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
Pre-release Legal
Quest Magic Legal
Standard Legal
Standard Brawl 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.

eliakimras on B.F.D.

1 year 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

2 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]

2 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

2 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.