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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
When this enters the battlefield, if you control a creature with power 4 or greater, draw a card.
Creatures you control have trample. (They can deal excess combat damage to the player or planeswalker they're attacking if lethal combat damage would be dealt to all blocking creatures.)
Whenever a creature with power 4 or greater enters the battlefield under your control, draw a card.
1 week ago
Thank you for your great feedback! It's always appreciated. I did consider Eerie Ultimatum when it was previewed during Ikoria spoiler season. I eventually decided to leave it out of the 99 due to its tricky mana cost in a 5-color deck and, more persuasively, the fact that a suite of mass recursion spells already existed in the deck, like Living Death, Patriarch's Bidding and Rise of the Dark Realms. These spells, of course, return creatures to the battlefield, which Eerie Ultimatum does as well. However, with just 12 other non-land, non-creature permanents in the current 99 of this build, Eerie Ultimatum did not seem valuable enough to squeeze into the deck, and that is considering the potential mana ramp of recurring multiple fetch lands to the battlefield as well (no landfall triggers).
Miirym, Sentinel Wyrm's inclusion into this deck is inevitable. The moment a copy of her becomes available she will become a part of this deck and make it so much stronger. The same can be said for Ancient Copper Dragon, Ancient Silver Dragon and Ancient Gold Dragon. Moltensteel Dragon's presence in this deck is to combo with Skithiryx, the Blight Dragon or Dragon Tyrant for the purposes of one-shotting an opponent, usually a control player or blue mage at the table. Panharmonicon is an interesting card to consider. By my count, in the current 99 of this build, there are four Dragons (Bladewing the Risen, Lathliss, Dragon Queen, Scourge of Valkas, Terror of the Peaks), three enchantments (Garruk's Uprising, Dragon Tempest, Temur Ascendancy) and one artifact (Dragon's Hoard) that could benefit from the inclusion of Panharmonicon. That is a total of eight cards from the 99 (8.08%). That does not seem like a high enough percentage of cards to reconcile adding Panharmonicon to the deck. Yarok, the Desecrated would not approve.
Thank you for your comments and your recommendations! I appreciate them and am looking forward to upgrading this deck with several new cards from Commander Legends: Battle for Baldur's Gate!
1 week ago
What a nicely written Baldur's Gate Update MattN7498!!
When Wrathful Red Dragon got spoiled i also knew right from the start this is gonna be a staple in Dragon Tribal Decks, period. Same goes for Thrakkus the Butcher. Doubling the attackpower of every Dragon you control? Insane. Giving them trample via Garruk's Uprising for example and double strike via Atarka, World Render or a quick The Ur-Dragon trigger into Sylvia Brightspear in addition and we look at a pretty effective Overrun.
I think we still don't quite get how powerful Miirym, Sentinel Wyrm will be in this deck, it's gonna be almost hilarious. Double Terror of the Peaks and Scourge of Valkas triggers are going to make me smile, haha.
I switched Crux of Fate (i know, i know..) for Blasphemous Act as my Playgroup tends to steal my cards, so they use Crux of Fate to wipe the board with all my dragons or i can't wipe their board as they control MY dragons. With Blasphemous Act i make sure everything dies and comes back to MY graveyard, it also serves as a finisher with Blasphemous Act + Wrathful Red Dragon , shoot x times 13 Damage at non-Dragon targets, including life totals, where x is the number of Dragons you control. With Blasphemous Act you also have yet another way to get your Dragons into the Graveyard for mass reanimation spells like Patriarch's Bidding, Living Death, Haunting Voyage or Twilight's Call.
By the way I really like Twilight's Call as you can play it at instant speed which can be a game changer for example when someone tries to exile our graveyard. More often then not did the Foretell mechanic of Haunting Voyage hindered me by ONE turn to win the game and made me loose, which is why i changed it to Twilight's Call.
In general, you were a HUGE inspiration for my own iteration of an The Ur-Dragon Deck and i always come back to your Primer when i need some advice or thoughts on cards. So thank you for the write-up!
Some day I would love to show you my The Ur-Dragon Deck, as i would very much appreciate to hear your thoughts on some of my card picks! (I still need to post it on tappedout..)
1 week ago
Forced Adaptation feels too slow for me in a deck like this. Compare to Hydra's Growth - you're not going to be casting either til turn 3 at least anyway (as you have no targetable 1-drops). On turn 3 with Hydra, you'll swing +1 counters, then turn 4 you'll swing with +2, then +4.... I know the point of Forced Adaptation is that no one can ever take those counters away from Skullbriar, I just would prefer running some form of graveyard recursion akin to Phyrexian Delver, rather than simply turning your commander into an even bigger removal magnet.
