Drana, Liberator of Malakir

Drana, Liberator of Malakir

Legendary Creature — Vampire Ally

Flying, first strike

Whenever Drana, Liberator of Malakir deals combat damage to a player, put a +1/+1 counter on each attacking creature you control.

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Trade

Have (2) metalmagic , Azdranax
Want (4) Friday , TheSageKnight , Jsmillis , Demascus

Printings View all

Set Rarity
Battle for Zendikar (BFZ) Mythic Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Drana, Liberator of Malakir occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

RBW (Mardu): 0.64%

Drana, Liberator of Malakir Discussion

Epicurus on Witch-Maw-Counters

2 days ago

I think you're doing it right so far. Rather than throw a lot of card suggestions at you, I'll point to 3 decks I have that are centered around +1/+1 counters, and let you peruse them. One is mono-green, and the other two are Simic, so take it as you like.

Also, though, Ajani, Wise Counselor, Ajani, Inspiring Leader, Anafenza, Kin-Tree Spirit, Archangel of Thune, Drana, Liberator of Malakir, Karlov of the Ghost Council, Faeburrow Elder, Bloom Tender, Leyline Prowler and Cryptolith Rite.

That's a lot to absorb, but I'll add also that this deck seems ripe for including the Heliod, Sun-Crowned + Walking Ballista combo. Both cards would work independently in this deck, and the infinite loop possibility would be always there.

Sorry for the long comment. Cheers!

multimedia on Vampires

2 weeks ago

Hey, nice budget version of Edgar. I like that you included the combo.

An area to look to improve is the manabase. 15x combined Plains and Mountain basic lands is a lot when your deck is primary black. You want black mana more than any other in the early game which Swamps help with, but Plains and Mountains don't. Consider more dual lands that can make white and red mana as well as black? You want most of the dual lands to be able to make black mana because you need black mana the most.

The manabase is budget, Tower and Check lands are good, but even on a budget there's lands to consider adding:

More expensive options: City of Brass, Godless Shrine, Blood Crypt, Sulfurous Springs, Sacred Foundry, Graven Cairns, Fetid Heath, Rugged Prairie.


Some upgrades to consider:

  • Captivating Vampire > Kalitas, Bloodchief of Ghet
    Three drop > seven drop. Captivating Vampire is a very good reason to want to play tribal Vamps in multiplayer Commander especially with tokens.

  • Knight of the Ebon Legion > Bloodsworn Steward
    One drop > four drop. Less mana cost cards that are should be considered to be cut because is difficult to make with this manabase for a four drop. Edgar already has haste.

  • Shadow Alley Denizen > Stromkirk Noble
    Noble is not worth it because consistently you will not have red mana turn one, but you will have black. Denizen is same price and can give other Vamps or itself evasion when Vamps ETB or Vamp tokens are created.

  • Drana, Liberator of Malakir > Patron of the Vein
    Three drop > Six drop. Drana can get out of control with attacking Vamps and tokens as a repeatable way to put counters on Vamps.

  • Dolmen Gate > Ferocity of the Wilds
    Gate is excellent with Drana and other attacking Vamps since your attacking Vamps don't receive combat damage thus they can't die from combat damage, but if blocked they do combat damage to blocking creatures.

  • Ruinous Ultimatum > Kindred Charge
    Ruinous is a better overall effect for one more mana and a more difficult mana cost. It's a busted effect in multiplayer Commander.

  • Living Death > Bloodline Necromancer
    Bloodline can reanimate one Vamp; Living could reanimate a lot more. Living is mass sac of creatures for all players and then mass reanimation of the creatures that were in graveyards before the ones that were saced. It can help to recover and for five mana it can recover a lot.

Good luck with your deck.

multimedia on Otrimi, Ever-Playful

1 month ago

Hey, infect seems powerful with Otrimi, but if you play casual then you will become the archenemy.

Don't underestimate Slippery Bogle and Gladecover Scout. Mutating a hexproof creature makes it safe to mutate not just the first time but other times after. Wizards helped the mutate mechanic by if the target creature you're mutating dies in response to the mutate then you still get the mutate creature on the battlefield, but it doesn't trigger "when this creature mutates" abilities. Instead it just ETB as another creature not mutated. With hexproof you don't have to worry about this.

Blossoming Defense and Vines of Vastwood are helpful spells for mutate because for one mana they can give any creature you want to mutate hexproof in response to removal. Crystal Shard can be repeatable bounce of an entire mutate pile back to your hand to then mutate again. Use this effect to change the creatures Otrimi is mutated to. To avoid Commander tax use Shard to bounce Otrimi back to your hand if it's stuck on the battlefield since it couldn't mutate.

Flying is a good ability to pair with Otrimi. Birds of Paradise and Maraleaf Pixie are mana dorks who fly. Needle Specter, Drana, Liberator of Malakir, Vampire Nighthawk give Otrimi good abilities. Specter has a busted combat damage trigger when it has 6 or more power. Drana can put a counter on the mutated creature and all other attacking creatures. Nighthawk mutated with Otrimi makes a 6/6 flying, trample, lifelink, deathtouch threat.

Jarad's Orders can tutor for a creature put it into your hand and tutor for a creature with mutate and put it into your graveyard to then recur it with Otrimi. Mask of Memory can be repeatable draw and discard and one mana to equip is nice.

