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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Dragonskull Summit enters the battlefield tapped unless you control a Swamp or a Mountain.
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2 weeks ago
aholder7, thanks for play testing it again! The results are a little disheartening, but pretty much what I expected. Like I said before though, this is meant more as a casual deck for me to play against my group of friends who also just play casual, and as it is I think this deck already has more removal than they like. I like how this deck feels right now in terms of my play group's power level so unless it ends up getting absolutely demolished by my friends, I think I'll keep it as is for now.
However, I was tinkering around with the deck a little more to address the weaknesses you stated, and I think I've made a deck list that could possibly hold its ground better against a lot of the decks you play tested mine against. Here's the decklist if you wanna see:
4x Fatal Push
3x Mind Stone
I actually really like Call the Bloodline in here because it can be a fairly early game way to generate lifelink chump blockers while also doubling as a cheap discard outlet, but there's probably still better options out there.
3 months ago
yea pioneer would be much easier for this deck to handle. check lands (Dragonskull Summit) are fine in pioneer, i wouldnt run more than 4 however. you might want to put in some either fast lands (Blackcleave Cliffs), slow lands (Haunted Ridge), or pathway lands (Blightstep Pathway Flip, Searstep Pathway Flip). then fill out with a lot of basics.
3 months ago
Rebullet I get what you're saying. My thinking on Dragonskull Summit and Rootbound Crag is that Overgrown Tomb, Stomping Ground, or Ziatora's Proving Ground are all a combination of forest, swamp, and/or mountain. So lands like Dragonskull Summit and Rootbound Crag will entered untapped. And Ziatora's Proving Ground gives cycling if drawn later in the game
3 months ago
Gatekeeper of Malakir is a good suggestion as well and a card that I had sort of forgotten down in the maybeborad. The kicker ability works really well with the theme of the deck.
I suppose I'm a bit coloured by the people I play with but Anowon, the Ruin Sage has been an incredibly strong card in our games. Likewise, Sanguine Bond has worked pretty well. But damage-on-lifegain mostly is a secondary win condition for the deck.
As for the lands, I usually play check lands like Dragonskull Summit but gain lands are a good suggestion too. But I sort of like leaving those generic dual lands as an open choice for anyone looking at the deck.
Sorry for being a bit late with the reply, thanks again!
3 months ago
6 months ago
Hey Eldmoi, thanks for the info. There's a quite a bit I would recommend optimizing. The long story short is that most of the dragons I'd recommend are already on my budget primer that you've seen and my super budget deck list that was part of the primer but is also available here if you're interested here.
First of all, you need to make sure your deck has a decent amount of ramp to cast your awesome dragons within a reasonable amount of time. If you are on a budget then I'd recommend Cultivate, Kodama's Reach, and Sakura-Tribe Elder at the very least. Other options for cheap ramp are Farseek, Wild Growth, and Fertile Ground. If you want to further optimize ramp, then adding in Nature's Lore and Three Visits on top of some forest based shock lands (e.g. Stomping Ground or triomes (e.g. Ziatora's Proving Ground would be ideal.
Second, you want to optimize your mana base by minimizing the number of taplands and ensuring you have the colors you need. Any tap lands that tap for only 2 colors (e.g. guild gates) could safely be dropped for basic lands. Tri-lands like you mentioned are decent enough to start off, because they can tap for 3 colors, but even those are suboptimal in the face of options like Dragonskull Summit and Blood Crypt. Furthermore, almost 50% of your deck requires red mana, so I'd ensure your lands reflects that.
Some things off the top of my head for instants and sorceries: I would consider Crucible of Fire to be a win more card. Lozhan, Dragons' Legacy is almost a strictly better Sarkhan's Unsealing. Damn and Farewell are really good board wipes that aren't as mana intensive as some you're running. Garruk's Uprising is a very potent form of card draw. Monster Manual is probably better than Thran Temporal Gateway in most cases.
Finally the dragons. There are so many good dragons to consider, many of which I've mentioned in my deck primer, and many of which are available on most dragon lists online, that I'll focus on highlighting dragons I would recommend removing:
Acid-Spewer Dragon - Overcosted and doesn't do much. Deathtouch isn't as useful on a dragon that should be big enough to kill most thing it hits in the first place.
Backdraft Hellkite - Most instant and sorceries you have are too expensive or are simply aren't as immediately useful (e.g. don't want to board wipe your own dragons). The most useful ones you run are removal, but at that point you can just play dragons that can inherently remove things like Steel Hellkite.
