Dragonmaster Outcast

Dragonmaster Outcast

Creature — Human Shaman

At the beginning of your upkeep, if you control six or more lands, create a 5/5 red Dragon creature token with flying onto the battlefield.

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Dragonmaster Outcast Discussion

multimedia on Naomi's Primal Genesis

2 days ago

Hey, well done with your budget upgrade of Ghired precon, nice Purphoros.

Quartzwood Crasher is a very good budget creature with Ghired since it can create huge Dino tokens who have trample and Rhinos have trample. Pair Quartzwood and creating Rhinos with Garruk's Uprising for repeatable draw and giving all creatures you control trample.

Dragonmaster Outcast can create a 5/5 Dragon at your upkeep if you control at least six lands which is not difficult to do when playing green with land ramp. Court of Grace at your upkeep can create a 4/4 Angel if you have the monarch or a 1/1 Spirit if you don't. Having the monarch is also repeatable draw at your end step and only one player can be the monarch at one time.


Loyal Apprentice and Loyal Unicorn are budget creatures who care about when you control Ghired. You want to attack with Ghired since then you get his populate trigger, but sometimes you can't attack because it's not safe since Ghired will not survive the attack. Unicorn lets Ghired safely attack because he will not take damage in combat. Creatures you control also gain vigilance which is helpful for defense.

When you control Ghired Apprentice creates a 1/1 flying Thopter with haste at combat before you attack. Enchant a 1/1 flying Thopter with Breath of Fury for a combo of infinite attacks or infinite damage to opponents with Purphoros. As long as the Thopter does combat damage to an opponent then you sac it and attach Breath to the newly created 1/1 Thopter and repeat. Breath can also be used with Ghired by enchanting a Rhino, but you would first need a haste enabler for creature tokens such as Fires of Yavimaya. Then as long as Ghired can safely keep attacking and the Rhino can attack/do combat damage to an opponent you get infinite attacks.

Tyrite Sanctum is a nice support land since for two mana it can repeatedly make Ghired bigger with a +1/+1 counter then sac it to give Ghired indestructible to protect him in combat and from most board wipes as well as from most other opponent removal.


Some changes to consider:

I offer more advice. Good luck with your deck.

multimedia on Tiamat

1 month ago

Hey, welcome to TappedOut and Commander. Nice collection of cards for your first deck, but you've kind of just added cards to add them to make a deck not because they belong with Dragons.

Some advice is to consider getting the new Draconic Rage Commander precon? It's a preconstructed 100 card Commander deck that's focused on a Dragon theme. In the precon are several cards that would be upgrades for your deck.


More advice is consider doing some research at EDHRec Top Cards in Commander? These cards are the most played cards in Commander, called staples and most are budget. EDHRec is a great site to see examples of deck building for Commander. Several of these cards are in the Draconic Rage precon.

You can also look at the budget cards that most people playing five color Dragons use EDHRec Dragons.

The main reason that most of these cards are the most played is because they provide high synergy, effects for Dragons, Dragon tribal effects. Atarka, World Render gives itself and all other attacking Dragons you control double strike which makes each Dragon do more combat damage either to the opponent blockers or to the opponent who they attacked. Crux of Fate can destroy all nonDragon creatures leaving just you with an army of Dragons to attack your opponents unblocked and not have to worry as much about the opponents attacking you after.

Another reason most of these cards are most played is because they have more than one effect such as Dragon's Hoard. It can be ramp, making any one color, as well as repeatable draw making this one card a source of ramp and a source of draw. Temur Ascendancy is a haste enabler letting Dragons attack the same turn they ETB and it's also a repeatable draw source each time any 4 or more power creature you control ETB including creature tokens.


What EDHRec lacks is casual deck building structure advice, basic guidelines to follow to structure a casual Commander deck. Good ratios for a starting basic structure:

When you have a basic structure in place then you can of course add other cards that do other things. When playing five colors ramp is important because ramp also provides mana color fixing from getting lands that can make different colors of mana (Farseek) or from mana rocks (Arcane Signet)/mana dorks (Faeburrow Elder) that can make different colors of mana. Ramp is also just as important when your Commander, in this case Tiamat, has a high converted mana cost (CMC). Tiamat is 7 CMC which ramp can help to cast him and then that same ramp can help to cast other Dragons.

Good luck with your deck.

sagramore on Lathliss, Queen of Dragons

2 months ago

Hey DadHumanPraetor, iammute, and conthogib987. Thanks for all your suggestions, some of them are great. Also, sorry for such slow replies, it's been a while since I logged in to tapped out but I'm doing a few deck tweaks so now is the time to respond!

Some of the cards you guys suggested are actually already in the deck (e.g. Herald's Horn ) so I won't comment on those ones specifically. Some of the others are ones I've actually already tried in the deck previously but they ended up being cut. A prime example of that would be Flameshadow Conjuring - 4 CMC for the enchantment isn't bad, but overall the deck runs so lean on mana (being mono red) that it was oftentimes really difficult to find the extra 1 mana to make a token when I spend mana casting a dragon. Clearly this is sometimes a great card, but in playtesting with my local group it never worked as well as I had hoped.