Pernicious Deed can be powerful with Otrimi. If Otrimi is the top creature of the mutate pile then the pile has a CMC of 6. Sac Deed for less than six to hopefully destroy a lot of your opponents cards and not your mutate pile. All of the creatures on the bottom of the top creature don't count as creature cards on the battlefield. The only creature of the mutate pile that does is the top creature therefore all other creatures in the pile are not destroyed by Deed.

Yavimaya Coast, Woodland Cemetery, Ash Barrens are budget lands to consider adding.

Good luck with your deck.

multimedia on Snapdax, Apex of Mutation

1 month ago

Hey, first version of Snapdax I've seen.

The double strike of Snapdax makes a mutated flying infect creature very deadly. Mutating Plague Stinger or Whispering Specter for instance. Infect is however not a fun type of deck for casual Commander, but it's an option if that's not a problem in your playgroup.

Darksteel Myr and Adanto Vanguard have indestructible protection from most removal when they mutate. Mother of Runes is repeatable protection to safely mutate or it can protect the mutated creature in combat or make it unblockable before combat.

Flying is the best other ability to pair with double strike. Needle Specter, Drana, Liberator of Malakir and Vampire Nighthawk are flying creatures to mutate. Needle has a busted combat damage trigger when it has a lot of power. Drana when she does combat damage to a player because of double strike can put two +1/+1 counters on the mutated creature as well as any other attacking creatures. Nighthawk mutates into real threat with flying, double strike, lifelink, deathtouch.

Abilities that trigger when you do combat damage to a player trigger twice with double strike. Needle Specter and Drana, Liberator of Malakir can take advantage of this so can several other cards. Mask of Memory, draws four cards and discard two cards. Azra Oddsmaker, discard one card, draw four cards and it can choose itself. Grenzo, Havoc Raiser, double strike triggers this guy twice.

Swords to Plowshares and Generous Gift are removal spells to consider adding. Open the Armory can tutor for an equipment. Exotic Orchard, Caves of Koilos, Battlefield Forge, Dragonskull Summit, Isolated Chapel, Clifftop Retreat are lands to consider adding.

Good luck with your deck.

Swilliam on mono black aggro devotion haste

1 month ago

Drag to the Underworld is good in anything exclusively black. With the number of one drops you are playing, you might consider including Shadow Alley Denizen for more evasion. For good two drops, Kitesail Freebooter helps deal with opposition boardwipes that this deck can be susceptible to. Otherwise some card advantage may be needed. A couple Pain Seer, Glint-Sleeve Siphoner, or Blood Scrivener may be good for that. You could also replace one of your various one drops for Foulmire Knight. They are all certainly better than Scrapheap Scrounger because that card doesn't play well with the other cards that recur themselves and it removes from your devotion count if you choose to play any cards with it like Gray Merchant of Asphodel. Drana, Liberator of Malakir is a great way to buff your whole team considering you go pretty wide. Murderous Rider is removal on a stick to add to the copies of Fatal Push. Also, you have no way to recur Deathless Knight, so maybe look at other undercosted beaters like Pitiless Horde, Rotting Regisaur, or Master of the Feast. If you want to stick to the haste theme though, Yahenni, Undying Partisan is excellent.

TallyDanish on Sharktopus vs Whalewolf II

1 month ago

Reconnaissance Mission is a new version of the Bident and Piracy effect you could include.

Drana, Liberator of Malakir gives extra counters to creatures when she does damage.

One with Nature is a cheap ramp option that works well with your unblockable theme.

I also believe that Undercity Plague, Extractor Demon and Vela the Night-Clad don't do enough here for how much mana they cost. They could be replaced with more removal/tutors/land.

mortifolkmurphcaster on Marchea's Ascent - Primer

1 month ago

king-saproling yeah thanks for the suggestions! I really like Pitiless Plunderer,Opal Palace, and Blade of the Bloodchief a lot! I hadn't come across those cards in my searches and they're exactly things I'm looking for!

I've tried Flayer of the Hatebound before and he's just too much mana IMO. Cards like Dreadhorde Butcher and Judith, the Scourge Diva work better here

Dack's Duplicate is covering the slot Spark Double would fill. Being able to clone anyone's creature with Haste and Dethrone is better after experimenting. Particularly the haste

Drana, Liberator of Malakir is definitely a great card but she's still up in the air for me. The games I've played her she's under-preformed or just died on sight. Currently Embodiment of Agonies is filling her spot as he has deathtouch and naturally ETB's with +1/+1 counters. He generally provides the same amount of P/T that Drana would except concentrated on one body.

River Kelpie is too heavy and conditional for me Grim Haruspex is better in this slot being much cheaper and providing the card draw sooner with her trigger. Disciple of Bolas could be good but I think I'd want something more like Altar's Reap if I were to do sacrifice drawing.

Thalakos Deceiver could be cool for sure but I already run Zealous Conscripts which has been really good but also I little too spicy. I've already had two games where people drop or just concede outright once I get it going.

Aetherworks Marvel seems lolsy but maybe too cute

Impact Tremors and Desecrated Tomb could be great just have to figure out how to fit them

Thanks again!

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