Nesting Dragon

Nesting Dragon

Creature — Dragon

Flying

Landfall — Whenever a land enters the battlefield under your control, create a 0/2 red Dragon Egg creature token with defender and "When this creature dies, create a 2/2 red Dragon creature token with flying and ': This creature gets +1/+0 until end of turn.'"

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Legality

Format Legality
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Tiny Leaders Legal
Vintage Legal

Latest Decks as Commander

Nesting Dragon Discussion

Quickspell on Non-Creature Naya Card Draw?

2 weeks ago

Gleeock, here is my creature list. That's all there is. Each either shuffle back into the library from the graveyard and synergize with Kiki-Jiki, Mirror Breaker and Through the Breach , or they are indestructible and synerz with Shifting Shadow


Kiki-Jiki, Mirror Breaker

Nesting Dragon

Not as good as expected, but more eggs and dragons are not bad, especially when you can sac them due to Maskwood Nexus .

Xenagos, God of Revels

  • Obviously good with any creature
  • Synergizes as a creature with Shifting Shadow , otherwise hard to remove

Avacyn, Angel of Hope

Kozilek, Butcher of Truth

  • Unfortunately, his casting ability is basically useless in this deck
  • Despite being crazy by itself, Annihilator 4 is great with It That Betrays
  • Shuffles graveyard back in, so I'll get back the non-shuffle creatures, most of all Ulamog, the Ceaseless Hunger

Ulamog, the Ceaseless Hunger
Ulamog, the Infinite Gyre

Obvious reasons.

Worldspine Wurm

I love this card.

  • Great with Kiki-Jiki, Mirror Breaker and Through the Breach . That's 30 power with trample for when Sneak Attack and Worldspine Wurm are out
  • Shuffles back in
  • Blightsteel Colossus

    Obviously the best and strongest creature in this deck. Loves Kiki-Jiki, Mirror Breaker and I am running Anointed Procession .

    It That Betrays

    It has happened that "It" and its over rings Kozilek and Ulamog have come into play at the same time with Selvala's Stampede . That's 33 power (easily chump blocked though) and 10 permanents sacrificed that I then returned to the battlefield under my control. Primal Rage helps.

    MIme2Waste on Jungle Omelette

    2 months ago

    Since no one's mentioned it yet, I feel like mentioning a non-budget option: Nesting Dragon . Play lands, get eggs that not only triggers Atla but gives you a free 2/2 when they die.

    Also, since you're running Savage Ventmaw and Ashnod's Altar , you might consider Hellkite Charger for many combat steps. Not infinite, but the extra two mana gets you the trigger if you've got the fodder.

    X-Factor11105 on Lurid Revival

    2 months ago

    Hey! I'm happy to share suggestions, as I've thrown out a few ideas and tried to chat about insight so far. You may want to try and isolate cards you're willing to remove - that way you can still feel like the deck is yours, while being open to prospective ideas / outside perspective ya know?

    I'll try to make suggestions with budget in mind!

    Deal Broker > Azra Oddsmaker

    • Get the same effect with a higher upside and immediately get to discard a Dragon. Non-artifact so it's harder to remove. Mid and late-game card-drawing machine with an evasive Dragon.

    Neheb, Dreadhorde Champion > Terramorphic Expanse

    • This Neheb is too slow and while the synergy is there, it's going to have trouble making a consistent impact. Even an ETB tapped fetch still keeps you getting the color mana you need while (statistically marginally) thinning your deck and cleaning your future draws.

    Hollowhead Sliver > Evolving Wilds ,

    Rummaging Goblin > Daretti, Scrap Savant ,

    Mad Prophet > Chainer, Nightmare Adept

    • Overall, these edits reduce your cumulative curve, provide similar (if not more consistent) discard ability, and much higher ceilings for providing value. Evolving Wilds is your 2nd fetch, so you can keep improving the lands you're getting into play. Daretti lets you move through the deck quicker AND has artifact synergies if you choose to lean into that line of play. Chainer is a discard outlet and haste enabler the turn he comes down, so he's already got the same floor as Mad Prophet with the opportunity to be impactful if he stays on the board.

    Ox of Agonas > Drownyard Temple

    • Since you've enjoyed leaning heavily into the discard aspect, Temple makes a lot of sense for you to have access to a mid or late-game land to ramp a bit. With all these expensive Dragons, I'm sure you've had a turn or two with plenty of un-used mana (I have!), so this gives you a way to maximize the discard AND set yourself up to keep having access to mana!

    Purphoros, Bronze-Blooded > Myriad Landscape

    • The five-mana CMC for a less-efficient Sneak Attack just feels heavy in this build. Adding Landscape gives you another opportunity to pull lands out of your deck and keep having colors on the battlefield - I'm sure you've noticed but the double and triple-pips of the deck can be VERY challenging at times. Being able to get two Mountains (or your two Swamps) will hugely impact your ability to play relevant spells on time. As far as getting one more haste enabler, even with Chainer already in...

