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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
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.
1 month 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!
9 months ago
Xenny! I believe this is updated now and ready for some looksies. This deck has such raw power behind it! I have seen it durdle quite a bit though, and I think I see why now. The CMC avg is 4.7 (rounded) and not enough fast ramp. This deck needs to be dangerous by turn 4-5 to stay a threat. Once a value engine begins to overtake it, you'll be playing catch-up the whole game. These are a few ideas to consider: Migration Path < Nature's Lore, Skyshroud Claim < Three Visits, Insult / Injury < Talisman of Impulse, Samut, the Tested < Temur Battle Rage, Mage Slayer < Fling, World at War < Relentless Assault, Glaring Spotlight < Momentous Fall, Fiery Emancipation < Gruul Charm, Dragon Tyrant < Thran Dynamo, Hexdrinker < Farseek.
1 year ago
Looks like a cool brew! I agree and think that the new dragons are a perfect fit in here, as many of them are just win cons by themselves!
1 year ago
I'm actually with MeanLizard regarding Tormenting Voice . Yeah, it's strictly worse than Thrill of Possibility , but I don't think I've ever been unhappy to see it, and it really helps dig through the deck in the early game without having to jump through any hoops. I'm not so hot on Wild Guess - the double red can be a pain in the early game, so I generally want everything on the lower end of my curve to have as few pips as possible.
I can't even imagine running the deck without Hellkite Tyrant . There's always going to be artifacts on the board, and even merely stealing a couple mana rocks is still a great way to pull ahead in a game.
As for Final Parting , I really want to like it, because it is an awesome effect for this kind of deck... but 5 mana is a pretty steep price for a tutor.
As much as it hurts me to say it, cutting Feldon would be pretty easy. There are a lot of amazing things he can do if he sticks around, but I've found that a lot of the time Feldon hits the field and... dies. He's the kind of card that makes good hands better, but makes bad hands worse.
1 year ago
Hey! I'm happy to share suggestions, as I've thrown out a few ideas and tried to chat about insight so far. You may want to try and isolate cards you're willing to remove - that way you can still feel like the deck is yours, while being open to prospective ideas / outside perspective ya know?
I'll try to make suggestions with budget in mind!
- Get the same effect with a higher upside and immediately get to discard a Dragon. Non-artifact so it's harder to remove. Mid and late-game card-drawing machine with an evasive Dragon.
- This Neheb is too slow and while the synergy is there, it's going to have trouble making a consistent impact. Even an ETB tapped fetch still keeps you getting the color mana you need while (statistically marginally) thinning your deck and cleaning your future draws.
- Overall, these edits reduce your cumulative curve, provide similar (if not more consistent) discard ability, and much higher ceilings for providing value. Evolving Wilds is your 2nd fetch, so you can keep improving the lands you're getting into play. Daretti lets you move through the deck quicker AND has artifact synergies if you choose to lean into that line of play. Chainer is a discard outlet and haste enabler the turn he comes down, so he's already got the same floor as Mad Prophet with the opportunity to be impactful if he stays on the board.
- Since you've enjoyed leaning heavily into the discard aspect, Temple makes a lot of sense for you to have access to a mid or late-game land to ramp a bit. With all these expensive Dragons, I'm sure you've had a turn or two with plenty of un-used mana (I have!), so this gives you a way to maximize the discard AND set yourself up to keep having access to mana!
- The five-mana CMC for a less-efficient Sneak Attack just feels heavy in this build. Adding Landscape gives you another opportunity to pull lands out of your deck and keep having colors on the battlefield - I'm sure you've noticed but the double and triple-pips of the deck can be VERY challenging at times. Being able to get two Mountains (or your two Swamps) will hugely impact your ability to play relevant spells on time. As far as getting one more haste enabler, even with Chainer already in...
- Tyrant is a win-more and a payoff card. It's a fun ambition, but in a deck chock-full of power and crazy cool Dragons, we don't need this. Instead, big Kolaghan comes down much earlier AND hastes our entire squad.