The deck also looks a bit lacking in mana ramp, which you'll very much need since you're going to be racking up commander tax. A few good budget options - Arcane Signet Rampant Growth Coldsteel Heart is an upgrade over Moss Diamond Golgari Signet Talisman of Resilience Gyre Sage
As far as draw goes... I love the Colossal Majesty type effects. Garruk's Uprising, however, seems like a weak choice to me. There are only 5 creatures (6 if you buff your commander a little) that will trigger its third ability, and likewise its first ability has a decent chance of being unusable when you draw the card. Its trample ability is great, but I think there are probably better ways of accomplishing that in the deck already. I would honestly cut this for something like Deeproot Champion, which would be awesome with how many non-creature spells you have.
1 month 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 :)
1 month ago
So let's be very clear on terminology here - this is not in fact an infinite combo. This is a draw engine which nets mana each cycle. An "infinite combo" is typically something that can be shortcutted, like Devoted Druid + Vizier of Remedies. Here, you need to keep drawing specifically dragons with power 4+ power (assuming you're using Garruk's Uprising and yes, I know that most dragons fit that bill). If you fail to draw a dragon, you whiff. It by it's very definition makes the combo non-deterministic and therefore cannot be classified as an infinite combo.
At this point you have created a draw card combo which needs 4 cards, at 6, 5, 4 and 3 mana (totalling 18 mana if played in one turn). All of these cards make sense in the deck, however at this point you're still talking about a 4 card combo costing 18 mana.
I do appreciate however that it's a combo you're excited about and I'm sure makes sense in Miirym, Sentinel Wyrm decks. I wouldn't recommend the March of the Machines combo here as it feels way to narrow for the amount of setup required, however the other line seems decent. I would recommend however that any deck trying to sport this have a heavy focus on ramp.
1 month ago
Just discovered this.
Normally Ganax would ETB and create a treasure for himself. However, prior to Ganax resolving, stack Miirym in front of him. Miirym resolves and she creates the token.
The token of Ganax will see itself and make you a treasure token.
OG Ganax will see the token and give you a treasure token.
OG Ganax will also see himself, giving you your third treasure token.
The way this can be turned infinite is with Parallel Lives or a similar token doubler. Because now what actually happens is a little more complicated.
- Ganax ETB
- Miirym triggers above Ganax's ETB effect
- Miirym creates her token copy of Ganax
- Parallel Lives gives you a 2nd copy
- These two copies see each other
- +2 treasure - one from each seeing the other
- +2 treasure - one from each seeing themselves
- OG Ganax sees two Dragons ETB
- +2 more treasure
- OG Ganax sees himself as well
- +1 treasure
But recall, Parallel Lives sees all of this happening and is going to double all of those treasure tokens, too. So your +7 treasure are now +14.
You're about to run out of gas if you don't have draw. So, slap some draw on top of this. Garruk's Uprising, Temur Ascendancy, Kindred Discovery, etc. Anything that draws you a card whenever a creature ETB. Works best if they do not care if it is a token or nontoken creature. So a card such as Guardian Project does help, but it won't draw you for the tokens.
If, within any of these three, you draw another appropriate Dragon (Or already had one in your hand), you have now gone infinite. Because if you cast, say, your Savage Ventmaw what happens is the following:
- All three Ganax see Savage Ventmaw
- Before you resolve their treasure triggers, you have Miirym + Parallel Lives
- You get a total of x3 treasure for OG Ventmaw
- x3 treasure for the 1st token
- x3 for the 2nd token
- You draw +3 more cards for Garruk's Uprising (Or the draw engine of your choice)
- And recall, Parallel Lives doubles your treasure, as well. So that +9 treasure just became +18
So you just spent 6 mana to produce 18 mana, and you just played 1 card to draw 3 cards.
As long as you have a sufficient density of Dragons in your deck, you are now infinite.
Alternatively to a token doubler such as Parallel Lives, you can use Goldspan Dragon to allow your treasures to add x2 mana. If you do this, it'll work as well. This is because if you have two Ganax online and you get two Savage Ventmaw, you will produce x4 total treasure tokens, but these x4 will produce x8 total mana.
So it'll be tighter on mana costs, but still gets you ahead.