    Dragon Tyrant > Dragonlord Kolaghan

    • Tyrant is a win-more and a payoff card. It's a fun ambition, but in a deck chock-full of power and crazy cool Dragons, we don't need this. Instead, big Kolaghan comes down much earlier AND hastes our entire squad.

    Thundermaw Hellkite > Hellkite Courser

    • Courser enables shenanigans and fantastic temporary Commander fun. It's effect can be much more impactful than Thundermaw Hellkite's in the long-run, and essentially acts as another reanimation spell. Thundermaw's effect is pretty narrow, while Courser's lets us go into the graveyard for a more toolbox-like approach, depending on what we've been able to get into the graveyard so far.

    Stormbreath Dragon > Gadrak, the Crown-Scourge

    • This might be a little bit of personal preference, and with how many ways this deck has to kill opponents' creatures on your turn, I think it provides a great ceiling while also acting as an early-game blocker. Mana that you can do anything with is so precious in this deck, and it happens to synergize nicely with the best addition to this deck in Kaldheim...

    Lathliss, Dragon Queen > Goldspan Dragon

    Zirilan of the Claw > Feldon of the Third Path

    • This is a different style of play, I'd just rather avoid exiling my Dragons or only getting a single use out of them...for a minimum of 8 mana and two turns. Feldon has more flexibility in coming down quicker and activating sooner. You're packing High Market and Phyrexian Tower here for sac outlets to get rid of the tokens (same as the Dragons from Zirilan realistically), but you're doing it much earlier in the game, or with mana to spare, with no downside of losing a Dragon for the rest of the game.

    Hagra Mauling  Flip > Malakir Rebirth  Flip

    • Between all of the Dragon ETB damage and the removal suite available to Rakdos, you don't need more removal, I'm sure you've noticed this! Especially cost-inefficient removal. Having more reanimation effects, especially to act as a or flicker effect? There's WAY more flexibility here for how the Dragon reanimator wants to succeed. I agree that more removal is always good though! With that in mind...

    Stolen Strategy > Kolaghan's Command

    • Play faster, and play with more flexibility. Command will give you options based on how the game's playing, and playing at instant-speed ensures you can be more interactive. Along that same line...

    Tormenting Voice > Rakdos Charm

    • Flexibility in usage! More than likely this will get rid of a troublesome artifact, and wouldn't you know it that some of the best graveyard hate is on artifacts! The graveyard hosing can also be key and, again, playing at instant-speed gives you more opportunities to disrupt opponents. For a high-curve deck like this, that's really important!

    Phyrexian Arena > Valakut Exploration

    • Let's help Rakdos players see that Arena isn't the powerhouse everyone thinks it is! Exploration does EVERYTHING we could need - especially in your build, which has a higher concentration of Dragons, there's a greater likelihood for you to fill your graveyard quicker! Please give this a shot and let me know what you think!

    Fractured Powerstone > Exotic Orchard ,

    Charcoal Diamond > Swamp ,

    Fire Diamond > Swamp ,

    Temple of Malice > Wayfarer's Bauble ,

    Coldsteel Heart > Hedron Archive

    Four of these cards ETB tapped and make you a turn slower, AND they're bad in the late-game since they have little utility. There's no snow synergy here to justify Coldsteel. Having more land ensures you'll hit your drops throughout the game. Wayfarer's lets you keep some ramp (I prefer Expedition Map, but one discussion at a time) while Archive has mana utility and lets you cash in when you have leftover mana. Smooth out your hands, get more consistent draws and turns, and have the ability to draw more cards.

    Underworld Connections > Victimize

    • All of these Dragons in the yard are going to go to waste if you can't get them out onto the field! This is my favorite low-cost reanimator aside from the namesake - if you wanted to make a case for Stitch Together I wouldn't argue it. Being able to get two Dragons out, albeit tapped, ensures you can keep some board presence. It also lets you use up some of those Sneak Attack / token creations in an efficient way. I know losing some card draw feels a bit weird, and based on how the deck's built up, and from what you've described about your playstyle, it sounds like you may have an over-abundance of card-draw and not enough interaction. Hopefully this changes things!

    Foreboding Ruins > Luxury Suite

    Non-budget upgrade, and more likely to consistently come down untapped and provide the same color flexibility. If budget doesn't allow this edit, I'd say the non-budget move could be Path of Ancestry .

    I do think you need to find room for one of the game-winning, mass-reanimators like Living Death or Patriarch's Bidding , or the new Kaldheim one, I'm blanking on the name. I'd take out Scourge of Kher Ridges for it to give yourself a win condition out of nowhere!

