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The Ur-Dragon: The Legend of Timmy

Commander / EDH Dragons Five Color Tribal

OmegaAced


Maybeboard


" The Ur-Dragon , Progenitor of Fire, is an enormous and immensely powerful Dragon Avatar. An entity from the dawn of time, it is the primordial essence of all Dragonkind in the Multiverse. With its wings, that extend across the eternities, it stirs the fabric of the cosmos. Its breath bellows over the the mortals, stealing the essence of life. With claws that rake the aether, it sunders ancient bonds. Thanks to its eyes, the Ur-Dragon perceives the deepest truths concelead in the wells of time. Its bellowing roar summons its brood, echoing through the blood of all dragonkind, for the Ur-Dragon is the progenitor from which the dragons of the Multiverse spawned."

The Ur-Dragon is probably my most fun deck that I run, and that is probably due to the simplicity of it. Dragons are cheaper. Put out more dragons. Kill people with dragons.

It is certainly a work in progress, but I have noted down any cards that I will be obtaining in the future.

I'm trying to take a page or two from MattN7498's Ur-Dragon Primer, as it's a fantastic place to start. Here's the link: Ur-Dragon's Multiverse Onslaught | *PRIMER*

Here's the breakdown:

Birds of Paradise : A classic, little, cheap ramp boi. I find it's only really relevant early game, where it helps to get me to an amount of mana I can use to cast a better ramp spell, like Cultivate . Might get cut in favour of other things later down the line, but it's fine for now.

Ramos, Dragon Engine : Probably a questionable addition to the Ramp category, but being able to slowly build to an essentially free Ur-Dragon helps quite a bit. He's also one of my favourite cards in this deck, so I may be a little biased.

Farseek , Nature's Lore : Needed to rip any duals I can out of my deck. Actually invaluable.

Cultivate , Explosive Vegetation : Standard ramp spells. That's about it.

Mirari's Wake : An anthem and mana doubler all in one makes this card a solid addition to the deck.

Chromatic Lantern : A must in a five colour EDH deck. Plain and simple.

Commander's Sphere : Always a solid mana rock, even more so in a five colour deck. The ability to sac and draw is also quite useful most of the times.

Mox Amber : Given the number of legendary creatures in this deck, Mox Amber is a pretty good ramp artifact, all for the low low cost of 0 mana.

Sol Ring : An EDH staple.

Atarka, World Render : The double strike ability here is incredibly powerful, and works as a win-con a lot of the time.

Darigaaz Reincarnated : Has several Keywords we really want, and forces an exile spell to get rid of him permanently. Decent body. Overall, a good dragon.

Dragon Broodmother : Makes a lot of chump blockers, or a few bigger tokens. Seems like a great addition.

Dromoka, the Eternal : Makes big boys even bigger, which is wonderful.

Kolaghan, the Storm's Fury : Making everything bigger and better is fun, and being able to dash him in if you don't have a haste enabler is useful.

Nicol Bolas : Big Boy Bolas is just fun. Ripping people's hands apart is very useful. Plus, who doesn't like a little flavour too?

Ryusei, the Falling Star : Decent body, and tends to negate the benefits of one-sided board wipes.

Scourge of Valkas : This. Gets. Dumb. Fast. Every dragon doing an increased amount of damage upon entering is super useful. Paired with a dash of mass reanimation, and you start nuking people.

Utvara Hellkite : Works well on its own, but becomes dumb with things like Scourge of Valkas or Dragon Tempest . Can win games pretty much on its own.

Wasitora, Nekoru Queen : Creates either some decent chump blockers or forces opponents to sac their threats. Decent value.

Vanquisher's Banner : Been playing this one for a while, and I think it's just not quite as good as Elemental Bond . We'll see if I do end up changing them back out though.

Kindred Discovery : Crazy draw when used in conjunction with The Ur-Dragon 's eminence ability.

Temur Ascendancy : Haste and draw is very useful, particularly for 3 mana.

Balefire Dragon : Kinda works as a single-target board-wipe, and is really good at shutting down decks that like to go wide.

Crosis, the Purger : An okay way to shut down mono-coloured decks, but admittedly not super useful, as most decks run at least two colours. At least he has a bit of flavour and is a 6/6 flyer.

Dragonlord Dromoka : Literally the best anti-control Dragon I could put in here (I think).

