permanents for just plus the needed CMC, Steel Hellkite is evil incarnate. While it is absolutely held back by the fact that the opponent would need to have multiple threads with the same CMC, it can be devastating. Unfortunately combat damage is required before it can be triggered, which limits it's use.

5 Teneb, the Harvester - Commander Scion's second in command. For , Teneb put's itself onto the table and ready to put anything else that dies or that Commander Scion becomes right back on the table. With Teneb and Scion on the board, every dragon can be fetched from the deck - including all win conditions.

5 Utvara Hellkite - Blows up every combo on the table. Where other dragons in the deck are linearly OP, Utvara is exponentially OP. While Utvara Hellkite needs other dragons to be truly effective, it quickly becomes unstoppable. A major threat along with Scourge of Valkas.

Dragon Shields

Dragon Shields are creatures that Commander Scion will become at any time, not related to battle, usually for survival, as if Commander Scion is stuck in the command zone after being killed 5 times, you will be in a very unfortunate situation. However, they are also useful for other situations where Scion is killed, and can apply different effects when this happen. It is important that shields perform other actions than just one-time defends, so they are not stuck in hand.

3 Dragonlord Dromoka - Prevents bullying during your turn, but cannot be used in response to a spell on the stack. However, 5 heal lifelink as well as 7 toughness makes it a great card in an of itself, and works even when it is not used with Scion.

4 Dragonlord Ojutai - Usually Commander Scion will be attacking, but on the first turn he can be quite vulnerable. I like to wait until I have 7 mana before casting him, as it allows me to turn him hexproof. With the stuck on Anticipate, Ojutai is also useful even when not used by Commander Scion.

3 Hellkite Overlord - Holding up 4 mana to regenerate can be a lot, but it allows blocking simple wraths. That is not what makes Hellkite Overlord great, however, as it is a powerful card in its own right. Having a powerful card that works as a shield is important, and is included for this reason.

5 Kokusho, the Evening Star - The most powerful card in its cycle, and is even banned as Commander. While the others grant powerful effects when killed, this is absolutely the most devestating in EDH. 5 commander damage drain to all players after effort is put into destroying your commander is such a swing that sometimes you might want to kamikaze Scion if low on health.

4 Quicksilver Dragon - For you get to laugh as your opponent kills his own commander. Or someone else's commander, for that matter.

5 Silumgar, the Drifting Death - Hexproof to ignore a spell once. Other than that Silumgar can destroy even indestructable creatures if used for attacking, but you normally want to save Silumgar for the random target destroy spell or aura.

4 Skithiryx, the Blight Dragon - Like Hellkite Overlord , but with infect. Skithiryx, the Blight Dragon is powerful with other cards and on its own, but can also be used just for the regeneration effect.

4 Stormbreath Dragon - Many targeted threats are white, so this is often just as useful as hexproof. Using monstrosity with Scion is also a fun way to deal commander damage to everyone.

4 Zodiac Dragon - The most expensive dragon is very strong. While marginally better than it's put-on-top-of-library cousin, Arashin Sovereign , Zodiac Dragon becomes a threat that needs to be exiled to be properly removed. The strength for Scion here lies in it, if it cannot be saved, be returned to the hand instead of dying, saving a single Commander cast cost increase. But if it manages to be cast with enough mana to cast it repeatedly (or through another consistent way of putting it on the battlefield), it can be simple way of keeping a strong creature in play.

Dragon Reinforcements

Not every dragon is in the deck in order to be the target of Commander Scion's ability. Either because of enter the battlefield effects or sustained abilities that should persist after your turn ends, the creatures are best seperate from Commander Scion.

5 Bladewing the Risen - Not only does Bladewing ressurect another dragon when it enters the battlefield, it also has a general +1/+1 boost for all dragons for . While Bladewing could be used as an Attacker simply because of the activated ability, the enters the battlefield effect is powerful enough that I would rather cast it unless I have a lot of dragons in play.

3 Broodmate Dragon - 8/8 flying for 6 over two bodies - the draconic Wingmate Roc. Many of the dragons in the deck has dragon synergies, so a dragon that triggers everything twice is a major threat.

3 Deathbringer Regent - Board wipe that is also a dragon. While this shouldn't be played while Scion is in play, it does do the job of any simple board clear - and leaves you with a dragon left afterwards.

3 Dragonlord Silumgar - When cast, it can take control of any creature, and in EDH that can mean a LOT of different creatures. This doesn't work great when used with Commander Scion, but is a major threat in most games.

3 Imperial Hellkite - Costing 3 to cast, this is easy to get on the table early, and the dragon fetching is great as well, even if expensive.

3 Intet, the Dreamer - Any card in the deck now costs to play. This is excellent, but Intet is hurt by the fact that the cards have to be cast any time they could be cast normally, and the fact that Intet has to be alive for the card to be castable.

3 Karrthus, Tyrant of Jund - While the countering of creature theft (with the rare case of actual creature theft) is nice, Karrthus is amazing due to granting haste and untapping the other dragons when it enters the board.

3 Ojutai, Soul of Winter - If you control more dragons than there are other creatures on the board, your opponents can no longer attack you or even block. That's better than a Moat! Still, forcing certain important creatures to remain tapped is good enough that Ojutai should not be used with Scion but cast directly.

