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Dragons of Tarkir: The Sky is Mine

Commander / EDH Dragons Elder Flying

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From my world the sun faded / And the moon from my sky was gone with stars / I came home to a bleak room of sorrow / Forsaken house, place of grief, in solitude

I listened to my heart beating / The faint rush of my blood / I listened to my heart beating / The echoes from space

Something moving in the emptiness / Something drew me near / Someone told me of my future deeds / Whispered them in my ear

The sky stirred / The lights of space flared / Beneath my feet / The living earth started to breath

The sky is mine / This sword is mine / This fate is mine / This miracle, mine

From steel I made the master's sword / Cleaving stone, cliff, a mountain / From darkness I stepped / Onto the path of stars

-"Sky is Mine" by Amorphis. These lyrics remind me so much of Sarkhan's story being summoned by Ugin, through time and space, to reforge fate itself to allow for a Tarkir with dragons. That's why I built this deck, to pay homage to my favorite set Tarkir.

This deck is part of a series of flavor-focused decks built around the plane of Tarkir. The goal is to balance flavor, power, and fun as much as possible for each deck, bringing the associated clans to life while still being playable. Here are the rough guidelines for this project, where each deck should:
  • Use a commander that is from the associated clan, ideally one of the Khans for the clan.
  • Include as many cards associated with the given clan as possible; it does not matter if they are specifically from the Tarkir block. Any card, whether it was from the block or some anthology, counts as long as it clearly depicts the clan in question (this includes the Dragons of Tarkir clan counterpart as they are similar enough). Realistically, the target goal is roughly around 15 flavor cards per deck.
  • The deck's overall playstyle should mirror the original vision of the clan's tactics as they were represented in the Tarkir block. I personally value this slightly more than number of flavor cards used.
You can check out the other decks in this series as they are listed on the side bar of this page and on my profile.
The commander choice here was a bit difficult; there was no option for a 5-color commander from Tarkir specifically. The only flavor option would be to choose one of the Dragonlords of Tarkir, but that would obviously be at the exclusion of the others. So, a 5-color deck was the only way to get all of them in one place, and there was no better choice for a 5-color dragon tribal commander than The Ur-Dragon. And since he is the progenitor of all dragonkind, he does have a relationship with the Dragons of Tarkir, even if it is a distant one.
The Dragons of Tarkir have a lot of options for flavor due to all of the dragon tribal support on this plane. Barring lands and cards which could pass for being among the Dragons of Tarkir (stuff like Scourge of Valkas and Thundermaw Hellkite are pretty Tarkir-like, but do not count because they are not actually Tarkir dragons), here is a list of the Dragons of Tarkir flavor cards used in the build:

The dragons from the Tarkir block functioned like how most dragon decks do: ramp up as quickly as possible and then flood the board with dragons and dragon tribal pieces to overwhelm your opponents. This deck is no different.

As for the deck's power level, as with all the decks in this series, the goal was to maintain a midrange battlecruiser style with a clear focus that was decently fast and well supported by resources such as draw and ramp. Essentially, these decks should perform well in your average meta, not too casual and certainly not competitive. This deck likely pushes the limits of this goal more than any of the decks in this series. To make a 5-color deck function properly, there needs to be plenty of ramp and draw; the thing is, dragons are naturally really powerful and oppressive in more casual metas. So, by tuning the deck to be consistent, this naturally means that dragons are getting pumped out quickly and reliably. There is little recourse to down-tune the deck without rendering it inconsistent. So, it shall remain as the strongest deck in the series, but it doesn't mean the others can't beat it with the right cards.

Pumping out a bunch of huge, flying beaters tends to make for a good win condition. However, when that fails, or when more power is needed, there are a couple of cards that buff the dragons in this deck by a lot: Atarka, World Render, Dromoka, the Eternal, Kolaghan, the Storm's Fury, Ojutai, Soul of Winter, and Silumgar, the Drifting Death are the best dragon tribal cards ever printed, turning a field of already devastating dragons into titans able to swing multiple opponents out at once. Utvara Hellkite has a similar effect (that is just as strong) as the Fate Reforged dragons, generating a dragon each time a dragon attacks. Tutors such as Dragonstorm and Tiamat can pull these essential tribal pieces as well. Probably the strongest and most satisfying way to win with this deck is not through brute force, but by getting as many dragons onto the field as possible while either Dragon Tempest or Scourge of Valkas is out. The best way to proc them is through dragon token generators such as Lathliss, Dragon Queen

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Revision 11 See all

(1 year ago)

+1 Klauth, Unrivaled Ancient main
+1 Orb of Dragonkind main
+1 Rivaz of the Claw main
Date added 6 years
Last updated 1 year
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

25 - 0 Mythic Rares

25 - 0 Rares

25 - 0 Uncommons

5 - 0 Commons

Cards 100
Avg. CMC 4.72
Tokens Beast 3/3 G, Dragon 4/4 R, Dragon 5/5 R, Dragon 6/6 R, Elephant 3-3 G, Icingdeath, Frost Tongue, Inkling 2/1 WB, Spirit 1/1 C, Treasure
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