I am definitely going to address the balance of card draw vs card advantage because this is becoming more and more important. I think things like Endless Atlas are great here so that's a definite for the maybeboard. I also take your point about things like Thrill of Possibility . Some of the cards in this current version are sub-optimal because I run 15 different EDH decks and occasionally I run out of staples and don't want to spend money on more copies! This is something to be addressed though.

Looking at the Magmaquake / Earthquake vs the other suggestions, I actually disagree here. Those two are mana intensive for sure, but they're also often very one-sided as pretty much all my creatures fly. Sarkhan's Unsealing is good for sweeping lots of small tokens or something, but oftentimes you need to beat something larger that 4 toughness.

Card suggestions I really like and will see what I can do to fit in though include Dragonmaster Outcast and Archwing Dragon .

Stay tuned for a bit of a deck tweak here!

VinDiesel9999 on Well put together decks that …

3 months ago

This might be sacrilegious, but I never cared much for planeswalkers, even though some are very powerful. So Sarkan definitely makes me roll my eyes.

Dragonmaster Outcast is better than Sarkhan, the Dragonspeaker as well imo.

TriusMalarky I do dig your strategy and can't argue with your ranking. If I had to guess, I'd say that Hypersonic Dragon 's ability is really for decks that rely on the "overload" mechanic to play something like Mizzium Mortars at instant speed. It definitely is not designed to compliment a dragon themed deck despite the sweet card art.

Maybe in an "overload" focused deck Hypersonic could see some play, but you would need an arcane knowledge of sorceries which I lack.

Beginner-Budget-Builder on Dragonstorm Rainbow

3 months ago

A lot of really great cards!

If you are going for Dragonstorm , consider cutting some of your creatures, making your ramp efficient, throw some tutors in, etc. Some of the creatures you have that don't do much to help you, and ones I have cut, are Taigam, Ojutai Master , Steel Hellkite , Draconic Disciple , and Dragonmaster Outcast .

You are running The Ur-Dragon as a commander, so be sure that the non-dragon creatures are really worth it. It's also worth noting you have a LOT of creatures, so be sure to go through and thin it down to a smaller number, my deck is creature-forward but only has 26. In those spots put some tutors, artifacts, and tribal/creature effects. Lands are one of the most important parts of a five color deck, and multimedia has some good examples for those.

Lands are also very expensive and it is a ridiculous price of entry to play 5 color "fun stuff". In Asia, though, they don't play commander, so unclick the "English" button on TCGplayer and look for cheap listings for normally high price cards like Reflecting Pool . This goes for any high priced commander cards, even precons.

Think about what you want your deck to be, there is a lot of room for crazy amounts of ramp, color correction, and dragon tribal if you choose not to make it a Dragonstorm deck, but either option is just as fun to play and hopefully equally powerful.

TheVectornaut on Tarkir Dragon Hoard

4 months ago

I recommend adding some more early game ramp creatures or spells, probably as replacements for the Dragon Egg s and the risky Nikya of the Old Ways . More Dragonlord's Servant are totally fine, but I could also see Voyaging Satyr working to untap Gruul Turf for big mana or Zhur-Taa Druid bridging the gap between acceleration and aggression. On the spell side of things, some good old Rampant Growth effects could make Dragonmaster Outcast a nasty threat. Just looking at the cards you already have, I think more copies of Thunderbreak Regent , Atarka, World Render , and Goreclaw, Terror of Qal Sisma wouldn't hurt. Another option if you don't mind infinite combos is upping the count of Savage Ventmaw and Grand Warlord Radha so you can run Hellkite Charger for endless combat phases.

I'll also list some possible upgrades and sidegrades based on my own experience playing with and against dragons. Dragon Tempest is nearly a direct upgrade for Impact Tremors in dragons and Scourge of Valkas is also decent. Draconic Roar seems like it would be better than Magma Jet and/or Jaya's Greeting most of the time. Spit Flame might be even better if targets tend to have 4 toughness. Flying destruction feels unnecessary here, but I'd prefer something cheaper than Pinion Feast like the flexible Broken Wings regardless. Frontier Siege might be better than Atarka Monument if you need more mana or removal. Crucible of Fire could replace Sight of the Scalelords or Dragon Throne of Tarkir , depending on how much power you need. Sarkhan, Fireblood can be a rummager, accelerant, and bomb in the world you keep him alive. Even with so many legendaries, I still prefer Elvish Piper to Thran Temporal Gateway here. A final card that I'm not sure on is the new Draconic Intervention . Seems like it could be an interesting sweeper follow-up to a Descent of the Dragons that turns all your dorks into immune dragons. That is fairly slow though.