- Courser enables shenanigans and fantastic temporary Commander fun. It's effect can be much more impactful than Thundermaw Hellkite's in the long-run, and essentially acts as another reanimation spell. Thundermaw's effect is pretty narrow, while Courser's lets us go into the graveyard for a more toolbox-like approach, depending on what we've been able to get into the graveyard so far.
- This might be a little bit of personal preference, and with how many ways this deck has to kill opponents' creatures on your turn, I think it provides a great ceiling while also acting as an early-game blocker. Mana that you can do anything with is so precious in this deck, and it happens to synergize nicely with the best addition to this deck in Kaldheim...
- I personally don't think this deck needs to go wide, otherwise you'd be running more cost reduction ( Urza's Incubator , Dragonspeaker Shaman ) as well as Nesting Dragon . Big-mana decks are always going to need mana, and Goldspan makes it in spades.
- This is a different style of play, I'd just rather avoid exiling my Dragons or only getting a single use out of them...for a minimum of 8 mana and two turns. Feldon has more flexibility in coming down quicker and activating sooner. You're packing High Market and Phyrexian Tower here for sac outlets to get rid of the tokens (same as the Dragons from Zirilan realistically), but you're doing it much earlier in the game, or with mana to spare, with no downside of losing a Dragon for the rest of the game.
- Between all of the Dragon ETB damage and the removal suite available to Rakdos, you don't need more removal, I'm sure you've noticed this! Especially cost-inefficient removal. Having more reanimation effects, especially to act as a or flicker effect? There's WAY more flexibility here for how the Dragon reanimator wants to succeed. I agree that more removal is always good though! With that in mind...
- Play faster, and play with more flexibility. Command will give you options based on how the game's playing, and playing at instant-speed ensures you can be more interactive. Along that same line...
- Flexibility in usage! More than likely this will get rid of a troublesome artifact, and wouldn't you know it that some of the best graveyard hate is on artifacts! The graveyard hosing can also be key and, again, playing at instant-speed gives you more opportunities to disrupt opponents. For a high-curve deck like this, that's really important!
- Let's help Rakdos players see that Arena isn't the powerhouse everyone thinks it is! Exploration does EVERYTHING we could need - especially in your build, which has a higher concentration of Dragons, there's a greater likelihood for you to fill your graveyard quicker! Please give this a shot and let me know what you think!
Four of these cards ETB tapped and make you a turn slower, AND they're bad in the late-game since they have little utility. There's no snow synergy here to justify Coldsteel. Having more land ensures you'll hit your drops throughout the game. Wayfarer's lets you keep some ramp (I prefer Expedition Map, but one discussion at a time) while Archive has mana utility and lets you cash in when you have leftover mana. Smooth out your hands, get more consistent draws and turns, and have the ability to draw more cards.
- All of these Dragons in the yard are going to go to waste if you can't get them out onto the field! This is my favorite low-cost reanimator aside from the namesake - if you wanted to make a case for Stitch Together I wouldn't argue it. Being able to get two Dragons out, albeit tapped, ensures you can keep some board presence. It also lets you use up some of those Sneak Attack / token creations in an efficient way. I know losing some card draw feels a bit weird, and based on how the deck's built up, and from what you've described about your playstyle, it sounds like you may have an over-abundance of card-draw and not enough interaction. Hopefully this changes things!
Non-budget upgrade, and more likely to consistently come down untapped and provide the same color flexibility. If budget doesn't allow this edit, I'd say the non-budget move could be Path of Ancestry .
I do think you need to find room for one of the game-winning, mass-reanimators like Living Death or Patriarch's Bidding , or the new Kaldheim one, I'm blanking on the name. I'd take out Scourge of Kher Ridges for it to give yourself a win condition out of nowhere!
Hopefully these ideas help, or at least spark some further ideation for you to think about! If you want to chat about Bladewing in real-time over Discord or Reddit I'm on both sites as ThePillowman :)
1 year ago
X-Factor11105 - Ah, thank you for the comment, as they are always appreciated.
So, lands are a thing with which I have tumbled for quite some time. I have considered MDFCs to be 50% of a land, thus I deem the count to be around thirty-three. I advocate highly against tap lands, yet Bladewing has a late-game plan as averse to an early game plan. Its first turns are rummaging and ramping, and only on turn four or five does it threaten life totals.
