Dragon's Fire

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Dragon's Fire

Instant

As an additional cost to cast this spell, you may reveal a Dragon card from your hand or choose a Dragon you control.

This deals 3 damage to target creature or planeswalker. If you revealed a Dragon card or chose a Dragon as you cast this spell, this deals damage equal to the power of that card or creature you revealed instead.

trippy_mcfly on Cumly Cube

1 week ago

Introducing Cumly Cube 1.3! Two years ago, Cumly Cube was updated to Cumly Cube 1.2, creating a balanced cube and wonderful play experience for all involved. Despite these changes, there remained some minor flaws in the card pool. I am now pleased to announce that, after extensive research and design, Cumly Cube has reached a final form. No card is too powerful. No card is too weak. Synergy is abundant. Both the draft and play experiences are dynamic, exciting, and new. There will be no more major updates to Cumly Cube 1.

120 cards have been removed, and 120 cards have been added. Here are the changes, provided with brief justifications:

REMOVED:

ARTIFACT

  1. Everflowing Chalice: mana rocks should cost 3 or have a drawback
  2. Glass of the Guildpact: too weak
  3. Heraldic Banner: encouraged mono-colored decks
  4. Illuminated Folio: too weak
  5. Jayemdae Tome: too weak
  6. Loreseeker's Stone: too weak
  7. Mind Stone: mana rocks should cost 3 or have a drawback
  8. Null Rod: too much of a hate card
  9. Pithing Needle: too powerful with Urza's Saga
  10. Pyromancer's Goggles: too narrow
  11. Retrofitter Foundry: too powerful with Urza's Saga

CREATURE

  1. Bomat Courier: too powerful against slow starts
  2. Deathpact Angel: creates a Cleric token, not a supported creature type
  3. Dimir Cutpurse: too powerful
  4. Elves of Deep Shadow: too obvious of a choice as a cumly
  5. Golos, Tireless Pilgrim: too powerful
  6. Hostage Taker: too powerful
  7. Kalamax, the Stormsire: too powerful
  8. Loyal Retainers: too obvious of a choice as a cumly
  9. Monastery Mentor: too powerful
  10. Moonveil Dragon: pumping the team makes for anticlimactic endings
  11. Murktide Regent: we’ve seen enough of this card already in other formats
  12. Ornithopter of Paradise: too obvious of a choice as a cumly
  13. Phantom Tiger: too weak
  14. Risen Reef: too powerful
  15. Shadrix Silverquill: creates Inkling tokens, not a supported creature type
  16. Tatyova, Benthic Druid: too powerful
  17. Thraben Inspector: we’ve seen enough of this card already in other formats
  18. Toxrill, the Corrosive: creates Slug tokens, not a supported creature type

ENCHANTMENT

  1. Alpha Authority: hexproof makes for less interesting games
  2. Favorable Winds: too weak
  3. Offspring's Revenge: too narrow
  4. Pernicious Deed: too powerful of a board wipe
  5. Rally the Ranks: too weak
  6. Song of Freyalise: too typical a card for green

LAND (types are grouped together in this list)

  1. Tolarian Academy: too powerful
  2. Arid Mesa: mana-fixing should not be so easy in Cumly Cube
  3. Bloodstained Mire: mana-fixing should not be so easy in Cumly Cube
  4. Flooded Strand: mana-fixing should not be so easy in Cumly Cube
  5. Marsh Flats: mana-fixing should not be so easy in Cumly Cube
  6. Misty Rainforest: mana-fixing should not be so easy in Cumly Cube
  7. Polluted Delta: mana-fixing should not be so easy in Cumly Cube
  8. Scalding Tarn: mana-fixing should not be so easy in Cumly Cube
  9. Verdant Catacombs: mana-fixing should not be so easy in Cumly Cube
  10. Windswept Heath: mana-fixing should not be so easy in Cumly Cube
  11. Wooded Foothills: mana-fixing should not be so easy in Cumly Cube
  12. Badlands: mana-fixing should not be so easy in Cumly Cube
  13. Bayou: mana-fixing should not be so easy in Cumly Cube
  14. Plateau: mana-fixing should not be so easy in Cumly Cube
  15. Savannah: mana-fixing should not be so easy in Cumly Cube
  16. Scrubland: mana-fixing should not be so easy in Cumly Cube
  17. Taiga: mana-fixing should not be so easy in Cumly Cube
  18. Tropical Island: mana-fixing should not be so easy in Cumly Cube
  19. Tundra: mana-fixing should not be so easy in Cumly Cube
  20. Underground Sea: mana-fixing should not be so easy in Cumly Cube
  21. Volcanic Island: mana-fixing should not be so easy in Cumly Cube
  22. Hissing Quagmire: creature lands are too versatile and discourage disciplined drafting
  23. Lavaclaw Reaches: creature lands are too versatile and discourage disciplined drafting
  24. Lumbering Falls: creature lands are too versatile and discourage disciplined drafting
  25. Shambling Vent: creature lands are too versatile and discourage disciplined drafting
  26. Needle Spires: creature lands are too versatile and discourage disciplined drafting
  27. Raging Ravine: creature lands are too versatile and discourage disciplined drafting
  28. Stirring Wildwood: creature lands are too versatile and discourage disciplined drafting
  29. Wandering Fumarole: creature lands are too versatile and discourage disciplined drafting

