Maelstrom Wanderer's Dragon Tribal because Dragons have always been my favorite. Flashiest win condition: get Dragon Tempest on the field and cast Dragonstorm on storm by casting whatever is in your hand. The main two dragons that are most necessary to pull are Atarka, World Render and Utvara Hellkite. Dragon Tempest will deal a lot of damage as your dragons funnel into play from Dragonstorm; and then as your dragons swing with double strike(because they now have haste from the Tempest), Utvara Hellkite spawns more dragons which will proc Dragon Tempest even harder than the first time around.

The primary engine of the deck revolves around getting out some powerful dragons, copying those dragons, burning your opponents with some enchantments, and finishing them off with an overwhelming combat step. Imagine playing Rite of Replication on Utvara Hellkite so that just one dragon swinging will generate 6 6/6 flying dragon tokens. If you happen to have Scourge of Valkas during this combat phase, you'll wind up burning your opponents for a lot of damage. Progenitor Mimic on a Dragon Broodmother to generate many baby dragons who will wind up devouring their brothers and sisters. And one of my favorites, Blade of Selves equipped to Balefire Dragon to potentially burn your opponents' fields in one swing. Warstorm Surge, Dragon Tempest Beastmaster Ascension, and Flameshadow Conjuring are great enchantments to setup before playing your hand of Dragons in order to burn your enemies, give your dragons haste, and copy your dragons as they come into play buffed up.

Just as an example for the power-level of the deck, I once hit for 1,022 damage on turn 9 due to having a Scourge of Valkas, Utvara Hellkite, Maelstrom Wanderer, Scourge of the Throne, Atarka, World Render, and a Beastmaster Ascension. Two combat steps where my dragons are getting +5/+5 and double strike and haste, and two combat steps where Utvara Hellkite can spawn a massive dragon token army for Scourge of Valkas to hit hard with. Maelstrom Wanderer, Dragonstorm (5 total tutors from it), and a bunch of ramp helped to set all this up so early.

Note, I dropped Intet, the Dreamer as commander for Maelstrom Wanderer. Intet is decently fun, but usually just so clunky that I never cast him. He wasn't adding to the tribal or the beatdown all that much. But the Wanderer is amazing because he can play most of the cards in the deck; maybe get some draw power, ramp, tribal enchantments, or dragons out with him AND he guarantees my dragons to have haste each game which is really nice. Means I was able to drop some cards that just gave haste and not much more.

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Revision 3 See all

(5 years ago)

Top Ranked
  • Achieved #36 position overall 7 years ago
Date added 7 years
Last updated 5 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

17 - 0 Mythic Rares

41 - 0 Rares

12 - 0 Uncommons

4 - 0 Commons

Cards 100
Avg. CMC 4.69
Tokens Beast 3/3 G, Copy Clone, Dragon 1/1 RG, Dragon 4/4 R, Dragon 5/5 R, Dragon 6/6 R, Emblem Arlinn Kord, Emblem Chandra, Torch of Defiance, Emblem Kiora, Master of the Depths, Morph 2/2 C, Octopus 8/8 U, Wolf 2/2 G
Folders Maybes, EDH considerations, commander, Decks i like, test
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