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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Karrthus, Tyrant of Jund
Legendary Creature — Dragon
When Karrthus, Tyrant of Jund enters the battlefield, gain control of all Dragons, then untap all Dragons.
Other Dragon creatures you control have haste.
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eliakimras on Jund Dragons
1 month ago
Hello! I saw your deck help tag and I wanted to give my two cents.
First of all, beware cloning effects: a single Clone on Karrthus, Tyrant of Jund can steal your whole board.
Secondly, I would put Hellkite Tyrant, Drakuseth, Maw of Flames and Crucible of Fire back. The Tyrant is greeeeeeat if you face players that rely on artifacts. Drakuseth is amazing in killing creatures or just dish out damage. Both are made even more reliable with the many haste enablers you have in the deck. Crucible is an undercosted pump effect, even better on tokens: Nesting Dragon.
Bakterius on The Ur-Dragon, quest for 100%
7 months ago
Hi, i have created a slightly more defensive variant of my Ur-Dragon deck for testing (The Ur-Dragon: A bit more defensive) that fared much better against your deck in this playtest round. Maybe i had better draw luck this time? Essentially, i just included some of the draw effects you use and brought back my beloved Karrthus, Tyrant of Jund + Shields of Velis Vel combo that can be fetched via Tiamat. To make room i threw out the cards that made it theoretically possible to get a 1st turn commander kill, with a hypotetical God hand of course :D. Maybe this will become the real deck instead.
9 months ago
@TheOfficialCreator Thank you so much for your suggestions! While the choice of dragons is always based on personal preference, I'll try to explain why I didn't include either of them in my decklist. First, Beledros Witherbloom with a cmc of 7 has to bring a lot of value to the table to be worth his mana cost. In my opinion, it doesn't fit well in this deck because even though it is a dragon, it doesn't synergize as well with the other cards as other dragons with a cmc of 7 that are already in the deck, namely Atarka, World Render, which can be a game finisher and synergizes well with other dragons. Another dragon would be Ojutai, Soul of Winter, which allows me to slow down my opponents or make my dragons unblockable by tapping the opponent's creatures. It also provides good synergy, as its ability scales with the number of dragons I attack with. Both Karrthus, Tyrant of Jund and Tiamat are nice combo pieces. I can't imagine Beledros Witherbloom providing more value than either of these cards, at least not in this deck, but I'm open to discussion. Goldspan Dragon is definitely a great card and I would swap him out for a Dragon already in the deck, but he's not worth the money he costs to me.
MoxRavager on Ur-Dragon's Multiverse Onslaught | *PRIMER*
10 months ago
How has Karrthus, Tyrant of Jund been working out for you? I excluded using it because if someone clones it you lose all your dragons. If you haven't run into that problem often I could always use another haste enabler.
faustodemambo on The Ur-Dragon, quest for 100%
1 year ago
Stylez121 In my group there are a few copy effects so I can't play Karrthus, Tyrant of Jund as I will lose all my dragons. I'll play some games with Sarkhan Vol but I'm not sure if I think he is better than Dragonlord Kolaghan as he gives my entire team haste, is a dragon and costs only 1 more mana
Stylez121 on The Ur-Dragon, quest for 100%
1 year ago
Seems a pretty solid deck. The only things I may suggest is either Sarkhan Vol or Karrthus, Tyrant of Jund in place of Dragonlord Kologhan. Both still give haste, but Sarkhan Vol also grants an anthem effect. Karrthus is a nice little surprise granting all your dragons haste, while taking away all the other dragons on the field on a 7/7.