INSTANT

  1. Abnormal Endurance: too typical a card for black
  2. Aerial Predation: too narrow
  3. Alchemist's Gift: too weak
  4. Arbor Armament: too weak
  5. Autumn's Veil: too narrow
  6. Betrayal of Flesh: too weak
  7. Bladebrand: too typical a card for black
  8. Brainstorm: we’ve seen enough of this card already in other formats
  9. Cathartic Pyre: too much utility for an instant
  10. Comet Storm: one-sided board wipes need to be focused on creature type
  11. Consider: too typical a card for blue
  12. Crippling Chill: too typical a card for blue
  13. Crush: spot artifact removal is not to be part of Cumly Cube
  14. Dawn Charm: other cards in Cumly Cube fill this role better
  15. Dive Down: hexproof makes for less interesting games
  16. Divine Offering: spot artifact removal is not to be part of Cumly Cube
  17. Dragon's Fire: too typical a card for red
  18. Electrify: too typical a card for red
  19. Fell the Pheasant: too narrow
  20. Gainsay: too narrow
  21. Gut Shot: too weak
  22. Heroic Intervention: other cards in Cumly Cube fill this role better
  23. Hold the Line: too narrow
  24. Into the Core: spot artifact removal is not to be part of Cumly Cube
  25. Lash of Thorns: too weak
  26. Make Your Mark: too weak
  27. Opt: too typical a card for blue
  28. Overload: spot artifact removal is not to be part of Cumly Cube
  29. Pitfall Trap: too narrow
  30. Repulse: too typical a card for blue
  31. Scrap: spot artifact removal is not to be part of Cumly Cube
  32. Seedtime: too narrow
  33. Shatter: spot artifact removal is not to be part of Cumly Cube
  34. Smash: spot artifact removal is not to be part of Cumly Cube
  35. Smashing Success: spot artifact removal is not to be part of Cumly Cube
  36. Smite: too narrow
  37. Turn to Frog: turns a creature into a Frog, not a supported creature type
  38. Unsummon: other cards in Cumly Cube fill this role better

SORCERY

  1. Blasphemous Act: too typical a card for red
  2. Chart a Course: too much utility
  3. Cleansing Wildfire: too much utility
  4. Cultivate: too typical a card for green
  5. Disentomb: too typical a card for black
  6. From the Ashes: too narrow
  7. Funeral Rites: too much utility
  8. Gitaxian Probe: too typical a card for blue
  9. Necromantic Summons: too typical a card for black
  10. Nighthaze: other cards in Cumly Cube fill this role better
  11. Persist: too typical a card for black
  12. Pirate's Prize: too much utility
  13. Ponder: too much utility
  14. Reanimate: too typical a card for black
  15. Recover: other cards in Cumly Cube fill this role better
  16. Serum Visions: too typical a card for blue
  17. Spitting Earth: too typical a card for red
  18. Thoughtcast: too typical a card for blue

ADDED:

ARTIFACT

  1. Coat of Arms: encourages building around creature types
  2. Patchwork Banner: encourages building around creature types

