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|Commander / EDH
|Commander: Rule 0
Creature — Dragon
Double strike (This creature deals both first-strike and regular combat damage.)
At the beginning of your upkeep, sacrifice Dragon Tyrant unless you pay (Red)(Red)(Red)(Red).
(Red): Dragon Tyrant gets +1/+0 until end of turn.
4 months ago
Tel-Jilad Stylus fixes your Sneak Attack issue while feeding Zirilan.
Fury of the Horde I think this, like Blazing Shoal, is a quintessential card for a proper Zirilan shell. We only need to attack with a few dragons a few times. Being free allows you to go all in on Zirilan activations.
Is Cursed Mirror working out for you? A temporary red clone/permanent mana rock seems really good on paper.
4 months ago
I already swapped Mirror March with the Goblin Engineer! The Welder might be better in some situations but I just don't wanna draw him with an empty graveyard when the deck struggles so much with card draw and dead draws.
I have tested Sneak Attack and although it's a powerful card, I find it empties my hand too quick and then I run out of gas :(
I've had more luck just using the Quicksilver Amulet, it's more mana expensive but playing dragons as instant before the start of turn and having they stick has worked better than hitting once for 5-10. When I need fast damage I use Zirilan to get Dragon Tyrant :) And if I already drew it, I hope to get a scroll rack, the amulet or get a wheel effect (blazing shoal should also be pretty good)
7 months ago
You can use double square brackets around a card's name to create a reference link: Scion of the Ur-Dragon, Savage Ventmaw, Old Gnawbone. It's the best way to make sure everyone understands what's going on in the question.
No, it won't work that way. Scion of the Ur-Dragon's ability doesn't create an extra copy of the dragon you choose, rather it makes Scion become a copy of that dragon until end of turn. When Scion becomes a copy, it will just be that dragon and won't have its normal printed abilities or the printed abilities from something else it may have been a copy of earlier in the turn.
You can use Scion's ability in a way that makes it become multiple other dragons in sequence, but in the end it will just be one of them, not all of them. Sometimes this can be useful, like in a combo where you activate Scion, immediately respond by activating it again, get Moltensteel Dragon with the first activation that resolves, respond by pumping up its power before the other Scion activation resolves, and then for the other Scion activation get Dragon Tyrant/Skithiryx, the Blight Dragon and the +X/+0 effect you created will carry over. In your example, there's nothing that will carry over between Savage Ventmaw and Old Gnawbone.
11 months ago
It's really hard to think of 'on flavor' abilities for cards that openly had no abilities other than 'big dumb beatstick', most things that would reflect an especially brutal/effective creature are potentially out.
I wonder about something like Godsend, where its super good at killing anything that it damages, reflecting it's combat supremacy from LOB era, but it's not like Blue-Eyes does anything special with dead creatures, so I don't love it. That's why I like keywords, at least these are 'French vanilla', maybe just throw on a bunch of keywords to supplement? Dragon Tyrant was kind of the Magic equivalent of Blue-Eyes when it came out, it's incredibly big and comes with built in sacrifice (like Blue-Eyes). Tyrant combines Flying, Trample, Doublestrike and Firebreathing to make an extremely dangerous creature that still feels very 'French vanilla'. In Magic, there are Waterbreathing creatures (that use mana to gain +x/+0), and White has the odd one kicking around (I think every colour does ultimately), you could throw something like that on. I think First Strike would be more on flavor than Doublestrike for Blue-Eyes, but I like combining Menace with Flying (and the pro-weenies), it makes Blue-Eyes very hard and costly to block, but like in Yugioh it doesn't come with Fairy Meteor Crush stapled to it, so no Trample is on theme. Your Pro-Weenies reminds me of good old White card Infinite Authority, this card sees essentially zero play but it reminds me of the effect, since it's so hard on weenies. Authority as an ability would be pretty useful on a creature, definitely not sure if that'd be more printable than Pro-Weenies as you originally posted, but it'd be a nice ability that ends up feeling fairly simple/straightforward.
As for Legendary, the rules/lore there in Magic is very... irregular, and it doesn't make complete sense. IIRC in Yugioh there is only a certain number of Blue-Eyes (from the show?), so you could put a rule on the card 'there may only be X Blue-Eyes on the battlefield at any time', Star Wars CCG used to have permanents that you could have 2 or 3 copies of in play, in addition to stuff you could only have 1 of, the concept would work fine here too, only this could care about both players' boards. Too much hassles?
In regards to Dark Magician, there is a very big concern in regards to the second ability, with spells that either use more than 1 variable, don't use mana for one or more variables (and involve paying a non-mana cost for X), and that re-use the variable (spells costing XX or XXX) are all busted beyond words with it. I like the idea, but there are a lot of X spells that just giving them X=3 wouldn't work. I like the first ability to an extent, but I wish it was smaller/less mana, but it's a clunky Yugioh card so you're stuck making it huge.