Let me know if you have any questions and good luck with your deck!

Mechanon on Flight of the Dragons

4 months ago

Slumbering Dragon and Dragonmaster Outcast might be some handy low mana cards. There's also Frontier Siege .

makronic on Elementalary

4 months ago

General Comments

I think you need to cut a lot of stuff... You'll need 40+ lands for a landfall deck I think. You've got so many cards that allow you to play additional lands. You might not have that many lands to get the value out of those cards, even if you could play lands from GY.

I think in the deck, there's 3 kinds of cards to fit the theme of what you're doing:

  1. Small/medium stuff which both ramps and boosts landfall at the same time like Oracle of Mul Daya
  2. Then it's big powerful board state changing stuff that your general will cheat from GY, like Roil Elemental
  3. Utility for answers to opponent like Ingot Chewer and Demonic Tutor to control the board

Once you have the cards for (1), I think you'll be pretty unstoppable. You'll have the mana base to just throw things out. You shouldn't need to worry about card draw because your general can play off the GY. But, I don't think you have enough cards that puts things into GY. If you have a full GY, your general becomes basically tutor any card and cast it for 5 mana, which is ridiculously cheap. Mayael the Anima 's ability, in comparison, costs 6, and you only get to choose from top 5 random cards. I think exploiting the general's ability is the most powerful thing in this deck, but you can't do it without a graveyard.

I think cards that don't fit that theme you've got going should be cut, even if they're powerful cards, because they clunk up your engine. Except Vigor . Bloody Vigor is the best.

Cards I think you want:

Eternal Witness - this card combos with so much, espectially if you got a way to recur it back. It returns any card from graveyard to hand, not just creatures. Great for searching for answers in your GY which aren't elementals.

Hermit Druid - Populates your GY, and nets you a land in hand. Once it's on the board, for 1 mana, you're guaranteed a basic land, and lots of stuff in your GY. It's crazy good utility. But be careful, because 5 colour means you won't have that much room for basics.

Mana Drain - The much better counterspell

Shriekmaw - Does what your Ingot Chewer and Wispmare can do, but to non-black creatures. Is elemental, so can be reused for general. Completes your board control for artifacts, enchantments, and creatures.

Cards I think you might not want:

Avenger of Zendikar - good card, but not amazing value for money IMO. For 7 mana, I think it needs to be a game changer. I know you wanna build +1+1 counters into it, but I think there's just not enough cards for that engine, and you already have too many cards.

Animar, Soul of Elements - If you have your general out, animar doesn't really do much... If you get Animar out early, it doesn't help you cast your general, and those counters will take time to build up, by which time you might as well use your general.

Kozilek, the Great Distortion - a 10 mana card that you can't cheat out with your general?

Yarok, the Desecrated - you don't really have that many ETB effects for this to be worthwhile imo.

Sylvan Awakening - why for?

Vampiric Tutor - always good to have a tutor... but it might get in the way since this tutors to the top of your library rather than your hand. So it just interferes with your "play lands off topdeck" cards, which you have a few, and then everyone also gets to see what you've tutored.

Nissa, Vital Force - eh...

Path of Discovery - pretty underwhelming... requires a creature to come down, then you might either get a land in hand, or a +1/1 counter to the creature that just came down. So only 40% of the time or so you'll actually get a land in hand. For 4 mana, you have Oracle of Mul Daya, which is just much better.

Exploration - my experience with exploration is that it peters out quickly. If you play it early, you don't have an engine yet, and you run out of land in a turn or 2. If you play it late, it's a little underwhelming. Rather pay more mana for Mina and Denn, Wildborn , Courser of Kruphix or Oracle of Mul Daya which both sources you lands and let you play them. You also have Muldrotha, the Gravetide , The Gitrog Monster , and Zimone, Quandrix Prodigy which also serves similar functions but have other uses.

Growth Spiral - arguably worse than Exploration because it's single use. Effectively does the same thing as farseek because it replaces itself with a card draw, and you get a land on the battlefield in addition to your normal turn land. But worse than farseek because you can't tutor for the card you're drawing, and you need to have 2 lands in hand for it to be worthwhile. Also needs 2 specific coloured mana to play, which you might not have early game in a 5 colour deck.

Icon of Ancestry - costs 3 to use, and needs to tap. You're much better off having something that puts things in graveyard instead because you general only costs 5, and puts it on the battlefield. And you're restricted to elemental cards, which is likely 1/3 or less of your deck. You only get to top deck 3, so it's unreliable and mana inefficient.

Dragonmaster Outcast - it's a strong card, but if you're going to cut something, cut the cards that don't synergize. It's not an elemental, it doesn't put stuff in graveyard, it isn't an answer to something an opponent plays, it doesn't put land on the board or have landfall.

Acidic Slime - I love acidic slime, but it's not elemental and becomes single use. Might as well get a Reclamation Sage instead. Costs 2 less.

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