CREATURE

  1. Arahbo, the First Fang: supports the Avatar and Cat creature types
  2. Avatar of the Resolute: supports the Avatar creature type
  3. Autonomous Assembler: supports the Assembly-worker creature type
  4. Bag End Porter: supports the Dwarf creature type
  5. Breya, Etherium Shaper: supports the Human and Thopter creature types
  6. Captain Storm, Cosmium Raider: supports the Human and Pirate creature types
  7. Captivating Unicorn: supports the Unicorn creature type and supports enchantment decks
  8. Centaur Battlemaster: supports the Centaur creature type and functions as a strong payoff for prowess decks
  9. Chronicler of Heroes: supports the Centaur creature type
  10. Conclave Cavalier: supports the Centaur and Elf creature types
  11. Conclave Mentor: supports the Centaur creature type
  12. Crosis, the Purger: supports the Dragon creature type
  13. Fear of Exposure: supports the Nightmare creature type and supports enchantment decks
  14. Ghostly Changeling: supports all creature synergy decks
  15. Gimli of the Glittering Caves: supports the Dwarf creature type
  16. Glissa Sunseeker: supports the Elf creature type
  17. Graveshifter: supports all creature synergy decks
  18. Gwenna, Eyes of Gaea: supports the Elf creature type
  19. Haunt of the Dead Marshes: supports the Elf and Nightmare creature types
  20. He Who Hungers: supports the Spirit creature type
  21. Heedless One: supports the Avatar and Elf creature types
  22. Jungle Creeper: supports the Elemental creature type
  23. Jungle Delver: supports the Merfolk creature type
  24. Kataki, War's Wage: supports the Spirit creature type and functions as artifact hate
  25. Keiga, the Tide Star: supports the Dragon and Spirit creature types
  26. Kiora's Follower: supports the Merfolk creature type
  27. Kumena, Tyrant of Orazca: supports the Merfolk creature type
  28. Lagonna-Band Trailblazer: supports the Centaur creature type
  29. Marwyn, the Nurturer: supports the Elf creature type
  30. Master Skald: supports the Dwarf creature type
  31. Mine Layer: supports the Dwarf creature type
  32. Neighborhood Guardian: supports the Unicorn creature type
  33. Promised Kannushi: supports the Human and Spirit creature types
  34. Realmwalker: supports all creature synergy decks
  35. Reveka, Wizard Savant: supports the Dwarf creature type
  36. Seraphic Steed: supports the Angel and Unicorn creature types
  37. Soul of Zendikar: supports the Avatar and Beast creature types
  38. Steadfast Unicorn: supports the Unicorn creature type
  39. Stingmoggie: supports the Elemental creature type and functions as artifact hate
  40. Sygg, River Cutthroat: supports the Merfolk creature type
  41. Vineshaper Mystic: supports the Merfolk creature type
  42. Wistful Selkie: supports the Merfolk creature type
  43. Yargle and Multani: supports the Elemental and Spirit creature types
  44. Zacama, Primal Calamity: supports the Dinosaur creature type

ENCHANTMENT

  1. Aura of Silence: functions as artifact and enchantment hate
  2. Aura Shards: functions as artifact and enchantment hate
  3. Blessed Sanctuary: supports the Unicorn creature type
  4. Corrosion: functions as artifact hate
  5. Embargo: interesting prison piece for stasis decks
  6. Font of Fortunes: card advantage at a fair price for Cumly Cube
  7. Gate to Phyrexia: functions as artifact hate and supports the niche but possible sacrifice deck
  8. Impending Disaster: a useful piece for aggressive decks or niche graveyard decks
  9. Shared Animosity: supports all creature synergy decks

LAND (types are grouped together in this list)

  1. Drowned Catacomb: completing the full set of check lands
  2. Glacial Fortress: completing the full set of check lands
  3. Hinterland Harbor: completing the full set of check lands
  4. Sulfur Falls: completing the full set of check lands
  5. Cascade Bluffs: completing the full set of filter lands
  6. Graven Cairns: completing the full set of filter lands
  7. Mystic Gate: completing the full set of filter lands
  8. Sunken Ruins: completing the full set of filter lands
  9. Wooded Bastion: completing the full set of filter lands
  10. Darkwater Catacombs: completing the full set of Odyssey filter lands
  11. Desolate Mire: completing the full set of Odyssey filter lands
  12. Ferrous Lake: completing the full set of Odyssey filter lands
  13. Fire-Lit Thicket: completing the full set of Odyssey filter lands
  14. Flooded Grove: completing the full set of Odyssey filter lands
  15. Overflowing Basin: completing the full set of Odyssey filter lands
  16. Skycloud Expanse: completing the full set of Odyssey filter lands
  17. Sunscorched Divide: completing the full set of Odyssey filter lands
  18. Viridescent Bog: completing the full set of Odyssey filter lands