Most of my decks have thirty-four lands, but they also have an unreasonable amount of card draw/filtering. I subvert large amounts of lands in favour of the utility of card filtration and advantage spells, as they hold more value at all points of the game. Having more nonlands ensures more action over the course of a match, even in a deck fraught with seven-drops .
As aforesaid with card filtration, it is never a bad thing. If I flood, I discard the land and find a more relevant spell, and vise versa. It just gives the deck something to do at all times, and makes hands more reasonable. If I have two eight- drops and a Faithless Looting in my opener, this sets up reanimation and allows for more early-game.
The deck also has many ways to find Squee to turn my card filtering into card advantage. Rummaging does everything the deck desires, being graveyard engines and reanimation . If I ever have too many rummage effects, I can simply discard them away.
I am not the largest fanatic of undying effects unless they are incidentally attached to a creature (such as Strangleroot Geist ). The deck does not have a specific dragon that allows me to win the game by itself, and my commander can always return them to the field.
Patriarch's Bidding is an interesting one. I already own the card, thus price is not an issue, yet mass reanimation did not feel quite right in the strategy. It is probably correct to include it, but I prefer large idiots to be in the list as opposed to more reanimation. I am unwilling to cut any more dragons, for I always need them, and I am fond of the amounts in ramp, card draw, wraths, removal, and tutors. If I find space, perhaps, but there are still other cards I would like to include ahead of it, given the opportunity.
The lands have been fine, rummaging is good at all times, and I may or mayn't include Patriarch's Bidding in my list.
Thank you very much for the comment and, please, do pardon the overlong response. I enjoy being thorough in my explanations and understandings.
Have a lovely day.
1 year ago
X-Factor11105: Some good points! Here's my reasoning:
Molten Echoes is largely in here because it is the easiest enabler I've found for Bladewing to go infinite, while still providing reliable value when not going infinite. While there are some legendaries that kinda nonbo with it (though you can always let the legendary die and swing with the hasty token), there are also a number of dragons that are really good with it. Making copies of stuff like Utvara Hellkite, Scourge of Valkas, Terror of the Peaks, and Dragon Tyrant is awesome.
Avaricious Dragon has sucked a lot of ass. I included it to lower my curve and increase my draw power, butttt it really has not been pulling its weight. I'll cut it as soon as I find something else I want to run. Maybe Gadrak, the Crown-Scourge? I see you're running him, how has he been?
Command Beacon is in here now because there just honestly is no reason not to include it. I don't see myself using it often, but there's just really no downside to including it, since my manabase is more than consistent enough to afford the utility slot. Like you said, I generally just let Bladewing hit the graveyard to reanimate later, but if I don't have access to a reanimate spell and do have the mana to hardcast him again, I usually let him go back to the command zone. This makes that line of play a little less punishing.
Altar of Dementia is here because I wanted a free sac outlet to enable the new infinite loop with Hellkite Courser, and it is IMO the best one in a vacuum. It's one cmc cheaper than ashnod's, can mill out an opponent if I don't have a Dragon Tempest effect on board, and can be used to fill my graveyard in a pinch.
Nightscape Familiar is... fine. Nothing amazing, but the cost reduction applies to a lot of my spells, and being able to regenerate makes him a decent blocker if I need one.
Since you mentioned it, I think Drownyard Temple is a card I would use if I went a bit harder on aggressively self-milling to fill my graveyard, but I generally don't like doing that (makes it easier to get blown out by gravehate).
I generally don't worry about establishing early-game presence too much with this deck. I spend the first few turns ramping, looting, and sending removal at everything my opponents play, then start dropping dragons.
1 year ago
Guero2017882 Actually, adding to the previous comment, I would say that it is easier to equip Embercleave to Scion while he is copying Moltensteel Dragon since that equip already provides Trample and Double Strike. So there is no need of Dragon Tyrant and that would become 1 hit kill with just those 3 cards. Same goes if you change the copy to Skithiryx, the Blight Dragon and kill with Infect.