    Hopefully these ideas help, or at least spark some further ideation for you to think about! If you want to chat about Bladewing in real-time over Discord or Reddit I'm on both sites as ThePillowman :)

    RinceRaven on Kaalia

    3 months ago

    suggestions right now are to get out all the low-impact 4-5 costed 'big' creatures that sit in your hand as a 1/turn spell even when you have 8 mana available and replace them with stuff that either has an actual impact or that helps big stuff come out faster and better.

    in: Angel of Serenity, Kaalia of the Vast, Rakshasa Debaser, Dragon Tempest, Lightning Greaves, Rakdos, Lord of Riots, Angel of Condemnation, Worn Powerstone, Thran Dynamo, Herald of War, literally any land.

    out: Bloodgift Demon, Demanding Dragon, Desecration Demon, Taurean Mauler, Nesting Dragon, Hoarding Dragon, Ambition's Cost, Conjurer's Closet, Idyllic Tutor, Memorial to Folly.

    Also update the list so it has Graveshifter and not Gravedigger.

    RambIe on Gruul In CEDH ???

    4 months ago

    Evolution Sage & Magistrate's Scepter Infinite Turns
    Lotus Cobra, Krark-Clan Ironworks Infinite Mana
    Scute Swarm, Omnath, Locus of Rage, Nesting Dragon,Rampaging Baloths Infinite creatures to attach the rocks to

    thats just some stuff i can think of off the top of my head
    im sure there is much more and probably more efficient ones they are using with the deck

    [email protected]_only on Lathliss, Ramp Queen

    4 months ago

    some other dragons you might consider:

    Nesting Dragon - Pricey, but gives decent return for otherwise dead draws late game

    Scourge of Kher Ridges - personally love this guy - built-in Pyroclasm, plus an anti-air effect in red if needed

    Steel Hellkite - colorless enchantment removal. often overlooked

    Territorial Hellkite - 6/5 flying haste for 4. aim is a bit wonky, but still a solid card for its cost

    odd ramp to consider: Mana Geyser, Corrupted Grafstone,Foriysian Totem, Pillar of Origins, Star Compass, Heart of Ramos, and / or Pyramid of the Pantheon.

    fun deck, keep us posted with how it does!

    saber4734 on If these trees could talk

    5 months ago

    I took some pointers from your deck and added Nesting Dragon, Undergrowth Champion, Cataclysmic Gearhulk and the The Ozolith. Also i've always liked Eldrazi Displacer for his ability to blink creatures. I can do it to an attacking creature or on my own boys and get multiple ETB triggers.

    Boomcat12B on Lord Kitty Land Walker

    5 months ago

    Alright here are a few things I notice that will help tune up the deck to help speed it up, as well as improve consistency overall.

    Cards to remove-

    Evolving Wilds

    Tearamorphic Expanse

    Rocky Tar Pits

    Tapped lands are the bane of any deck as far as speed goes. Switching these out for lands that enter untapped will speed things up as well as provide better consistency for color fixing. If you are going to include a tapped land make sure it provides insane value (Valakut for example, or Mosswort Bridge in big creature heavy decks) so the drawback of the ETB tapped is worth it in the long run.

    Nesting Dragon- Not a bad card but Dragonmaster Outcast is cheaper and will provide you with more consistency in the mid to late game.

    Scroll Rack- A good card, but you have no real way to abuse it, and it is really nothing more than a replacement effect since your top deck manipulation is based off of high CMC creatures. Damnable Pact would provide you with a better way to refill your hand, and you seem to havew enough lifegain scattered through out to offset the life loss.

    The Mending of Dominaria- It is a high CMC card that is fairly easy to remove, keeping you from getting the third trigger off and negating the power of the card... I would suggest Abundance since you are running Sylvan Library. This will allow you to replace the downside of Sylvan Library (pay 4 life to draw extra cards) and help you sculpt your hand for what you need in the moment. (Basically those two cards together read- At the beginning of your up keep draw three cards, naming land or non land for each draw. It is an awesome replacement effect need to be running Abundance)

    Ranger's Path- It costs 4, and the lands enter tapped. You have a decent enough ramp package going already and i don't feel like you need the redundancy here. I would suggest adding Blasphemous Act or Black Sun's Zenith to give you another board wipe since you are running slightly light on those. Both are good cards just depends on which style you might need... Black suns will get around indestructible, while Blasphemous will normally only cost you one mana. Or run both if you play against mainly casual (ie big creature) decks.

    The only other big thing i notice is a lack of single target interaction for Artifacts and Enchantments. Cards like Vandalblast, By Force, Force of Vigor, Return to Nature, and even Caustic Caterpillar are great removal if you find yourself wanting to increase your interaction.

    Overall I dig the deck for what you are going for. Let me know if you have any questions about my suggestions are anything overall. Hope this helps some

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