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Who shall I be when I devour your soul?

Commander / EDH Aggro Combo Competitive Dragons Five Color

MrAwesomeSocks


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Welcome to the Deck!

This is my take on my favorite EDH General, Scion of the Ur-Dragon . Becoming any Dragon in your deck, the possibilities are endless. The ability to transform into any dragon in your deck also makes Scion one of the most consistent EDH decks.

Overview

Playing allows me access to every color of Magic. This cuts off any limits I have to building the deck, with the exception of the 100 card EDH limit.

Scion of the Ur-Dragon takes full advantage of the five colors, allowing any color combo pieces to be used. Scion also acts as its own tutor, allowing the user to have any Dragon as the situation deems necessary.

This iteration of Scion of the Ur-Dragon focuses as a combo deck. Whether it be a combo that is utilized while attacking or a combo you initiate from the main phase, Scion's combos are meant to hit hard and be lethal.

These next sections will explain what card choices have been made in the deck and why they were chosen. Enjoy the read!

Everyone has their own particular taste. Here are some reasons why this deck might be right for you:

DRAGONS!!!!!!!!

Very fast combo deck

Access to all 5 colors of Magic

Multiple ways to win, rather than combo-ing off the same way every singe game

Consistency

Can easily end the game in one turn

Some reasons why you may not enjoy playing this deck:

Very Commander focused

5 color mana bases can sometimes be finicky

Is not a typical "Swarm Dragon OM NOM NOM NOM" deck

You don't like shuffling your deck a lot. With Scion of the Ur-Dragon and all the fetches, you will be shuffling A LOT

You don't want to have an immediate target on your back. This is going to happen. People will go for you first simply because of your deck. If you're the type of player that likes to slyly coast through the game until you're ready to win, THIS IS NOT THE DECK FOR YOU

You are a clam/ boring person (credit to VexenX for this one! Haha!)

Card Choices

Every deck starts with a good mana base. Without a good base, any deck with simply fall apart.

Every ABUR Dual/Shockland/Fetchland: In order to maintain speed and efficiency, it helps to have multi-color lands that come into play untapped. I have a firm belief than basic lands are inefficient, thus there are none at all in the deck.

Command Tower/Mana Confluence/ Cavern of Souls : Lands that tap for all 5 colors. Cavern has the added bonus of keeping the pesky blue decks off my back.

Ancient Tomb: Being able to tap a land for is beyond helpful, especially setting up Scion early. can tap for a Signet on turn 1 can accelerate your board position much faster than your other competitors.

Volrath's Stronghold: Recursion for my different Dragons, allowing Scion to use them again and again.

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No matter how good, the most efficient lands in a deck aren't enough. It takes cheap yet effective ramp to help accelerate your board position.

All 10 Guild Signets: Cheap, colorless artifacts that produce colored mana. These 10 mana socks are the unsung heroes of the deck.

Exploration/ Skyshroud's Claim /Burgeoning: Ways to pull extra lands into play without allowing my opponents extra land drops.

Mana Crypt/Mox Opal/Mox Diamond/Sol Ring/ Mana Vault /Lotus Petal: Powerful little rocks with no drawback. Helps make powerful starts, even turn 2 Scions.

Chromatic Lantern: Rock that taps for any color, added benefit of applying that effect to my lands as well.

Mirari's Wake: Doubling the amount of mana your lands produce, with an added bonus of giving a slight bonus to my creatures' power and toughness.

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Throughout the game, barriers are going to get in the way. You'll need ways to get rid of them.

Beast Within/Vindicate: Removal in it's purest form. Destroy target permanent. Nothing stands in your way.

Anguished Unmaking/Chaos Warp/Oblation: Sometimes, its difficult to get rid of something off the field. Destruction isn't always an option. In that case, there's other ways to get rid of things in your way.

Cyclonic Rift/ Echoing Truth : Sometimes you don't need to get rid of something permanently. Just out of the way long enough so you can utterly destroy everyone. Cyclonic Rift comes with the added bonus of the option of bouncing everyone's stuff.

Crux of Fate/Supreme Verdict/Merciless Eviction: Sometimes, we all need a clean slate. Board wipes help arrange that. Each one helps in a different way.

Karn Liberated: Being able to exile cards from the board or opponent's hands. is a bit steep, more suited for handling those games that drag out.

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Scion is going to die, and you'll have to find a way to bring him back.

Reanimate/ Life/Death / Breath of Life : Simple. Effective. Pull something out of the yard and smash more heads.

Unburial Rites : Same as above, with the added bonus of Flashback. It's a two-in-one!