INSTANT

  1. Accelerate: supports prowess decks
  2. And They Shall Know No Fear: supports all creature synergy decks
  3. Artifact Mutation: functions as artifact hate and supports the Saproling creature type
  4. Bandage: supports prowess decks and is also funny
  5. Brokers Charm: charms are an important part of Cumly Cube
  6. Charge Through: supports prowess decks
  7. Cremate: supports prowess decks
  8. Mirrodin Avenged: supports prowess decks
  9. Poison the Blade: supports prowess decks and offers deathtouch in green instead of its typical color, black
  10. Pressure Point: supportsli prowess decks and offers tapping in white instead of its typical color, blue
  11. Steady Progress: supports prowess decks as well as slower proliferate decks
  12. Sugar Rush: supports prowess decks and offers power boost in black instead of its typical color, red
  13. Treacherous Greed: supports the niche but possible sacrifice deck
  14. Turf Wound: a strange tempo card that fits the ethos of Cumly Cube
  15. Warriors' Lesson: supports prowess decks and might end up as green Ancestral Recall

SORCERY

  1. Altar of Bone: supports the niche but possible sacrifice deck
  2. Aphetto Dredging: supports all creature synergy decks
  3. Apocalypse: total game resets are an important part of Cumly Cube, because you end up playing more Cumly Cube!
  4. Ashen Powder: a more situational and odd piece for reanimator decks
  5. Blood for Bones: a more situational and odd piece for reanimator decks
  6. Breath of Life: offers reanimation in white instead of its typical color, black
  7. Broken Bond: functions as artifact and enchantment hate yet also ramps
  8. Channel the Suns: a strange yet useful mana-fixer. Out with fetch lands, in with sorcery WUBRG!
  9. Cloak of Feathers: supports prowess decks
  10. Crippling Fear: supports all creature synergy decks
  11. False Dawn: supports prowess decks and might offer mana-fixing in niche situations? Even if this card is pretty useless, it screams Cumly Cube
  12. Grim Tutor: tutoring is a small part of Cumly Cube but very important in the right decks
  13. Growth Spasm: offers ramp, mana-fixing, and supports the Eldrazi creature type
  14. Hymn of Rebirth: offers reanimation in green and white instead of its typical color, black
  15. Ice Storm: land destruction is a small part of Cumly Cube but a necessary balance, and not usually in green
  16. Jace's Triumph: there are Jace planeswalkers in Cumly Cube
  17. Mana Vapors: a strange tempo card that fits the ethos of Cumly Cube
  18. Many Partings: offers mana-fixing and food
  19. Migratory Route: offers mana-fixing and supports the Bird creature type
  20. Obzedat's Aid: offers reanimation in black and white
  21. Ordered Migration: supports the Bird creature type
  22. Raise the Palisade: supports all creature synergy decks
  23. Resourceful Return: a more situational and odd piece for black graveyard decks and artifact decks
  24. Ribbons of Night: offers direct damage in black instead of its typical color, red
  25. Rise of the Witch-king: a more situational and odd piece for reanimator decks
  26. Riveteers Confluence: similar to a charm
  27. Safewright Quest: offers slight mana-fixing in green and white
  28. Solve the Equation: tutoring is a small part of Cumly Cube but very important in the right decks
  29. Sweep the Skies: supports the Thopter creature type
  30. Temporal Machinations: supports artifact decks
  31. Unnatural Restoration: supports proliferate decks
  32. Urborg Repossession: a more situational and odd piece for black graveyard decks

eliakimras on B.F.D.

2 years ago

Glancing through your cards, your deck's problem might be because you're building it based on best-case scenario, with tons of clones and blink synergies. (In my playgroup, Miirym always gets removed before her untap step, so the Miirym player does not rely on her sticking to the board.)

I'll suggest some upgrades for your deck based on making it more consistent and less dependant on Miirym:

1st. Ramp

Explosive turns with lots of cost reducers sound nice... if people don't blow up your dorks before you get any value from them.