However, you won't draw as many cards, so you may sputter out a bit too soon. So while Goldspan Dragon is an appropriate stand-in, she is like Guardian Project in that she is not as efficient as some other options.
If you really want to be dumb about it all, you can make it infinitely more janky.
I think you can figure out what happens here, if you add Maskwood Nexus into the mix, haha.
- And note: Neither Miirym nor Ganax are "may" abilities. You absolutely must create the tokens. So if you do not have an ETB damage effect, such as Dragon Tempest, to take down life totals - yes, this is a TRUE infinite loop that will cause the game to end. Lmao. Don't see too many of those anymore, do we?! :D
1 month ago
I just resolved a Turn 5 win thanks to the Godhand of Ancient Tomb, Mana Crypt and Simic Signet all in the opening. Got Miirym, Sentinel Wyrm on the battlefield T3, after I dropped a Sulfur Falls on T2 and played Temur Ascendancy. Got Garruk's Uprising and Mirrym out T3. T4 I landed a Dragonborn Champion and drew an insane amount of cards between 2x ETB effects for Temur Ascendancy and Garruk's Uprising, as well as the 2x 5+ damage trigger when Miirym, Sentinel Wyrm connected.
Turn 5, I got Klauth, Unrivaled Ancient in play and, with haste, swung for 28 total damage power between those two and my Commander. Each Klauth drew me 1 card for Ascendancy and Uprising, or 4 cards in total. Then, when Miirym connected, I drew an additional 2 cards, one for each Dragonborn Champion.
I tapped my remaining two sources of mana and floated 30 in my post-combat main phase since Klauth doesn't have mana empty as steps and phases end.
From here, Terror of the Peaks, after a Flameshadow Conjuring. What ended up happening is the OG Peaks ETB and Miirym makes a token. Twincasters doubles this. With all of my draw and damage on the stack awaiting to resolve, I put Flameshadow Conjuring on the stack, making a token copy of the OG Peaks, that Twincaster then doubled - again.
Next up, these two Terror of the Peaks see each other ETB, and deal damage equal to the other's power to any target. That is 5 damage that Token A deals because it sees Token B, and 5 damage that Token B deals, because it sees Token A.
Now we move to resolve OG Terror as well as Token 1 and Token 2 that Twincaster made.
All 3 of these saw the Token A and Token B ETB. So, each of these 3 are doing to deal 5 damage for Token A, as well as 5 damage for Token B.
But then recall, Dragonborn Champion token also sees all of this, so 5 more draws.
But my friends, it gets so much worse. Because since OG, Token 1 and Token 2 all ETB at the same time, they will all see each other, as well. So OG deals damage thanks to T1 and T2. T1 deals damage thanks to OG as well as T2. And lastly T2 deals damage for OG and T1.
Now that I have 46 total cards in hand, I still have something like 16 mana left. So I cast Scourge of Valkas and aim to copy the OG with Miirym, Sentinel Wyrm, Adrix and Nev, Twincasters and Flameshadow Conjuring.
At this point, there's no need to get into the insane amount of draw anymore because I can stack it such that the Valkus mirrors close out the game, if the five Terror of the Peaks didn't already.
Yup, guys I have a new favorite deck.
1 month ago
I just finished making the skeleton of a deck for Miirym, Sentinel Wyrm and playtested it. Created 96 treasure tokens in a single turn because I had out Parallel Lives with my Commander. Ended up getting Miirym to be an 8/8 thanks to Jade Orb of Dragonkind and Rhythm of the Wild. A few turns later, I dropped Old Gnawbone who got me not only the one token from Miirym, but the second from Parallel Lives. Since Miirym makes the token non-Legendary, State Based Actions do not apply to the token Parallel Lives creates. Old Gnawbone was also an 8/8 thanks to Jade Orb of Dragonkind but I decided to give him Haste rather than the +1/+1 counter from Rhythm of the Wild.
When I attacked with Miirym, as well as Old Gnawbone, I created 16 treasure tokens upon combat damage. Or, at least, I would have.
Ended up playing an enormous swath of my deck immediately afterwards because of Garruk's Uprising. Every single Dragon I cast, which were unable to be countered thanks to Rhythm of the Wild, ETB and drew me three cards - Once for the creature and two more for the tokens created by Miirym, Sentinel Wyrm and Parallel Lives.
That would have been a Turn 8 win.
And that, my friends, is how a Timmy plays Magic >:3
Commander / EDH
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