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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Haven of the Spirit Dragon
: 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.
1 month 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!
7 months 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
- Farseek and Fellwar Stone are great for fixing for multiple colors of mana. You might take out Birds of Paradise (dies so easily), Sakura-Tribe Elder (fixes for only one color) and Sword of Once and Future (no synergy with dragons) for them.
- Skyshroud Claim is great for the same reasons above. Frontier Siege never impressed me in a multicolor deck, because I often need colors outside of .
- If you run the suggestions above, you probably need more fetchable dual lands: Ketria Triome, Breeding Pool, Steam Vents, Stomping Ground, Sheltered Thicket, Wooded Ridgeline.
- If you run Into the North, you can also use Highland Forest, Rimewood Falls, Volatile Fjord and some snow basics (Snow-Covered Forest, Snow-Covered Island, Snow-Covered Mountain) to fetch.
2 - Draw/Haste
- It is tough to cast Tribute to the World Tree in a 3-color deck without Yavimaya, Cradle of Growth or Chromatic Lantern on the battlefield. Maybe you want Temur Ascendancy instead.
3 - Removal/Boardwipes
- Chain Reaction cleans your own dragons. Curse of the Swine should get rid of your opponents' most problematic creatures. If you face a lot of token decks, Surtland Frostpyre is a boardwipe on a land that leaves most of your dragons alive.
- Green Sun's Twilight could be Chaos Warp as a second Beast Within.
4 - Protection
- In my dragons deck, I often want protection and haste for more than one creature. Swiftfoot Boots got swapped out for Asceticism.
- Slip Out the Back could instead be Heroic Intervention (it has good synergy with Blasphemous Act).
- If you don't want to be attacked, Propaganda might deter more attackers than Fog.
- Can you cast Counterspell and Bane's Contingency reliably? Swan Song or Arcane Denial might be easier to cast considering your manabase.
5 - Card draw
- Rishkar's Expertise, Garruk, Primal Hunter and Return of the Wildspeaker are the cream of the crop of green card draw. You might want to remove Blur, Essence Flux and Ghostly Flicker for them. (Instead of running flicker effects to save your creatures, it might be better to just run more threats in case they are dealt with - and card draw helps with that.)
6 - Better threats
- Dragon Broodmother creates tokens at a much faster pace than Dragonmaster Outcast.
- Korlessa, Scale Singer never impressed me. Knollspine Dragon is way better at drawing cards.
- Overwhelming Stampede wins games harder than Thundermaw Hellkite.
- I would take out Flameblast Dragon for Utvara Hellkite.
7 - Some utility lands you might want to run
1 year 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 year 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.
1 year 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.
1 year 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 :)
1 year 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
1 year 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.