1 year ago
There are some ways to tutor out the Shivan, one is Gamble, another is Magda, Brazen Outlaw. Gamble works well with recursion effects, which is a niche area for White. Zirilan of the Claw is a really weird one, iirc you can get around the exile effect by flickering the Shivan, at which point it's yours forever. Flicker effects are sometimes useful to protect the Shivan, so they're not 1 trick ponies and you could run more than one in a deck without them being superfluous. The worst might be Magda, but there are ways to generate 5 treasures and that's all you need, and some dwarves have amazing tap abilities like Dwarven Miner, a move that will annoy your opponent without really winning you the game, it's using your opponent's lands to dig out Shivan. Another good Dwarf could be Dwarven Blastminer, Dwarven Driller, Storm-Kiln Artist can make treasures too, some maybe options are Axgard Cavalry, Bomb Squad, Dwarven Armorer, and Mine Layer. There are some terrible options but I'm not going to bother with them. If you want a pretty competitive feeling Shivan Dragon deck, you might look up some Magda cEDH lists, that's a fairly competitive way to dig out a non-Legendary dragon.
Green is another great colour to look at if you want to dig out creatures, if you used something like Atla Palani, Nest Tender you can dig out creatures from your deck, guaranteeing access to Shivan eventually (if you run very few creatures you only need to pop a few eggs and you're guaranteed to hit) and she'd give you access to Green, which has it's own power buffing effects that can be quite notable. If you throw in a few cards that shuffle your graveyard back into your library (Green is great at this), you can recur your Shivan through Atla, so it can be pretty resilient.
I'm not disagreeing with Black as an option, just throwing another idea out there for you to think about.
The coolness of this deck idea makes me vaguely curious about a Red heavy Dragon Tyrant Atla Palani deck, just run stuff to make a nutso Dragon Tyrant and take over with your beefy beater.
1 year ago
Allure of the Unknown (funny with your Commander out if they take something big, you might be able to politic with it in some metas) and Protection Racket seem really good with this deck. For a big MV critter to sneak out, Dragon Tyrant can deal a lot of damage with it's Double Strike and Firebreathing, I guess 10 MV might not be big enough at this point though.
They seem bad but I find that in a slow deck there are few better ways to heap up mana in Rakdos than Mercadian Bazaar and Subterranean Hangar. I even run the Fallen Empires Storages, which are much worse but can still let you play a big drop pretty early. I get that you don't plan to cast any of these big spells, but I feel like if you start with any Storage land in your opener you'll be able to cast one by turn 6 or 7 pretty reliably (when you might be at 12 or 13 mana for a single burst), which is early enough to bother with in most metas. If you're playing Eldrazi Titans and Blightsteel, casting them unexpectedly early can just win a game sometimes, these lands can let you do this more often.
Cool idea for a build.
1 year ago
I'm not certain the Commander has enough explosive power to consistently win vs 2 decks, but I have very good results in 1 v 1 with my Rakdos deck, and it often has spare cards by the end of the game, be it wipe or removal, because the deck just runs so much of those, with lots of the removal hitting more than 1 target (I love stuff like Phyrexian Purge, Fire Covenant, Make an Example, and Volcanic Offering can each be a terror of a card, and a deck running all of them has lots of pinpoint removal that will clear lots of stuff out. Ashes to Ashes and Reckless Spite also exist fwiw, and if you aren't certain you'll have creatures out, Tergrid's Shadow can do a bit of work, as can Plaguecrafter or Demon's Disciple, cards Sedris can recur for 2B even. Another value card is Dredge the Mire, which can cheat in the 3 worst creatures in people's graveyards, note certain creatures will kill you if you control them, so check before playing! Necromantic Selection not only clears the field, it also gives you back the best thing, this is extra juicy if you use some sort of Indestructible creature(s) that won't die. If you consistently have a fairly big creature, or one with Deathtouch and Lifelink, Chandra's Ignition is one sided by definition, one of many cards that shines brightly with Basilisk Collar (which is also very good with Jaya Ballard, Task Mage or even good old Banshee, Jaya's 6 damage wipe really is amazing if you've got Collar on her, though it'll kill her too). If you expect to have multiple opponents, Goad is a very strong effect, Karazikar, the Eye Tyrant is potentially pretty solid, lots of card draw. There is also Kardur, Doomscourge that will force everyone's hand. Spectacular Showdown is a great card if you've actually got a board of your own to finish people off, keep in mind that on your next turn, you not only won't have been attacked by any pre-existing creature, everyone else will have swung for the fences with Double Strike, and they will likely have nothing left to defend with, making your Double Strikers very effective. Another Goad source that is great with a creature heavy board is Agitator Ant, which is hilarious a lot of the time. If you're using Goad effects, War Tax can let an opponent have a way around them, if there is a tax to attack Goad fails, and War Cadence is absolutely devastating with Goad, even a tax of 1 to block can make blocking impossible for weenie decks, and you can use either on anyone's turn.
