Dragon Tyrant

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Legality

Format Legality
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Penny Dreadful Legal
Premodern Legal
Vintage Legal

Dragon Tyrant

Creature — Dragon

Flying, trample

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.

DreadKhan on Kaervek of the CMC!

1 month 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.

DreadKhan on unthinkable apocalypse

2 months 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!

MTGBurgeoning on Scion of the Ur-Dragon: Every. Dragon. Ever.

7 months 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!

Lord_Grimm on Xenegod

1 year 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.

BrassLord on He Protecc and He Attacc, Competitive Scion Combo

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!

If you're looking for more combo redundancy, Dragon Tyrant could be another line of play to go for a commander damage win, in which case Berserk would turn into another win condition!

I've seen Cauldron Dance and Dragon Tempest put in some work as well in some other Scion decks, though not sure if it'd fit your current combo build!

Fuzzlewuzzle on Dragon Jesus (Bladewing the Risen EDH)

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.

Personally, I have a soft spot for Dragon Tyrant and Terror of Mount Velus . People just never seem to expect double-striking dragons, and they both close out the game fast.

X-Factor11105 on Lurid Revival

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!

Deal Broker > Azra Oddsmaker

  • 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.

Neheb, Dreadhorde Champion > Terramorphic Expanse

  • 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.

Hollowhead Sliver > Evolving Wilds ,

Rummaging Goblin > Daretti, Scrap Savant ,

Mad Prophet > Chainer, Nightmare Adept

  • 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.

Ox of Agonas > Drownyard Temple

  • 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!

Purphoros, Bronze-Blooded > Myriad Landscape

  • 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...

Dragon Tyrant > Dragonlord Kolaghan

  • 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.

Thundermaw Hellkite > Hellkite Courser

  • 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.

Stormbreath Dragon > Gadrak, the Crown-Scourge

  • 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...

Lathliss, Dragon Queen > Goldspan Dragon

Zirilan of the Claw > Feldon of the Third Path

  • 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.

Hagra Mauling  Flip > Malakir Rebirth  Flip

  • 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...

Stolen Strategy > Kolaghan's Command

  • 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...

Tormenting Voice > Rakdos Charm

  • 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!

Phyrexian Arena > Valakut Exploration

  • 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!

Fractured Powerstone > Exotic Orchard ,

Charcoal Diamond > Swamp ,

Fire Diamond > Swamp ,

Temple of Malice > Wayfarer's Bauble ,

Coldsteel Heart > Hedron Archive

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.

Underworld Connections > Victimize

  • 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!

Foreboding Ruins > Luxury Suite

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 :)

Idoneity on Lurid Revival

2 years ago

X-Factor11105 - Ah, thank you for the comment, as they are always appreciated.

Land Count

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 .

Rummaging

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.

Card Suggestions

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.

In Summation

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.

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