LunchBox1211 on dragon tribal is glorious
1 year ago
Some more cards to consider (as per your request): Old Gnawbone. Read the card. That's a lot of treasure when all your creatures have a ton of power. | Karrthus, Tyrant of Jund. Gives your dragons haste, untaps them, and (in the odd case you are playing a Dragon ditto), steals your opponent's dragons. Forever. | Dragon's Hoard, if you want another mana rock that works well with dragons. I also like Component Pouch, especially in a deck where your commander in all 5 colours, but that's mostly just me. | Rishkar's Expertise. Refill your hand, cast something for free. Genesis Ultimatum allows you to cheat in more stuff, but doesn't allow you to refill your hand, and it costs more to cast. | Farseek, especially if you decide to run the Tri-cycle lands (which I recommend). I'm going to avoid talking about lands, but cards like Spara's Headquarters and Raugrin Triome are really nice, especially for 5-colour decks. And, yes, Farseek can find Spara's Headquarters. Headquarters is both a plains, and an island. Rampant Growth and Nature's Lore can also fill this "2-mana sorcery that ramps" slot, depending on what you can find (if this is paper). Three Visits is just Nature's Lore, but Lore's name communicates the mechanics of the card better. | Swords to Plowshares/Path to Exile. Exile a creature, for 1 mana, at instant speed. I like Swords better for commander because I find that life is less of an advantage than an extra land. Other removal options include - and are not limited to - (and I may have mentioned some of these already, so sorry if I did) Beast Within, Generous Gift, Anguished Unmaking, Assassin's Trophy, Despark, Chaos Warp, Wear / Tear, Hide / Seek, Bedevil, Vindicate, Baleful Mastery, and Vanishing Verse. | Patriarch's Bidding, if you want some mass reanimation. | I didn't see very many board wipes. Granted, you want more pin-point removal than board wipes, but you still might want a few. I'll recommend Farewell (6 mana to get around indestructible, and nuke many different target, AND act as graveyard hate), Merciless Eviction (for planeswalkers), Cleansing Nova (cheaper than Farewll, and probably easier to find, but less flexible), Cyclonic Rift (7 mana to get all of your opponents permanents off the board, and set them back a few turns as they reset), Supreme Verdict (only hits creatures, but uncounterable, and cheap to cast) and/or Vanquish the Horde (for token decks). You do have Ruinous Ultimatum and Descent of the Dragons (or Crux of Fate, if you happen to get it), and I like to run 3-4 total, so choose the ones that most effectively clear the table in your playgroup. Although I have seen and heard some people run as low as 2.
For both the removal and board wipe sections, choose whatever quantities and options are working best at removing the threats you frequently go up against. If you are building this in paper (specially if the deck is sleeved), I'd recommend asking your playgroup if it is OK for you to print out proxy copies of cards for playtesting, then (once you have decided what options you like) buying those cards. Ask your friends first, though, I know not everyone is OK with proxies.
These are all just suggestions to get your mind thinking. You don't have to run all of these, but they are here if you need inspiration or help.
If you want, I can link some of the dragon/tribal decks I've made on tappedout, just as a reference point for what I like.
Guerric on [Primer] Unleash the Dragon! *Updated*
1 year ago
Sorry about the delayed response, I was a bit tired last night and waited until morning. Fabricate probably could be cut. The targets are Whispersilk Cloak and Lightning Greaves which are sort of the easy button for protecting Scion, but we don't need them if we play conservatively.
I actually used to play Elemental Bond and Guardian Project in earlier versions of the deck, and while they are incredibly good in other decks, I found them to be at best win-more cards in this one. The thing is, creatures don't enter the battlefield as often as we might think. We can do a lot of damage with a small number of dragons, and some turns we won't have any new ones ETB. Where these cards payoff the most is when we play a mass recursion spell, but at that point we are winning the game anyway, so it isn't all that great. What does work incredibly well is Tome of Legends, which can pretty much get us an extra card for every turn we have it out, and Colossal Majesty is basically a second copy of Phyrexian Arena without the life loss, which is usually good enough. In a way, we are drawing cards by tutoring stuff into the graveyard, so we need our regular draw mostly to get our recursion pieces in hand.
Necromancy is good, and is definitely better than Unburial Rites which, while recurrable, is on the pricey side in terms of mana. I've mostly held out because it isn't super cheap, but I have some store credit at Card Kingdom and might pick that this week! I like Diabolic Servitude because it is recurrable- if the dragon dies it goes back to hand and we can use it again, and it's always a discount on hard-casting a card. You are right about the potential downside of the card being exiled, which is why I'd never use it on my most critical dragons like Karrthus, Tyrant of Jund. I should definitely add that to the primer though! As for Yawgmoth's Will, that is great, but I own all my decks in paper and the real world price tag is a bit prohibitive. It has its price tag for a reason though!
I hadn't thought of Rishkar's Expertise! I think this is a risky deck, and one which plays with big mana, so it probably is worth it! I'm definitely ok with burst card draw as long as it get's at least three cards for a good return on mana and I don't play too much of it. This card could easily refill my hand later in the game when I need it, and get me a free permanent on top of that. Great suggestion!
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