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Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Dragon Mantle
Enchantment — Aura
Enchant creature
When this enters the battlefield, draw a card.
Enchanted creature has ": This creature gets +1/+0 until end of turn."
Travenura on Izzet Aggro 2?
2 years ago
Hello SeekerofSecrets! First off, thank you for being the first to comment.
I love how consistent mono decks are with their mana base, which is why when I first started playing modern I played mono red goblins. I'm fine with going mono red is what I'm getting at. It's my favorite color after all! :D
I'd like to know more about why you'd include Lava Dart, Soul-Scar Mage and Dragon's Rage Channeler (is that Darcy?).
Isn't lava dart too weak? Even if it does eventually act as a Tarfire isn't sacrificing a mountain more detrimental than doing 2 damage total? Am I missing something?
Soul scar mage has prowess but it doesn't have haste. If you compare it to Delver of Secrets Flip, soul scar mage needs a damage source from you, which means a card from your hand, most of the time. I understand that delver makes you lose the element of surprise, and doesn't have haste, but passing through your opponent's creatures with a 3/2 flier as soon as your next turn is pretty good, is it not?
Finally, dragon's rage channeler in this deck will only trigger if you have at least one of a land, instant, sorcery, and creatures. That's a lot to ask for is it not? Wouldn't you want to run enchantments or artifacts to get Dragon's rage channeler to trigger easily? Plus there's only 8 sorceries total.
P.s. Crash Through does let you draw a card, but is the trample really that good? Why not Dragon Mantle for example?
Corrosive_Cat on Frantic Archaeology [Infinite Graveyard Jank]
2 years ago
I agree that it does lack a little in draw, yes - was hoping the Commune with Lavas would go a little way
Dragon Mantle isn’t half bad, and makes good use of excess combo mana, and a veeerry narrow push I might be able to run one Valakut Awakening Flip - options on the table aren’t great I’m afraid but if you’ve any suggestions please do let me know.
jaymc1130 on Birgi Storm cEDH
2 years ago
There's a lot of "unnecessary fat" or "chaff" in this list that will lead to performance consistency issues in truly competitive settings. The land count is so low that first 3 turn board development will be very inconsistent from game to game, there is a very limited number of mass draw spells and effects combined with a crippling overabundance of ritual effects (every card in a Birgi helmed deck is a ritual, no need for actual rituals). There are functionally worse performing cards occupying win conditions slots (Aetherflux Reservoir instead of Dragon Mantle or Voldaren Epicure, Experimental Frenzy instead of the simply outright better and less restrictive Mystic Forge. Not to mention functionally irrelevant cards like Twinflame (with no legitimate Kiki style win line), or all the ridiculously useless cantrips.
You can take a look here Birgi Storm Top [cEDH Primer] for a more streamlined version that's been thoroughly tested for several hundred games at this point to achieve close to statistical mathematical optimization in the most competitive possible environments.
Corrosive_Cat on Lightning Cajones
2 years ago
I think Mausoleum Wanderer is essentially strictly better than Cursecatcher here, perhaps. Could even be worth cramming in a couple of Dragon Mantles to boost its countering ability, and swing for more damage.
Samothrace on
3 years ago
Ive play-tested maybe 20 hands, and I can see what you mean. It is really hard to swing early AND make it really hurt on a budget. If I were you, I would not try to swing so early. This is just my take, and I come from a very removal heavy met, but I would rather swing for lethal turn 5 than put out a vulnerable commander turn 2 that swings for 2-4 damage. There's evasion on the card, but I would still consider Fleetfeather Sandals or Prowler's Helm to make the damage a more sure thing. Maybe your meta doesnt work this way, But i would lay low and accumulate artifacts, and then win the game all at once.
for bigger damage, maybe Dragon Mantle or Ghitu Firebreathing would do well?? just some ideas.
BrassLord on Rakdos Dragon actual
3 years ago
Looks like a fun deck to pilot.
In reviewing the deck in it's current form, I can see a few different ways of trying to approach your problem. The first would be to double down on discard and reanimation effects to cheat the cards into play. Stuff like Winds of Change Wheel of Misfortune Wheel of Fate help filter through your deck and pair well with those other looting effects you already have. Adding in reanimation redundancy like Animate Dead could could also go.
I think the dragon...er... elephant in the room is the mana curve. Your commander incentivizes you to play big beefy dragons, but that skews your mana curve. Currently you have a LOT of low to the ground single mana producing artifacts (2cmc) and a few later game payoff ones, with the rest of your curve being around the 4-6 CMC. Another way to approach the mana problem is to double down on the big boy ramping artifacts, like Gilded Lotus . Then pair it Voltaic Key and Manifold Key so when it's online, you could actually hard cast some of those late game dragons!
The way mentioned above addresses the mana production head on. It'd also help if you paired some of this with some early game disruption to prevent opponents from getting ahead TOO quickly so you can't catch up. Cards like Mind Twist and Rakdos's Return can be backbreaking when ramped into early, shutting down the scariest player and allowing you to catchup with your dragons. Along those same lines, Torment of Hailfire is another staple big mana sink card to close games (though honestly, your dragons seem like they don't need that much help!) In a multiplayer game, cards like Fleshbag Marauder , Merciless Executioner , and Plaguecrafter can be removal in the early game and make utility spot removal reanimation targets later on.
Cuts I personally struggle with as well! I'd focus on whether or not the cards further your gameplan or promote you winning. For example, in the current list Dragon Mantle feels like a win more card, despite the fact that it cantrips. Unholy Indenture also feels the same way. But you should play the cards you like!
Happy Burninating!
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