Haven of the Spirit Dragon

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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
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Haven of the Spirit Dragon

Land

: Add .

: Add one mana of any colour. Spend this mana only to cast a Dragon creature spell.

, , Sacrifice Haven of the Spirit Dragon: Return target Dragon creature card or Ugin planeswalker card from your graveyard to your hand.

FadingReality on Dragons, Dragons, Dragons

4 months ago

I like every single creature in the deck at this point. I have 5 suggestions: 4 for your land base and 1 for removal. Somewhat expensive suggestions but nothing too crazy.

  • I would cut any two of the lands that have "enters tapped unless you control two or more other lands" for Mana Confluence and City of Brass. These lands NEVER enter tapped and give you all your colors. Grand Coliseum is a decent budget option. It does enter tapped, but also gives the option for colorless mana and no damage. You are running a high enough count of the "enters tapped unless you control two or more lands" lands that some will enter tapped in the early game. Reducing them down to 1-2 is better.
  • I'd cut another of the "enters tapped unless you control two or more lands" lands for Polluted Delta but you are already aware you need delta so this is more of a reminder.
  • Yavimaya, Cradle of Growth is an AMAZING card you should consider. It is a essentially an untapped forest itself, but it lets all your lands tap for green, including colorless lands. In your deck, in addition to fixing green mana for the rest of the game, it will 1.) allow your colorless lands like Cavern of Souls, Haven of the Spirit Dragon, and Crucible of the Spirit Dragon to tap for green without a catch 2.) allow all of your fetchlands to tap for green without having to sac them and 3.)allow things like Mana Confluence to tap for green without dealing any damage.
  • I would swap Putrefy for Anguished Unmaking. Putrefy is a good card, but unmaking is pretty much strictly better. Has a wider target selection and exiles. Putrefy is best used in Black/Green decks. When some jerk plays the One Ring against you, you'll be glad to have unmaking.
  • RiotRunner789 on Similar cards to Sigil of …

    8 months ago

    Hall of Heliod's Generosity, Crystal Chimes: Enchantment creatures maybe?

    Haven of the Spirit Dragon: Again, with type restrictions. There are also just a ton of effects on artifacts that return artifacts from grave to hand such as Junk Diver which works if your using artifact creatures.

    Sword of Light and Shadow: Definetly what you want as long as you attack.

    Reinforcements: Not to hand but close. Close enough maybe?

    Dawn Evangel, Angel of Flight Alabaster: Yes, but with restrictions.

    Remember the Fallen: Yes.

    What is your deck trying to do?

    nuperokaso on Dragons,Speed, and Control

    10 months ago

    In a two-color deck, you should play a lot of non-basic lands such as Dragonskull Summit, Blackcleave Cliffs, Haunted Ridge so that you are always mana fixed and still can afford to play a few non-basic lands with abilities, such as Haven of the Spirit Dragon. Temple of the Dragon Queen is bad in a two-color deck. Blightstep Pathway  Flip is going to be always untapped.

    PhyrexianHellkite on 50$ Budget The Ur-Dragon

    1 year ago

    I have tested creatures/cards like that in the past and don't like the staying power or what they are adding to this deck. The creature versions get board-wiped the fastest and don't tend to extend the deck past extra mana available, so I prefer to start getting bigger game impact dragons out and only ramp via land ramp and some artifacts. Mainly to help with my mana fixing, draw, and one sided board-wipes. See the list of cards that those would not interact with other than Scaled Nurturer, that one gets the dragon pass but not card draw and would take up one of the 30 dragon slots. Garruk's Uprising, Elemental Bond, Frontier Siege, Wrathful Red Dragon, Silumgar, the Drifting Death, Rith, Liberated Primeval, Miirym, Sentinel Wyrm, Lathliss, Dragon Queen, Kolaghan, the Storm's Fury, Ganax, Astral Hunter, Firkraag, Cunning Instigator, Dromoka, the Eternal, Bladewing the Risen, Atarka, World Render, Haven of the Spirit Dragon, Relic of Legends, Jade Orb of Dragonkind, Carnelian Orb of Dragonkind, Crux of Fate, The Ur-Dragon

    So 20 cards or 1/5th of the deck that those would not extend or interact with. Here is a link for some statistics for mana reducers that basically says if you can play cards every turn and use all mana you have as well then they work the best in those types of decks.

    Is it worth it to play cost reducers in MTG EDH commander? https://www.youtube.com/watch?v=prltKyeJMKI

    Form about this topic https://www.reddit.com/r/EDH/comments/b3stji/cost_reducers_vs_ramp/

    Thanks for the comments! Hope this gives some insight on my deck building/playing style and if you run those mana dorks/cost reducers, I think cards like can help and, I do run them in other decks with less colors or better card draw. I do think a commander like Tiamat would benefit from those to help play the tutored cards after cast and help commander tax to recast it and refill your hand. The main thing I consider is what am I swapping, and in this deck and it's mana fixing for a 5 color deck on a 50$ budget, or a potential dragon slot for a deck that wants dragons on the field attacking to start getting ramped up.

    I will continue to update this deck and work to give better descriptions of my other decks as well as I build and update my commander arsenal!

    eliakimras on Ur dragon, need recommendations

    1 year ago

    Hello! I saw your deck help tag and wanted to give some insight.

    I don't run Miirym as commander, but I do have her in the 99 in Smashing Faces with the Ur-Dragon, and she always pushes me to victory whenever she's allowed to stick on the battlefield.

    Some areas you might want to change to improve your consistency:

    1 - Ramp

    2 - Draw/Haste

    3 - Removal/Boardwipes

    4 - Protection

    5 - Card draw

    6 - Better threats

    7 - Some utility lands you might want to run

    Grind on DragonFire Burn

    2 years 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.
    Cheers!!

    legendofa on Changling Tribal Help Wanted pls

    2 years 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.

    kamarupa on Flight of Dragons

    2 years 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.

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