Dragonlord Silumgar : Snagging an opposing planeswalker is pretty useful, particularly if they're about to Ult. Being a 3/5 flying deathtoucher is also a nice bonus.

Numot, the Devastator : The upside here is that the lands he destroys don't have to belong to the player he hit. Tends to generate a lot of hate, as is the nature of land destruction.

Ojutai, Soul of Winter : Tapping down mana rocks or creatures is always useful. Enables more wild swinging, since your opponent(s) can't fully retaliate.

Scalelord Reckoner : Having a big boi with Karmic Justice on him is huge, and insanely useful.

Silumgar, the Drifting Death : Shuts down opponent's who are trying to go really wide with tokens and helps deal with mana dorks.

Surrak Dragonclaw : Similar to Dragonlord Dromoka in that he's here to shut down people trying to shut us down. Shut down-ception?

Thunderbreak Regent : Cheap? Check. Decent body? Check. Lightning Bolt ing an opponent's creature when the do some single target removal. Check. Jokes aside, T.R has helped so often, it's not even funny.

Yosei, the Morning Star : Basically gives us an extra turn, in a very indirect way.

Anguished Unmaking : Best exile spell in the game, in my opinion.

Assassin's Trophy : Two mana, instant speed, remove anything on your opponent's side? Very nice!1

Utter End : A nice runner-up to Anguished Unmaking

Crux of Fate : Best one-sided board wipe you can hope for in Dragon Tribal.

Hour of Revelation : Nevinral's Disk, but slightly better, in spell form basically.

Frontier Siege : While useful for the mana ramp ability, it serves you much better as a way to get all your dragons to take something out when they enter.

Monastery Siege : Making it even harder to hit your stuff is awesome.

Arlinn Kord  : Mainly using her as another haste source, but giving everything +1/+1 and trample has proved quite useful too.

Nicol Bolas, God-Pharaoh : Flavour and a decent Planeswalker? Yes please.

Sarkhan Unbroken : Generates a TON of hate when he hits, and understandably. His ult should basically win you the game, while his other two abilities help keep you afloat.

Dragonlord's Servant : Nice in the early game, nice in the late game. Throwing out something like Thunderbreak Regent for two always feels nice.

Dragonspeaker Shaman : See the above, but then some.

Elvish Piper : A cheap way to cheat in big guys, and prevent countering. Well, except Stifle . F*** Stifle.

Intet, the Dreamer : Unreliable, but it does work sometimes. At least it can hit things other than dragons.

Belbe's Portal : Hits a few more things than Dragon Arch , but costs a smidge more per use.

Dragon Arch : Flavourful, and really decent. Since most of the dragons here are multicoloured, it's quite useful.

Fist of Suns : Makes the Ur-Dragon cheaper, but doesn't negate commander tax sadly.

Herald's Horn : The cheapening effect is great, but being able to occasionally draw an extra card is really nice.

Thran Temporal Gateway : Gets out our artifacts and most of our dragons safely, so it has the added benefit of getting out some of the other cheaters.

Urza's Incubator : Having dragons cost three less (because of the eminence ability and this) is great for getting out our big bois for cheap

Xenagos, God of Revels : Swinging a 20/20 Ur-Dragon as soon as you cast him is pretty hilarious. Still useful on other targets as well.

Arlinn Kord  : Touched on this earlier.

Lightning Greaves : Haste and Shroud, a nice combination of attack and defense, since we don't target our own creatures often.

Dragon Tempest : Giving haste and Scourge of Valkas 's ability in one card scales really well with the deck.

Temur Ascendancy : Haste and card draw, which is great. Keeps giving us gas when we start running out.

Sarkhan's Triumph : Helps tutor out the dragon we need, when we need it.

Crucible of Fire : Just a sizable anthem, but +3/+3 is no joke.

Bladewing the Risen : Grabs back one dragon, but he also allows for some buffing if he sticks around.

Teneb, the Harvester : Returns one of our dragons if we want, with the added value of possibly grabbing something from an opponent's grave.

Primevals' Glorious Rebirth : Based on the number of legendary creatures we have, this can get back almost everything that wasn't exiled.