2nd. You need more lands (36 lands + 13 ramp cards is a good starting point)

3rd. Better counterspells

4th. Better removal

5th. Better boardwipes

6th. More card draw

7th. Better win conditions

KBK7101 on DragonForce - Through the Fire and Flames

3 years ago

Looks great so far! As someone who didn't like AFR very much, I have to admit that CLB intrigues me quite a bit. Miirym is definitely one of the cards that I'm most interested in. Not really sure if I have any recommendations for the deck, though. Ramp and removal might need some tweaking but I'm not sure how. Skyshroud Claim? Dragon's Fire?

Side note, I did some reading on Miirym's lore (I have virtually zero DND knowledge) and I'm kind of confused as to how her lore relates to her abilities. Card is great, just a bit of a nitpick.

multimedia on Kami War Dragons[Final Version]

3 years ago

Hey, interesting start/WIP for five color Dragons in Standard.

You have too many cards, 63 is three cards too much consider cutting 2x Commune with Spirits and Bloodfell Caves to make 60 cards? You have too many creatures to play Commune since it can only reveal a land or enchantment not a creature. 27 lands is high, cutting some for ramp would help.

For Dragons in Standard Magda, Brazen Outlaw is great because she can create ramp for treasures or sac treasures to tutor for and put a Dragon of your choice onto the battlefield.

This is a core for ramp and to tutor for Dragons. Jaspera is the tap enabler for Magda that makes mana two ways by tapping Magda and creating a treasure. Innkeeper is the best two drop in Standard for ramp, play 4x if you're playing high CMC creatures. After Innkeeper makes it's treasure it can be tapped to make mana with Jaspera.

Showdown is powerful draw in Standard since it lets you potentially play any of the cards you exiled for two turns meaning you get a turn with all your lands and mana dorks untapped to play the exiled cards including a land from them. Ramping into Showdown turn three, four or five gives you potential to exile a Dragon, The Kami War  Flip or even another Showdown to then play those cards with your ramp on your next turn. There's no restriction of what cards you can exile on the top of your library with Showdown which is great.

Another good draw option is Unexpected Windfall which also creates treasures, but to play it you would want to add more red sources in the manabase because of it's double red mana cost.

These a good numbers for these cards.

If you choose to add Jaspera Sentinel and more Prosperous Innkeeper then you'll want more Forests because being able to cast Jaspera turn one can give you an advantage. Consistently casting Innkeeper turn two is also important which more Forests can help with. Another option rather than more Forests is add Pathways that can be green on one side: Cragcrown Pathway  Flip, Branchloft Pathway  Flip, Barkchannel Pathway  Flip. Cragcrown would be best because one side of it can be red to cast Magda, Brazen Outlaw if you don't need a green source.

If you go for the more treasure route and you have to play lands that always ETB tapped then I think Uncharted is the best option since it gives you a lot of choice in game of what color to choose that you need.


Dragon's Disciple would be better as ramp. Path to the World Tree would also be better as ramp since it only puts the land into your hand and rarely are you going to use your mana to activate it. Boseiju Reaches Skyward  Flip isn't worth four mana. The Dragon-Kami Reborn  Flip has powerful saga levels, but is really too slow to get any value from it since it has to flip, you have to have a creature among the two exiled cards and then you have to a Dragon die to be able to cast that creature. I think it's more of a sideboard card for very slow matchups.

Jaspera Sentinel with Magda, Brazen Outlaw is better than Shambling Ghast and Reclusive Taxidermist. Ghast could be a sideboard card for aggro matchups, but consistently in those matchups you would want to cast it turn one which requires a lot of Swamps. I don't think it's worth negatively affecting the other colors in the manabase for Ghast.

Good luck with your deck.

JabberJ3T on Dragons Unbroken

3 years ago

This deck is really cool! I love any good dragon deck and this is definitely one of them. Looking at the list I see that you have a Tarkir, but I do notice you have Draconic Roar, which is cool because you can bolt a creature and then throw some dmg at opponent's face. Just a suggestion but Dragon's Fire is very similar in answering creature (and planeswalker) threats. I know it doesn't allow for dmg straight to the opponent but you don't seem to have any other non dragon removal that hits big targets.

multimedia on Tiamat's Coven

3 years ago

Hey, well done for being new and knowing that you can still learn and improve your deck building.