Crosis, the Purger - Hard to save mana to take advantage of its effect. It'll feel bad to take advantage of its effect in casual metas anyways. If you really want to run a dragon like this then Teneb, the Harvester might be more fitting but even then I wouldn't really recommend it, because of the mana investment needed to make it work.
Dragonmaster Outcast - Not a good early game play and easy to kill later on.
Kargan Dragonlord - Costs too much to do too little. We have so many dragon options, even in budget decks, that vanilla dragons simply aren't worth it.
Malfegor - Discarding our hand isn't good to do unless it involves redrawing more cards (e.g. Knollspine Dragon).
Necromaster Dragon - Summoning vanilla 2/2 zombie tokens for 2 mana isn't good value in a dragon deck, and you have to go through combat to get it off. In a world where Ancient Gold Dragon exists, it's hard to justify an effect like this. Dragon Broodmother and Lathliss, Dragon Queen and Miirym, Sentinel Wyrm would be far more effective token generators.
There's always more we could do to optimize any deck, including mine for sure, so I'd be happy to comment more later if you'd like. But I also want to emphasize that as long as you and your playgroup are having fun, you really can't go wrong :)
6 months ago
7 months ago
Anyways with that whole kickstarter thing going on I noticed that the professor hasn't made a video so in case anyone was wondering
Some regular guys non-foil/foil
Void Winnower - 16.07/20.46
Vengevine - 10.71/12.95
Collector Ouphe - 5.63/33.07
Goblin Settler - 48.71/N/a
Non foil: 81.12 Foil: 115.19
Foil: B / non-foil: C+
There's a good bit of value with this secret lair. Goblin settlers getting its' first foil printing is definitely noteworthy. Also, if you're into the Adventure Time art style you'll like be picking this up anyways.
Showcase: Streets of New Capenna
Atraxa, Praetors' Voice - 30.77/35.53
Breya, Etherium Shaper - 7.98/9.84
Yidris, Maelstrom Wielder - N/A/8.84
Non-foil: 47.59 foil: 54.21
Non-foil - D foil: C-
This grade pains me because I REALLY think the art on these is beautiful and they'll likely include a Kynaios and Tiro of Meletis in the same style as a bonus card but putting personal preferance and speculation aside the value just is not here.
Special Guest: Matt Jukes Foil Edition
Glacial Fortress - 3.71/11.25
Drowned Catacomb - 7.28/17.46
Dragonskull Summit - 3.79/6.96
Rootbound Crag - 3.81/6.55
Sunpetal Grove - 3.89/5.96
Non-foil: 22.48 foil: 48.18
Non-foil - F foil - D-
The value in these really speaks for itself.
Artist Series: Magali Villeneuve
Mother of Runes - 4.91/Varies
Death's Shadow - 6.12/10.19
Elvish Mystic - .45/9.97
Forest - N/A
Non-foil - 11.48 Foil: N/A
Non-foil - F Foil - D-
The biggest thing out of this lair is the foil Mother of Runes the prices fluctuates so much with the older foils it's hard to set an exact price to obtain a foil one; if we look at the previous secret lairs those versions of Mother of Runes are sitting at about 6-10 a piece.
Artist Series: Sidharth Chaturvedi
Concordant Crossroads - 46.87/N/A
Nomad Outpost - 1.06/5.74
Ghost Quarter - 1.12/16.90
Island - N/A
Non-foil: 49.05 foil: 69.51
Non-foil: D- foil: C
Essentially this lair is being carried by the fact that Concordant Crossroads only has 1 printing and has never had a foil printing. If you need one or would like to get a foil one knows your chance but outside of that its just some bulky cards with nice art.
Artist Series: Wayne Reynolds
Sram, Senior Edificer - .25/6.09
Torbran, Thane of Red Fell - .95/1.89
Depala, Pilot Exemplar - .23/1.65
Balthor the Defiled - 10.95/59.61
Non-foil: 12.38 Foil: 69.24
Non-foil - F Foil - C
This lair is also being carried by 1 card that has only 1 printing the rest is bulk.
Finally! Left-Handed Magic Cards
Sisay, Weatherlight Captain - .98/6.02
Empress Galina - 18.31/206.82
Geralf's Messenger - 9.89/34.48
Rograkh, Son of Rohgahh - .26/.41
Garruk, Caller of Beasts - 8.20/23.41
Non-foil: 37.64 foil; 271.14
Non-foil - C Foil: A
While Empress Galina is definitely the chase card out of this; it still has value in the other slots too outside of Roger - but even Roger is still highly playable.
Anyways, after doing all the math and putting this all together I appreciate the professor doing this and compiling it a video format. Also, which secret lairs if any are you planning to get?