Animate Dead: Same as above, but in enchantment form. This gives it the ability to be used in one of your finishing combos, which will be explained later.

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You might be on the edge of victory, and you need that final push to win the game. Regardless of what happens in game, these cards will carve you a path to victory.

Lightning Greaves: Free equip cost, Haste, and Shroud. Some much win. No drawbacks.

Mystical Tutor/Enlightened Tutor/Vampiric Tutor/Demonic Tutor: Search for that key card needed to turn the tide in your favor, or simply find that way to annihilate everyone all at once.

Leyline of Anticipation: Flash to anything and everything you have. Helps set up surprise moves. Saves that mana for transformations, allows you to cast things right before your turn if you don't need to.

Putrid Imp: Discard engine. Seldom used, effective when needed. Only really used after the Curiosity + Niv-Mizzet, the Firemind combo, in case you haven't won by then. You need a way to put Worldgorger Dragon in grave, and this is the cheapest way to do it.

Feldon of the Third Path: Almost reanimator. Gives Dragons a temporary second shot and smashing face. Also used in a nasty little combo explained later.

Jace, the Mind Sculptor: Filtering yours and your opponents' cards. Brainstorming every single turn. Bouncing creatures that potentially get in the way. And the big finisher. One of the only planeswalkers that can single-handedly end games. The definition of utility.

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The power of the deck. Think of Scion of the Ur-Dragon as the gun, your Dragons as the bullets. Each one deadly in it's own way, wreaking havoc on your opponents in some form.

Balefire Dragon : Nuking your opponent's board. Effective.

Dragon Tyrant : Part of a finishing combo, but lethal on its own. Double strike and Trample, all with fire breathing.

Hellkite Tyrant : Swings, hits, steals all the artifacts someone controls. Many EDH players are realizing that ramp is not reserved only for green, and colorless artifacts are the way to go. Makes them ripe for the picking.

Keiga, the Tide Star: Opponent have some pesky creature, such as an Avacyn out? Then steal it! Block with Scion and proceed to steal any creature on the board.

Moltensteel Dragon: Mostly used as set up, but can be lethal on its own. "Phyrexian fire breathing," as it's called, can be deadly on its own, but much better used in conjunction with other combo pieces.

Nicol Bolas: A great Dragon, used to relieve your opponents of their options against you. Agreat way to use him is on Blue players while they're still trying to set up. Less counterspells to deal with.

Niv-Mizzet, Dracogenius/Niv-Mizzet, the Firemind: Combo pieces, through and through. Used to end games. More explained later.

Savage Ventmaw: Used as a combo piece, this Dragon's sole purpose is to end games. Once to ball starts rolling, nothing stands in its way.

Scourge of Kher Ridges : Your board wipe in Dragon form. Clears the way for lethal swings.

Skithiryx, the Blight Dragon: Another combo piece, not very dangerous on it's own. But in conjunction with another Dragon it's completely lethal.

Tyrant's Familiar : Think of it as a mini Balefire. Nukes something on the board, clearing the way for something much more lethal.

Worldgorger Dragon : Used only for a combo, but the most lethal one in the deck. A classic.

Yosei, the Morning Star: A dragon used mostly for defense. Allow them to kill Scion, tap down their defenses, and come back next turn with a destructive attack.

Dragonlord Ojutai/Silumgar, the Drifting Death/Quicksilver Dragon: Your defensive dragons. Protect Scion during your opponents' turns, whether you shield Scion with Hexproof or rebound their spell back on them. Scion is the king of the board, and will not go down easily.

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The endgame. The big finish. Sealing the deal. Sweet victory. Enough said.

Attack Combos:

Moltensteel Dragon + Skithiryx, the Blight Dragon : A big thank you to Cobthecobbler for pointing this combo out. Instant death by infect to the unsuspecting person that doesn't block Scion.

Dragon Tyrant + Moltensteel Dragon : Another instant death, this time due to General Damage. The Moltensteel Dragon can also be substituted with , assuming the opponent hasn't taken prior commander damage.

Aggravated Assault + Savage Ventmaw : The new and improved infinite attack steps combo. Attack with Ventmaw. Add the mana to your mana pool and allow it to float through to your second main phase. Spend the mana on Aggravated Assault's activation cost. Repeat.

Main phase Combos:

Animate Dead + Niv-Mizzet, Dracogenius + Worldgorger Dragon : Worldgorger in grave, Animate dead, trigger leads to infinite mana, transform Scion into Dracogenius and hurt everyone's face.

Curiosity + Niv-Mizzet, the Firemind : Draw, deal 1 damage, repeat.

