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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Haven of the Spirit Dragon
: Gain .
: Gain one mana of any colour. Spend this mana only to cast a Dragon creature spell.
, , Sacrifice this: Return target Dragon creature card or Ugin planeswalker card from your graveyard to your hand.
3 weeks ago
For utility lands you might consider Haven of the Spirit Dragon, Path of Ancestry, Scavenger Grounds, Mystic Sanctuary.
I also might consider Reality Shift, Resculpt, or Starstorm over shivan fire and dwindle.
1 month ago
What kind of budget are you looking at for this? Some interesting lands are Flamekin Village, Primal Beyond, Unholy Grotto, and Haven of the Spirit Dragon. I also suggest the other one-mana changelings, Universal Automaton and Mothdust Changeling. If you shave down a few of the three-mana lords and such, and add a couple more lands and 1-2 mana spells, I think your deck will be able to accelerate and apply pressure more efficiently.
2 months ago
I'd only run 2x Haven of the Spirit Dragon and I suggest cutting two basic mountains for it. Since you have 23 non-dragon spells, Haven will make casting them slightly harder. To me, the biggest benefit of Haven isn't the mana-fixing so much as getting a dragon back from your graveyard. Just having it down dampens opponents zeal to use removal spells.
2 months ago
kamarupa - yeah, enough copies of Heroic Intervention to brew and play is really lucky! I'm almost jealous. Kind of silly how expensive some cards become. When I bought this deck in paper a few years back, the entire deck cost me less than 30$, I got Dragon Tempest for about 80 cents per copy.
Actually, I had similar concerns about Llanowar Elves/Ignoble Hierarch. The lack of early green mana might turn out to be the strongest argument against them. But, I've added Ignoble Hierach to my "digital deck" for playtesting, and I've looked at different vendors for the card too.
Regarding Haven of the Spirit Dragon, would you swap it for basic lands or dual lands?
I hadn't heard of All the lands in a sorted list, thanks for the suggestion!
I'll probably make a few changes to the deck based on your input, but it may take me a little time :)
2 months ago
kamarupa - great suggestions!
I agree with you on Tamiyo's Safekeeping and I'll make that swap. The extra life from Sheltering Word is nice but not necessary. Tamiyo's Safekeeping is a fairly new card, right? I probably missed it when I skimmed through Kamigava: Neon Dynasty.
I play Draconic Disciple mainly as a versatile mana dork but you bring up some fair points. The problem I see with Llanowar Elves is that it produces only green mana and the dragons need a lot of red mana. Ignoble Hierarch, however, looks very interesting and Fertile Ground is another good suggestion. You make a good case for T1 spells which puts Ignoble Hierarch as the stronger candidate at first glance. I'll playtest and see what I end up with.
Great land suggestions as well! I'll likely add copies of Haven of the Spirit Dragon when I make tweaks to this deck. Lands are honestly the card type I have the least knowledge about, which is why my decks all play essentially the same set of lands xD
2 months ago
A few suggestions: Tamiyo's Safekeeping seems better than Sheltering Word, providing Indestructible in addition to Hexproof while also working on any permanent you control instead of just any creature and all for only half the MV. The only downside is less lifegain, which I acknowledge may be a big attraction for you.
Fertile Ground seems as good or better than Draconic Disciple. If you had more Forests and a higher budget, I'd suggest Utopia Sprawl. That said, Ignoble Hierarch (and of course Birds of Paradise) would be great fit(s) as well. I think even a plain old Llanowar Elves might be better than the Disciple. It's seems like the game would have to go on a long time before you have 7 mana best spent on a 5/5 token, and 3MV seems steep for a dork. I also get that it can be more about flavor than efficiency.
On that note, I notice you don't have any 1MV spells. Now I myself have a number of decks without any 1 drops and I think scrying T1 is about as good as it gets without any spells to cast, but it's a tough pill to swallow that a ramp deck isn't going to start rolling until T2-T3. Since none of the ramp spells are dragons, your best ramp card doesn't help you get more ramp into play. I'd really like to see a 1MV ramp spell here, but even a Lightning Bolt would be useful.
Alpine Moon could be useful in your sideboard.
3 months ago
Looks like fun and dragons, and what more can you really ask for : ) Haven of the Spirit Dragon is a great land and I had no idea about it. Great tech for this kinda deck, for sure. Awesome dragons list!
3 months ago
I never really considered this until just now, reviewing my newest deck. I have it setup that all three colors are evenly represented among my lands. So I have 15 lands that produce , 15 that produce and 15 that produce . Now of course this does not mean I have 45 lands; We must recognize that lands such as Command Tower, City of Brass and Haven of the Spirit Dragon produce all three and are thus counted "three times". Similarly, a card such as Breeding Pool counts toward both and , while Cinder Glade counts toward both and .
By evenly distributing mana production among lands, theoretically I am always getting the color(s) I need, on average. However, this does raise a concern. An average is not an absolute. There are times during playtest when I become overly saturated with mana.
Moving over to the pips tracker, only shows up 12 times. That is not to say there are 12 cards with in it - There are 12 total pips within the entire deck (Excluding those on lands, of course). So, a card such as Kindred Discovery counts 2x pips, despite it only being 1x card. In total, there are 9 cards in the deck with 12 total pips.
When looking at the percentages, mana production compared to pip requirements is as follows:
: 15 total lands for 33.33% compared to 22 pips for 22.92%. A difference of +10.41% excess mana production.
: 15 total lands for 33.33% compared to 12 pips for 12.50%. A difference of +20.83% excess mana production.
: 15 total lands for 33.33% compared to 62 pips for 64.58%. A difference of -31.25%. A very serious net loss of mana production.
The staggering displacement of requirement feels like it should be addressed, and can be taken from .
However, when doing this, what appears to happen is the deck becomes significantly less reliable when I do have spells to cast, as now I am far more likely to have mana instead.
So, the question is, how do you reconcile this? Do you always try to keep your mana production even, or do you try to tie your mana production to the pip percentages?
Or, is there a happy median, somewhere in between?
- EDIT: None of this takes into account mana rocks and / or mana dorks. So Arcane Signet would add an additional pip to each of the three colors. Similarly, Savage Ventmaw adds 3x and 3x . Likewise, Klauth, Unrivaled Ancient adds however much I happen to swing with of all three, in theory. So, for the purposes of the discussion, let's only focus on the lands and costs, not rocks and dorks ^-^ Thank you!