Been tweaking it to have more haste effects through things like Arlinn Kord   and Xenagos, God of Revels . Also Updated the Maybeboard with things that I will definitely need to buy at some point, but are outside of my budget at the moment, I just don't have enough to put together a solid order, or I have and am considering for the deck. The Mana-base still needs a decent bit of work, but it's been alright so far. I'll have to invest in some Shocks and Fetches, but I don't exactly have a few hundred bucks burning a hole in my pocket :P
Removed O-Kagachi, Vengeful Kami for Elvish Piper . Being able to cheat in Dragons for cheap is always nice, in my opinion, and I've found that O-Kagachi severely underperforms in this deck, since it almost always turns into people wanting to leave up blockers against my board (If they have them), and he only hits one permanent IF someone swings at me. Your mileage may vary, but I find him to be not super strong in most cases. I also changed out Deathbringer Regent for Primevals' Glorious Rebirth , because of many things. Namely, there are so many legendary permanents in here, that it's absurd if you can pull it off, and I've found that having a lot of boardwipes is actually more detrimental to myself than to everyone else. Also, bringing back ALL THE DRAGONS after a board wipe would actually be the greatest feeling ever ;)

Made some changes thanks to some kind folks over on r/EDH.

Sunscorch Regent --> Dragonlord Dromoka : an additional mana to stop control decks on my turn is worth it 20 times out of 20, and this straight up stops them instead of mildly deterring them.

Dragon Throne of Tarkir --> Belbe's Portal : Again, increasing the mana cost here, but I found that DToT didn't usually work out how I'd like, as I don't usually get to keep more than one or two dragons anyways. Being able to plop down a dragon a turn earlier, or just for cheaper, and not having to worry about counters is usually more valuable.

Slumbering Dragon --> Temple Garden : I needed more mana fixing, and SD didn't do a whole lot most games, so he was a pretty easy cut.

Hellkite Charger --> Dragon Broodmother : Hellkite didn't usually get to do what he's good at and give me extra combat steps, because more often than not it would come down to casting a better dragon or getting to fight more people. That, and I didn't include Savage Ventmaw in this list, but that could change if I find the combo to be a little more reliable.

Hanweir Battlements --> Overgrown Tomb : I don't need a lot of colourless sources in a WUBRG deck, and the haste has become irrelevant thanks to the plethora of haste granters in the deck. Alas, a better land was put in.

There will be another update soon, I'm just waiting on some cards that are in the mail :)

Descendants' Path --> Thran Temporal Gateway : DP is too unreliable, and it throws away answers if we need them. Plus, it's reliant on our board, whereas TTG isn't.

Fearsome Awakening --> Darigaaz Reincarnated : We have enough ways to get creatures out of our grave, and Darigaaz is designed to not even hit the grave anyways.

Kodama's Reach --> Surrak Dragonclaw : Again, we have enough ramp, honestly. We need more ways to prevent our creatures from being countered, particularly when we're investing so much mana into them.

Icefall Regent --> Yosei, the Morning Star : Why tap one thing when we can tap many things? Yosei also doubles down as a "more-or-less" extra turn effect when he dies, and he works as a bit of a deterrent for mass removal and as a bargaining chip.

Steel Hellkite --> Balefire Dragon : Balefire Dragon works similar to Steel Hellkite, and for free, so he's just objectively better in my opinion.

Darksteel Ingot --> Mox Amber : Lower mana cost, similar effect. I happened to have a Mox Amber laying around, so I figured I'd give it a shot. My thinking is that the number of legendary creatures definitely means that Mox Amber should pull its own weight. That's the hope at least.

Vanquisher's Banner --> Elemental Bond : I had originally taken Elemental Bond out in favour of the banner, but I've realized that the extra 2 mana makes a world of a difference when it comes to me wanting to play it. The cheaper cost, and as a result speed, of E.B. more than makes up for the lack of an anthem.

Vindicate --> Assassin's Trophy : Trophy, in my opinion, is a much MUCH better version of vindicate. The extra mana for our opponent is fine when we're removing a threat at instant speed for two mana. Plus, the shift from Orzhov to Golgari is better for us, as Green is more prevalent in the deck.

Advice and criticism is always welcome :)

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99% Casual

Competitive

Date added 6 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

16 - 0 Mythic Rares

48 - 0 Rares

21 - 0 Uncommons

6 - 0 Commons

Cards 100
Avg. CMC 4.65
Tokens Cat Dragon 3/3 BRG, Dragon 1/1 RG, Dragon 4/4 R, Dragon 6/6 R, Emblem Arlinn Kord, Wolf 2/2 G
Folders dragons
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