As you've got access to Blue, there are a few non-Rakdos tricks you can use, the most hilarious I know of is Mass Diminish, note that it lasts until your next turn and have a good laugh. There is also Sudden Spoiling, which is powerful but lasts for that turn, or Polymorphist's Jest, which is similarly a 1 turn solution. I use Mass Diminish more aggressively, to make a player hyper-vulnerable to attackers (and make them unable to counter attack), getting two casts is just savage. Visions of Duplicity can create some chaos with it's two casts, Cultural Exchange is obscene if someone else has better creatures. Bident of Thassa is glorious if you want both of it's effects, forcing people to attack is incredibly mean, and this doesn't require you to run a weenie like Goblin Diplomats, but that's also a fun card fwiw. If you're going to run Oriq Loremage, you might slip in a huge creature to Unearth, something like Dragon Tyrant can be huge and not break the bank, Double Strike and Firebreathing are really good together, and you won't have to pay the upkeep with Unearth, he's dead before that matters.
I was looking at your land count and average Mana Value and I think you probably are running too few lands at this point, it's very tempting to cut them, but 30 is probably too few for a MV that is over 2.5. You might get away with adding 2 mana ramp, but I'd still aim for at least 36 lands (or MDFCs that count as a land, you probably already have the best two MDFCs in those colours, but people also run Malakir Rebirth Flip) to ensure you can consistently cast stuff. There is a smattering of ways you can run less lands/ramp, but these all come with downsides, but in Grixis you can run 4 solid Bounce Lands, Dimir Aqueduct and Guildless Commons should be in here as well if you want a lower land count, these let you hit another land drop when you draw them. You might also run stuff like Thran Dynamo or Worn Powerstone to help you hit higher MVs sooner, ramping by only 1 mana feels bad compared to hitting a land drop most of the time, there is also Gilded Lotus, but hitting 5 mana can be rough. Coalition Relic can charge for 1 turn, Skyclave Relic is super versatile/rugged, and Everflowing Chalice can be huge if you want, 6-10 mana is absurd but sometimes comes up. Cantrips like Ponder and Preordain are also good at digging for a land, but I know in Talrand it stings pretty bad when you Preordain and don't find a land and I needed one. As for some cards to remove, I'll take a look, but if I'm trying to build a deck that can handle attention, I look first at cards that will hurt only 1 player, unless that card will almost certainly end that player, either right away or in a few turns.
A few to consider removing (I may be missing why you have them in, so user discretion is advised or something): Archive Trap, Outpost Siege, Palace Siege, Ponder, Preordain, Haunting Echoes, Cruel Ultimatum (this seems insanely hard to cast, and hits only 1 player, unless you can copy it I'd run Captive Audience if I want to hose one player hard), Cranial Extraction, Cormela, Glamour Thief, Kess, Dissident Mage, Kroxa, Titan of Death's Hunger, Lobber Crew, Loyal Subordinate, Nekusar, the Mindrazer, Obeka, Brute Chronologist, Phenax, God of Deception, Runo Stromkirk Flip, Spear Spewer, and Thermo-Alchemist.Some maybe cards include Angrath, Captain of Chaos, and Cryptolith Fragment Flip (for another land, maybe a better rock, there is Thought Vessel, but fixing is sweet in Grixis).
Hope some of this is helpful!
1 year ago
Thank you for your great feedback! It's always appreciated. I did consider Eerie Ultimatum when it was previewed during Ikoria spoiler season. I eventually decided to leave it out of the 99 due to its tricky mana cost in a 5-color deck and, more persuasively, the fact that a suite of mass recursion spells already existed in the deck, like Living Death, Patriarch's Bidding and Rise of the Dark Realms. These spells, of course, return creatures to the battlefield, which Eerie Ultimatum does as well. However, with just 12 other non-land, non-creature permanents in the current 99 of this build, Eerie Ultimatum did not seem valuable enough to squeeze into the deck, and that is considering the potential mana ramp of recurring multiple fetch lands to the battlefield as well (no landfall triggers).
Miirym, Sentinel Wyrm's inclusion into this deck is inevitable. The moment a copy of her becomes available she will become a part of this deck and make it so much stronger. The same can be said for Ancient Copper Dragon, Ancient Silver Dragon and Ancient Gold Dragon. Moltensteel Dragon's presence in this deck is to combo with Skithiryx, the Blight Dragon or Dragon Tyrant for the purposes of one-shotting an opponent, usually a control player or blue mage at the table. Panharmonicon is an interesting card to consider. By my count, in the current 99 of this build, there are four Dragons (Bladewing the Risen, Lathliss, Dragon Queen, Scourge of Valkas, Terror of the Peaks), three enchantments (Garruk's Uprising, Dragon Tempest, Temur Ascendancy) and one artifact (Dragon's Hoard) that could benefit from the inclusion of Panharmonicon. That is a total of eight cards from the 99 (8.08%). That does not seem like a high enough percentage of cards to reconcile adding Panharmonicon to the deck. Yarok, the Desecrated would not approve.
Thank you for your comments and your recommendations! I appreciate them and am looking forward to upgrading this deck with several new cards from Commander Legends: Battle for Baldur's Gate!