Some cards within your budget to consider adding:

You have Old Gnawbone, Hellkite Charger is a combo with Gnawbone for infinite attacks as long as Charger can keep attacking you can keep paying seven mana with treasures to have another combat step. This combo uses Dragons as the win condition by attacking with Tiamat being a source of lethal Commander damage. Savage Ventmaw can make six mana when it attacks that can be used to pay for Charger, needing only one mana to have another attack which can result in having a lot of extra attacks on your turn each turn equal to the amount of untapped mana you have. Crux of Fate can wreck since it can destroy all nonDragon creatures your opponents control leaving only your Dragons alive to attack.

Temur Ascendancy does two things that are really good for Dragons, it's a haste enabler and repeatable draw whenever a Dragon ETB. Faeburrow Elder can tap for two mana, green and white, but if you control other colored permanents then it can tap for even more mana, up to tapping for five mana, one of each color. Fellwar Stone is another two drop rainbow mana rock.

Boros Charm at instant speed can protect all permanents you control from most removal including all your lands. Swords to Plowshares and Counterspell are staple single effect instant removal options. Blasphemous Act is really good in multiplayer Commander as a fail-safe/reset the battlefield of creatures and it's mana cost consistently can be reduced to only one red mana.

Patriarch's Bidding is among the most powerful reanimation effects for tribal, for five mana it reanimates all Dragons that are in your graveyard.


Some cards to consider cutting:

Temple of the False God is not a good land. My advice is cut it from all your decks, since you can't tap it for mana until you control five or more lands. If you have it in your opening hand then that hand is a mulligan and any land that does this shouldn't be used. Orb of Dragonkind can't tap to make mana to cast any nonDragon card or pay for anything else, there's better ramp options.

You're not going to be casting enough instant or sorceries in a turn to reduce the mana cost of Demilich much. Quad blue or triple blue mana cost is too difficult to make with this manabase without controlling Chromatic Lantern or The World Tree with five other lands. Velomachus Lorehold cares about cheating the mana cost of powerful 5 CMC or less instants and sorceries which you don't really have here or do you need to include since Dragons are the high CMC cards you want to cast. Casting a Crux of Fate for free would be nice, but even so I don't there's enough worth while instants or sorceries to make Velomachus worth playing.

Good luck with your deck.

Lanzo493 on Feisty Gruul Mother

3 years ago

Atarka can make a pretty mean combat damage deck. It's not the best at interaction, but player removal counts as removal, too. I notice you're not running much green interaction, so I would suggest adding Nature's Claim and Return to Nature. They're nice and cheap.

Some upgrades could be Untamed Wilds and Spoils of Victory for Kodama's Reach and Cultivate. There's also Skyshroud Claim and Beanstalk Giant. Having lands that can ramp is really nice too, so I'd consider swapping some basics for Myriad Landscape and Blighted Woodland.

Bower Passage gives basically all your dragons unblockable (it's some really nice tech for dragon decks). This ca

Savage Ventmaw is an excellent dragon in my opinion. Helps a lot with the mana. If you have a Klauth, Unrivaled Ancient or Old Gnawbone that would be better. But the uncommon is good on a budget. Any one of these goes very well with Aggravated Assault or Hellkite Charger.

Now for the expensive suggestions. Xenagos, God of Revels lets you one-shot people with your commander while also giving haste. I know you may not want to be one of THOSE people, but if you put Grafted Exoskeleton on your commander, it also lets you one-shot people. Balefire Dragon and Hellkite Tyrant are excellent for completely wiping out opponents. Steel Hellkite is a budget alternative to those. The Great Henge is powerful in this deck by giving you draw, extra power, mana, and being a low cost once you have a dragon out. Utvara Hellkite is an army in a can. Gets ridiculous fast.

Some cards I would consider cutting are definitely the burn spells. Magma Jet, Lightning Bolt, Volcanic Fallout, Dragon's Fire, Banefire, and Atarka's Command may be good in other formats, but they fall short in commander. They aren't very good interaction because you'll often not be able to deal with the biggest threats on the board. Better cards for interaction would probably be Ryusei, the Falling Star, Rolling Earthquake, and Scourge of Valkas.

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