: Atarka Monument becomes a 4/4 red and green Dragon artifact creature with flying until end of turn.
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|Dragons of Tarkir (DTK)||Uncommon|
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|Commander / EDH||Legal|
Latest Decks as Commander
Atarka Monument Discussion
1 year ago
Out: - Citadel Siege - Crucible of Fire - Dragon Breath - Dragon Fangs - Dragon Scales - Dragon Shadow - Fervent Charge - Mighty Emergence - Sarkhan's Unsealing - Triumph of Ferocity - Atarka Monument - Dragon's Hoard - Dromoka Monument - Kolaghan Monument - Ojutai Monument - Silumgar Monument - Response / Resurgence - Akoum Hellkite - Bone Dragon - Dromoka, the Eternal - Flameblast Dragon - Foe-Razer Regent - Furyborn Hellkite - Hoarding Dragon - Jugan, the Rising Star - Mana-Charged Dragon - Nicol Bolas - Shieldhide Dragon - Azorius Chancery - Gruul Turf - Izzet Boilerworks - Orzhov Basilica - Rakdos Carnarium - Simic Growth Chamber
Replacement Options - Atarka, World Render - Boneyard Scourge - Broodmate Dragon - Darigaaz Reincarnated - Dragonlord Kolaghan - Harbinger of the Hunt - Hellkite Tyrant - Karrthus, Tyrant of Jund - Kokusho, the Evening Star - Nesting Dragon - Rith, the Awakener - Ryusei, the Falling Star - Scourge of the Throne - Utvara Hellkite - Vaevictis Asmadi, the Dire - Skyshroud Claim - Nissa's Pilgrimage - Farseek - Sol Ring - Smothering Tithe - Dragonspeaker Shaman - Earthquake - Commander's Sphere - Chromatic Lantern - Darksteel Ingot - Wayfarer's Bauble - Fellwar Stone - Armillary Sphere - Burnished Hart - Mirari's Wake - Curse of Opulence - Unclaimed Territory - Exotic Orchard - Mountain s, Swamp s, Forest s, Island s, Plains
1 year ago
OK so the deck glitched out and it didn't work out the way I wanted it to so I will just put in a comment of what I would do/suggestions. 1. You have too many lands. 30-35 lands is what you would look for in a deck. So I would cut down to 35 lands and use those 5 that you cut out to get ramp. I would put in Sol Ring , Kodama's Reach , Zendikar Resurgent , Commander's Sphere , and Urza's Incubator . 2. I would also get rid of the things that are giving you non-dragon creatures. So I would take out Goblinslide , Devils' Playground , Dragon Fodder , Dance with Devils . This is so that you can use cards like Vanquisher's Banner and Door of Destinies so that you can pump up your dragons and do more damage! 3. You have some creatures that are there just to be there. I would replace all non-dragon creatures other than Dragonmaster Outcast . Dragons that you can use to replace are; Lathliss, Dragon Queen , Savage Ventmaw , Utvara Hellkite , Scourge of Valkas , Hellkite Tyrant , Moonveil Dragon , and Thundermaw Hellkite . 4. Although your dragons can remove creatures you need to be able to deal with enchantment, artifacts, and you also have to protect your dragons as well! So I would remove Draconic Roar , Echoing Courage , Sarkhan's Rage , Savage Alliance , Stonefury , Bathe in Dragonfire , Devour in Flames , Make Mischief , Reduce to Ashes , Sarkhan's Dragonfire , Atarka Monument , Staff of the Flame Magus , Outpost Siege , and Retreat to Kazandu . You already have dragons doing damage when they Enter The Battlefield so I would take out instants or sorceries that are doing that. Plus I recommended taking out some of the ramp that you already had because there is better ramp. For removal I would suggest Beast Within , Naturalize , Decimate , Hull Breach , and Vandalblast . Now to protect your creatures I would add Heroic Intervention and Asceticism . 5. Last but CERTAINLY not least, MANA! Ok so I know I mentioned going down to 35 but even if you just take away 5 basic lands there are non-basics that I would take out that might fix you down to 35 and then I will give some recommended lands that might help. I would take out Crumbling Vestige , Gruul Turf , Looming Spires , Pinecrest Ridge , Quicksand , and Vivid Crag . I would put in Command Tower , Cinder Glade , Rootbound Crag , Mosswort Bridge , Spinerock Knoll , and Spire Garden . Ok so I know that is a LOT to take in but please take note that I am in no way a professional helper. This is all in my opinion and don't let me influence your playstyle. I am happy to answer questions if I can and I am here to help!
2 years ago
Perhaps slot some mana creature/rocks to add further ramp and protection from sweeps?
Also consider the Gruul bounce land Gruul Turf that works with the multiple land plays you have.
3 years ago
Boogan, thanks for the quick reply! Xenagos, God of Revels has it's uses, but thematically it doesn't fit. On top of that, Sarkhan Vol can steal creatures and create Dragon tokens, so that would give him extra synergy with Dragon Tempest. So overall, he'll be a better fit for the deck. The reasons for including Atarka Monument are 1. It's a Mana rock, and 2. It fits the theme of the deck. That's pretty much it. I can see why targeted removal would be more useful here, but i'd sooner remove Sarkhan's Triumph instead.
3 years ago
I know just forgot xenagos full name. Xenagos, God of Revels doubles you creatures attack and i find it better. I would play both. Draconic Roar woild be pretty good in your deck. Also probablyy don't need Atarka Monument.
4 years ago
4 years ago
Having played this a few times now, I find I actually run out of things to cast, as opposed to not being able to cast things (assuming that I get Animar out no later than turn three) and I frequently end up in top deck mode though.
First round of changes:
Murkfiend Liege -> Seedborn Muse Untap my lands and all of my creatures? Yes please!
Rattleclaw Mystic -> Bloom Tender Less tricksy, but more mana, so it seems like a decent trade.
Fireball -> Cyclonic Rift An overloaded Cyclonic Rift is basically a win-con on its own by the time I can cast it.
Atarka Monument -> Everflowing Chalice Chalice is (potentially) easier/earlier to get out and works with Doubling Season nicely
Elvish Aberration -> Birds of Paradise Comes out much earlier and fixes my mana. And blocks a flyer in a pinch, which is a bit of an Achille's Heel to this deck
Inkwell Leviathan -> Savage Beating Swapping out one evasive fatty for a potential game-winng
Lifeblood Hydra -> Arcanis the Omnipotent Repeatable card draw instead of a once off, plus a possible tricky blocker. With Seedborn Muse, he can basically refill my hand between turns.
Fevered Visions -> Domri Rade Slightly less card draw and burn, but the removal, psuedo-card draw, and if ult-ed, it is basically game over.
Verdant Confluence -> Pongify Another one drop removal is better, even though I like Verdant Confluence's flexibility.
4 years ago
I made a few card switches:
Vandalize out, Structural Distortion in. Lower cost, exiles instead of destroy, and I just like Structural Distortion better. I won't be able to destroy two things, but I think the switch is still a net gain.
Akoum Firebird out, Obsidian Fireheart in. The firebird's landfall cost is high enough that I have never seen it as much of a playable ability. I like the inevitability that can be achieved with the fireheart's blaze counters. Also, this is an elemental replacing a non-elemental.
Atarka Monument out, Mountain in. I have actually run into the problem of running out of basic lands to pull from my library before. To combat this I have culled any non-basics I felt were unnecessary. This deck doesn't really need a mana rock anyway when that slot could give me a 5/5 token instead.