|Commander / EDH||Legal|
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|Core Set 2019 (M19)||Uncommon|
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Creature — Human Shaman
: Gain one mana of any colour.
, , Sacrifice Draconic Disciple: Create a 5/5 red Dragon creature token with flying.
Draconic Disciple Discussion
4 weeks ago
Made some changes to achieve better ramp and some more chaotic fun:
4 months ago
Thanks. I have a single Stomping Ground in the non standard variant of the deck, because 1. I only have 1 copy, and 2. It helps get turn one ramp out faster, while also allowing me to turn 2 a Draconic Disciple .
4 months ago
Fixed the above to give you less cancer:
Tap for mana:
Joiner Adept (+)
Leyline Prowler (added, removed maelstrom nexus)
Paradise Druid (?)
Gleaming Barrier (?)
Farhaven Elf (+)
Gatecreeper Vine (+)
Pilgrim's Eye (+)
Ranging Raptors (+)
Sylvan Ranger (+)
Cards I can remove:
8 months ago
Azusa, Lost but Seeking is in there just so that I had a place to put them after titanbloom got banned. It isn't really that good of a card for the deck. So, you can drop the price by $30 by replacing her with Draconic Disciple and have a better version of the deck.
8 months ago
Mana fixing: Alloy Myr , Abundant Growth mana fixing for 1 green, Pyramid of the Pantheon , Fellwar Stone , Fertile Ground , Joiner Adept , Manamorphose , Pillar of Origins only helps with Ur, Sphere of the Suns , Sylvan Caryatid , Trace of Abundance could be hard to cast, Chromatic Lantern , Coalition Relic , Commander's Sphere , Darksteel Ingot , Draconic Disciple , Manalith , Opaline Unicorn , Shaman of Forgotten Ways , Vessel of Endless Rest , Crystalline Crawler
The point is you need a bunch of artifacts or low drops that add mana or fix your mana. This way you could focus on lands that don;t come in tapped or lands that are limited to playing different spells. If they draw a card in some way that is ideal as well.
11 months ago
Honestly, I don’t think you have nearly enough lands for this deck. I also don’t think you need the alt win con from mayaels aria. I would pull the aria, wayfarers bauble, darksteel ingot, mordant dragon, flameblast dragon, and zendikar resurgent. Either not good, not necessary, or too expensive. I would as the fetch lands and shock lands. You also don’t have nearly enough creatures. I would pull your overpriced ramp cards and your mana based artifacts and add Draconic Disciple, Drumhunter, Sunseed Nurturer, Exuberant Firestoker, and maybe other mana dorks. Also, replace rain of thorns with Decimate. Cheaper and more destructive. I think it’s a solid base I just don’t see it doing enough as quickly as you want.
11 months ago
Big smashy Naya decks can be a ton of fun! It kinda depends on what direction you want to take the deck, but if you're looking at the classic 'power 5 or greater matters' theme, here are some suggestions:
Remove: Chandra, Fire of Kaladesh Flip: This deck focuses more on casting big creatures, so the likelihood of flipping Chandra is very low. Firemane Angel: Very expensive for her effects. Better creatures and lifegain can be found. Gigantosaurus: Hilarious card, but the 5 green will be super hard to get in a three color deck. Legion Loyalist, Legion Warboss, and Ajani's Welcome: These cards are all geared towards a 'go-wide' playstyle that encourages lots of small creatures. That's not how Naya usually plays, and most of the rest of your deck isn't set up to support them. Light of the Legion, Swiftblade Vindicator, Dawn of Hope, Path of Discovery, Prodigious Growth, Urban Utopia, Bounty of Might, Flower / Flourish, Boros Keyrune, and Selesnya Cluestone: These are all cards that either don't mesh great with the rest of the deck, or are decent, but have cards that can usually do the same thing better.
Big Boyz: Meglonoth: Great power for 6 mana, and can really pump out damage both attacking and blocking each time around the table! Mycoid Shepherd: Pretty decent source of lifegain. Paleoloth: Graveyard recursion. Spearbreaker Behemoth: Gives your important stuff indestructibility! Spellbreaker Behemoth: Can absolutely wreck blue control. Woolly Thoctar: 5/4 for 3. Nuff said. Bull Cerodon: Really solid creature to keep bashing your opponent's with. Godsire: Can be hard to play, but will generate an insane amount of value if it stays in play. Stalking Vengeance: When your stuff dies, so do your opponents! Victory's Herald: massive boost to your field, especially with lifegain.
Mana Ramp: Gruul Signet and Selesnya Signet: Some of the best ramp for three color decks. Drumhunter, Exuberant Firestoker, Sacellum Godspeaker, and Sunseed Nurturer: Can be okay as ramp, while also synergizing with your theme. Mul Daya Channelers: can be either a 5/5, or help you ramp into one. Somberwald Sage, Beastcaller Savant, Birds of Paradise, Channeler Initiate, Chromatic Lantern, Commander's Sphere, Draconic Disciple, Llanowar Elves, Atzocan Seer, and Drover of the Mighty: All permanents with useful ramp abilities, some of which even have a few other potential synergies. Traverse the Ulvenwald, Sakura-Tribe Elder, Yavimaya Elder, Harrow, Journey of Discovery, Gift of Estates, Cultivate, Caravan Vigil, and Collective Voyage: Cards with varying effects that let you search up lands from your library.
Utility: Asceticism: Lots of protection for your board. Anger and Fires of Yavimaya: gives all of your creatures haste. Signal the Clans: Great tutor card for creature based decks. Loxodon Warhammer and Behemoth Sledge: Trample and lifegain on a stick. Domri Rade: Card draw, repeatable fighting, and a crazy ult. Deafening Clarion, Austere Command, Earthquake, Mizzium Mortars, Comet Storm, and Savage Twister: All have the potential to be near one-sided boardwipes.
Lands: Ancient Ziggurat: With a focus on creatures, this card is usually really useful. Command Tower: Should be in every commander deck. Naya Panorama and Jungle Shrine Kessig Wolf Run: Extra damage and trample. Contested Cliffs: Repeatable fighting for your beasts.
There are probably more suggestions I could make, and certainly not all of these cards need to go in. Just some different ideas for you to consider!
1 year ago
Hi! I do like the deck quite a lot! I would however make a few... I was going to say suggestions, but I'll say observations instead. As you said, this "non-formula" decks tend to vary a lot with the local metagame.
I had something relatively similar in the previous standard, and it's changing quite a lot right now, but there's something I'm trying to improve, and that's the Control match-ups. I did go mostly RG, instead of Mono-Red, mostly for ramp, and I also played Draconic Disciple and Llanowar Elves. The problem I encountered multiple times is that at some point, at turn 4 or 5, they would wrath the board with Fumigate or something like that, and after dumping two mana dorks and a Dragon in play I had almost nothing.
That's not a problem for you in that, you don't have mana dorks. However, in the new version of the deck I'm brewing, I want to include Bone Dragon. It sort of gives you a late game play that can't be countered (if you bring it back from the yard) which seems great for the long grindy control matchups. You could easily include a playset of Dragonskull Summit and splash black for those if Control becomes a problem! :D
Draconic Disciple occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%