Dragon Throne of Tarkir
Legendary Artifact — Equipment
Equipped creature has defender and ", : Other creatures you control gain trample and get +X/+X until end of turn where X is this creature's power."
Printings View all
|Khans of Tarkir (KTK)||Rare|
|Promo Set (000)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Dragon Throne of Tarkir occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Dragon Throne of Tarkir Discussion
1 week ago
Such a great commander! When it was first announced I immediately started building the deck, it is so fun to play. The drawback is that the deck is very commander-dependent.
You absolutely need to add High Alert as a redundancy, it is much better than Assault Formation, although you could keep both and lose something with less value like The Birth of Meletis. Then lose your least-favourite wall and add Chulane, Teller of Tales, which will add draw and land drops.
You will need to protect you board; I see you have a few cards in that price range, so I would highly recommend Privileged Position. You may also want to have Diplomatic Immunity to protect Arcades or Chulane.
I hope some of these suggestions are helpful; if looking for inspiration you can consult We Don't Need No Education.
3 weeks ago
Consider Dragon Throne of Tarkir or maybe some vehicles.
1 month ago
Xenagos, God of Revels is an exceedingly simple commander that is still a lot of fun. Play a single big creature, make it giant, and swing until it gets removed. Rinse. Repeat.
Once he has that down pat you could expand the deck to include new concepts like multiple combats or using Dragon Throne of Tarkir to transfer the buff from your big guys to mana dorks and use the dorks as the beaters.
1 month ago
Commander / EDH*
35 VIEWS | IN 1 FOLDER
The basic Idea is kresh sits around while my elementals swing at opponents and die granting death triggers and making kresh stronger at some point he will sit on his Dragon Throne of Tarkir and command large elementals to swing at his opponents. I have cards like Mirror March Flameshadow Conjuring Kiki-Jiki, Mirror Breaker and Guild Feud to assist the deck since most creatures are massive and will win fights and scare the hell out of my opponents. Also flipping a coin to potentially get 0-whatever amount of tokens sounds awesome.
I need to make cuts and there is large token generation already in the deck via enchantments and creatures so I figured I could leave out cards like Parallel Lives and Doubling Season at the least these give me 1 more token at most I get 4 but getting both on the field is a tall order so they've been left out.
Since there is a ton of "at the beginning of your end step exile/sac" effects I have Sundial of the Infinite in the deck and sac outlets to ensure the death triggers of tokens activate.
Due to their sacrificial nature I've added a few cards that pull creatures from graveyards to get secondary uses out of my elementals.
1 month ago
Grow from the Ashes+Harrow+Rampant Growth I think you'll be surprised with the lands coming in untapped from the first two. Momentous Fall + Return of the Wildspeaker + Garruk, Primal Hunter These three card draw spells draw you at least 8 cards with Gargos alone. Zendikar Resurgent Expensive to bring out, but worth the extra card draws for every creature. Dragon Throne of Tarkir Maybe the best finisher ever in big green smacky bois. Repeatable board pumps. If the budget allows, Nyxbloom Ancient Dude, you gotta try this out. The Great Henge its just stupid man.
1 month ago
Sword of the Meek seems like a weird inclusion, but made better with Goblin Welder.
1 month ago
Dragon Throne of Tarkir could be a lot of fun in this deck.
2 months ago
Ah, tokens! Initiate the throng, then fulminate as such.
I have many suggestions.
Now, typically I am an advocate for running fewer lands in decks, however, this deck has an excruciatingly low amount of card draw. Either make way for lands or add a half-dozen cantrips.
You have many anthems, some of which are quite lacking in my opinion. Syr Alin, the Lion's Claw, Kongming, "Sleeping Dragon", Selesnya Guildmage, Oakhame Ranger, Ahn-Crop Champion, Cultivator of Blades, Valor in Akros, Spear of Heliod, and Dragon Throne of Tarkir are all quite mana-hungry and little impact. They depend on a board state to work, and without one they verge on useless. I would like to call out Call for Unity in particular as being incredibly slow and capricious.
Avoid Fate is interesting, but it doesn't do a lot. Many of the cards in here are restrictive depending on board state, thus I would cut this.
For what I would include, Rootborn Defenses defends the board, Druids' Repository adds far too much mana, Aura Shards and Aura Mutation shatter and batter, Hour of Reckoning kills many things, Increasing Devotion allows for rebounding eftsoons wrath, Master of the Wild Hunt is one I particularly enjoy, Sprout Swarm is difficult to interact with, Sigarda, Heron's Grace has early and late-game potential, and Devout Invocation creates tokens abound. Triumph of the Hordes can just wipe out an entire table.
This deck has almost no card draw. Mentor of the Meek, Skullclamp, and Huatli, Radiant Champion can draw many, many cards. When you get to it, Sylvan Library is fantastic. Harmonize, Slate of Ancestry, Shamanic Revelation, Collective Unconscious are ways to refill in preparation of a board wipe.
Beast Whisperer is just good value.
I would recommend far more ramp. Llanowar Elves, Avacyn's Pilgrim, Fyndhorn Elves, Elvish Mystic, and/or Birds of Paradise. Incredibly quick if you get them out turn one, and oft set you far ahead enough that it doesn't matter when you get wrathed.
That shall be all from me. If you so wish, I have two swarm decks that you could reference for honing your build, each of which have tested well for the years I have had them.
May fortune betide you, and the tokens your enemies. Farewell!