3 Sarkhan the Mad - The mad version of Sarkhan goes around indestructable for some creatures, but the ultimate will, when it enters the board, often simply kill a player, depending on the board state. In this deck, the card draw is often a death sentence though.

4 Sarkhan Unbroken - The not-mad version will often be used for ramp and card draw alone, but the ultimate is so amazing in this deck that it wins the game simply by being cast - granted that Scourge of Valkas isn't dead or exiled. While unlikely to be cast, Sarkhan can create an army of tokens, which can turn the game.

5 Scourge of Valkas - Utterly rediculous when dragons starts appearing on the board. Along with Utvara Hellkite , you might as well just have won. Thousands of damage is no longer outside the realm of posibility. When not being combo'd, however, the card is a lot more mellow, but allows for steadily climbing damage each turn if ignored.

3 Sunscorch Regent - Silent, but deadly. While on the board in a multiplayer match, this becomes a threat extremely fast. Is a game changer unless it is dealt with, and the life-gain makes this worthwile to be included here.

3 Thunderbreak Regent - While not as powerful as many other dragons, this is a relatively cheap dragon that forces the player to target it, else suffer significant damage throughout the game.

Other dragons

Below is a ranking of the rest of the dragons in MTG.

3 Acid-Spewer Dragon

1 Akoum Hellkite

1 Alabaster Dragon

2 Ancient Hellkite

2 Arashin Sovereign

1 Arcades Sabboth

3 Archwing Dragon

2 Avaricious Dragon

3 Belltoll Dragon

2 Bogardan Hellkite

2 Boltwing Marauder

2 Brimstone Dragon

1 Canopy Dragon

2 Catacomb Dragon

1 Chromium

2 Clockwork Dragon

1 Cloud Dragon

1 Covetous Dragon

3 Crimson Hellkite

3 Crosis, the Purger

1 Cunning Breezedancer

2 Darigaaz, the Igniter

2 Destructor Dragon

3 Dragon Broodmother

2 Dragon Egg

1 Dragon Hatchling

3 Dragon Mage

1 Dragon Whelp

3 Dragonlord Atarka

2 Dragonlord Kolaghan

3 Dream Pillager

2 Dromar, the Banisher

1 Ebon Dragon

1 Elder Land Wurm

1 Enduring Scalelord

3 Eternal Dragon

1 Exalted Dragon

1 Fire Dragon

1 Firestorm Hellkite

2 Flameblast Dragon

2 Fledgling Dragon

2 Foe-Razer Regent

3 Forgestoker Dragon

2 Furnace Dragon

1 Furnace Whelp

3 Furyborn Hellkite

2 Harbinger of the Hunt

1 Hellkite Hatchling

2 Hellkite Igniter

1 Henge Guardian

2 Herdchaser Dragon

2 Hoarding Dragon

3 Hoard-Smelter Dragon

2 Hunted Dragon

2 Hypersonic Dragon

2 Icefall Regent

3 Jugan, the Rising Star

3 Keiga, the Tide Star

4 Kilnmouth Dragon

3 Knollspine Dragon

1 Lightning Dragon

1 Lightning Shrieker

1 Lotus Guardian

3 Malfegor

3 Mana-Charged Dragon

1 Mindscour Dragon

2 Mist Dragon

2 Moonveil Dragon

2 Mordant Dragon

1 Nalathni Dragon

2 Necromaster Dragon

3 Niv-Mizzet, the Firemind

2 Noxious Dragon

3 Numot, the Devastator

3 Oros, the Avenger

1 Palladia-Mors

1 Pardic Dragon

1 Pearl Dragon

1 Phantasmal Dragon

1 Predator Dragon

2 Preyseizer Dragon

1 Pristine Skywise

2 Prossh, Skyraider of Kher

2 Rakdos Pit Dragon

1 Rathi Dragon

2 Rimescale Dragon

3 Rith, the Awakener

2 Rorix Bladewing

2 Ruthless Deathfang

3 Ryusei, the Falling Star

1 Scion of Ugin

3 Scourge of Kher Ridges

2 Scourge of Nel Toth

3 Scourge of the Throne

2 Shieldhide Dragon

2 Shichifukujin Dragon

1 Shivan Dragon

2 Shivan Hellkite

1 Shockmaw Dragon

2 Siege Dragon

2 Slumbering Dragon

1 Spawn of Thraxes

2 Spellbound Dragon

2 Stormwing Dragon

1 Swift Warkite

1 Tarox Bladewing

2 Teeka's Dragon

2 Tek

2 Thunder Dragon

3 Thundermaw Hellkite

2 Treva, the Renewer

2 Two-Headed Dragon

1 Tyrant of Valakut

3 Tyrant's Familiar

1 Vaevictis Asmadi

2 Vampiric Dragon

1 Viashivan Dragon

1 Volcanic Dragon

1 Voracious Dragon

3 Vorosh, the Hunter

2 Wardscale Dragon

3 Warmonger Hellkite

4 Worldgorger Dragon

3 Yosei, the Morning Star

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Date added 8 years
Last updated 8 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

14 - 0 Mythic Rares

42 - 0 Rares

27 - 0 Uncommons

7 - 0 Commons

Cards 100
Avg. CMC 5.17
Tokens Copy Clone, Dragon 4/4 R, Dragon 5/5 R, Dragon 6/6 R, Morph 2/2 C
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