Feldon of the Third Path + Yosei, the Morning Star : Kind of a dick move, but who cares? It's EDH, right? These two cards allow for a PseudoStasis lock on one of your opponents.

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Strategy

The deck aims to be a cross between combo and aggro. Remember, the deck aims to kill as quickly as possible. Early game is all about getting Scion out as quick as possible. Mid game is prepping to kill the player with the most impressive board position (after you of course) or who ever can stop you from combo-ing off. End game is the big finish. One combo to kill the rest.

Early game is all about dropping your mana rocks. Remove opponent's cards that can get in the way, such as fliers or things that hinder attacks. Early game is essentially over once Scion of the Ur-Dragon is cast.

Scion of the Ur-Dragon is out. Time to swing. Assess the board. Who has the best board position? Who has fliers? Does anyone have hate-bears? Who pissed you off last game? Is there a blue deck? These are all questions you need to consider before you decide who is your first target. Whoever you decide on, select the correct Dragon and swing accordingly. Sometimes crippling them is enough. If not, you easily have the power to end someone's game with one swing.

Mid game is also about tutoring for that game ending combo piece. You have plenty of tutors and plenty of options. Select which one you want to use. Once the combo piece is in your hand, it's time to move on to the End Game.

Your opponents are battered and bruised, possibly crippled. Or who knows? Maybe your opponents were smart, and have targeted you from the very beginning. Either way, the final combo piece is in hand, and it's time for your opponents to know who is the true King of the EDH.

If Scion of the Ur-Dragon is not on the board, get him on there! Revive him or cast him from the Command Zone. Also, just like in the early game, remove anything that might be threatening with your spot removal. You want nothing hindering you from combo-ing off. Once everything is out of the way, combo off and GG!

Deck Building

Seedborn Muse : With the banning of Prophet of Kruphix, I never did find a card worthy of replacing it. This card is a solid maybe. Just need to make a cut somewhere.

Dragonlord Ojutai: Might be cutting my "Protection Dragons" in favor of cards that just flat out protect Scion of the Ur-Dragon , such as Privileged Position, Asceticism, or Shielding Plax

Silumgar, the Drifting Death: Same as above.

Quicksilver Dragon: Same as above.

Patriarch's Bidding : I do not run enough Dragons to utilize this card's effect, nor do I run any Dragons with an ETB effect. Good card in other Scion of the Ur-Dragon variants, useless in here. Same goes for Living Death and Living End.

Karrthus, Tyrant of Jund: Earlier in my Scion endeavors, opponents would always make a copy of this card, constantly stealing all of my Dragons. Although I am a much better player now, this card continues to leave a bad taste in my mouth. Also, I don't run enough Dragons to make full use of its effect.

Hellkite Charger + Bear Umbra/Sword of Feast and Famine: The original infinite attack steps combo, this combo was retired with the arrival of Savage Ventmaw.

Enduring Scalelord + Dack's Duplicate : Easily gaining infinite +1/+1 counters, this spells instant death for two players that can't block. Was cut to make the deck more efficient.

Scourge of Valkas + Rite of Replication: Instant 180 damage when kicked. Easily enough obliterate 4 players and some. was cut due to Rite's high kicker cost.

Mycosynth Lattice: Oh, the fun of stealing ALL of your opponent's permanents with a swing from Hellkite Tyrant . Also useful for mana fixing, back before the deck's mana base was well established. Cut due to opponent's seeing it coming from a mile way.

Numot, the Devastator : The joy of popping lands before opponents can get set up. This card was cut when the deck started becoming more combo based.


Who shall I be - Budget Edition

Commander / EDH MrAwesomeSocks

SCORE: 27 | 25 COMMENTS | 5887 VIEWS | IN 26 FOLDERS


This deck functions the same way, just without the ABUR duals or some of the more expensive utility cards. Please note that, while a budget build, this deck still hits around the $550 mark.

Final Thoughts

Thank you for looking! Any suggestions and +1's are greatly appreciated! I read every comment and try to reply back to everyone. I have always considered your feedback. Good luck on all your Scion endeavors!

Click here if you like the deck and want to +1 :)


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Revision 1 See all

(6 years ago)

Top Ranked
  • Achieved #28 position overall 6 years ago
Date added 6 years
Last updated 6 years
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

15 - 0 Mythic Rares

62 - 0 Rares

8 - 0 Uncommons

15 - 0 Commons

Cards 100
Avg. CMC 3.48
Tokens Beast 3/3 G, Copy Clone, Morph 2/2 C
Folders EDH, deck ideas, EDH, Deck Ideas, Deck Ideas, EDH Decks, EDH, Decks, EDH
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