Peregrine Drake

Peregrine Drake

Creature — Drake

Flying

When Peregrine Drake enters the battlefield, untap up to five lands.

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Legality

Format Legality
1v1 Commander Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Pauper Legal
Pauper EDH Legal
Premodern Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Peregrine Drake Discussion

Last_Laugh on Animar, morph scute swarm

1 week ago

27 non-creatures is crazy high. I understand you wanting counters to boardwipes but there's zero reason to run Cultivate type effects here. I'd also suggest counterspells over something like Akroma's Memorial. Swan Song and Stubborn Denial are 2 really good ones here.

Sakura-Tribe Elder, Wood Elves, Birds of Paradise, Beastcaller Savant (works like morph thanks to haste), and even stuff like Cloud of Faeries/Peregrine Drake (which also work with Morph/Cloudstone) will serve you much much better.

Feel free to check out my list for ideas. Upvotes on any of my decks are appreciated. Animar, Gaea's Hemorrhoid ⫷PRIMER⫸

Scytec on Vela The Ninja-Clad

1 week ago

So, the fun thing about Vela is that she doesnt require anything to die to get the ping damage. So a combo for it would be Deadeye Navigator + Peregrine Drake. Target Drake with Navigators ability and you can continuously untap lands, tap all your lands, use two mana to activate the Navigators ability on Drake and eventually get infinite mana. That is nice, but what you care about with Vela is the fact that in order to generate infinite mana, you have to blink Drake infinite times. Everytime you do that with vela on the battlefield each opponent will lose one life, so you kill your opponents without ever needing to do anything else. There are many combos like that bounce/blink creatures on your battlefield. Many groups don't like infinite combo though, so you should discuss this with them before you include it to avoid the feel bads. One card that goes really well with Vela by itself is Rite of Replication if you kick it, it translates into 30 damage instantly to each opponent. Rite kicked targeting Vela will make 5 copies of Vela in addition to the original. All 5 will immediately need to be sacrificed due to the legendary rule not allowing you to have multiple copies of any legendary creature. 6 copies of Vela seeing 5 other copies of itself leaving means 30 damage gets assigned to each opponent. It is very mana intensive since the kicker is so expensive. Deadeye Navigator is really excellent because you can blink anything on your board for 2 mana. You can use it targeting Vela to save her from removal, or you could target itself and when it re-entered the battlefield you could choose a new creature to target with his soulbond ability. Anything with an "enters the battlefield" effect such as Mulldrifter, Baleful Strix, Gonti, Lord of Luxury, and Gary (Gray Merchant of Asphodel) you can repeatedly activate with Navigator by paying two mana, and you can always swap targets as well. Sorry for the novel. :p Let me know if you have and questions about anything i said. I am not the best at explaining myself, but i will do better if i need to. Haha.

Scytec on Commanders You Defend?

2 weeks ago

Vela the Night-Clad - Because she came in the ninja planechase set, everyone builds her ninja tribal, but she is so good in combo. She is in a great set of colors, any infinite blink effect on a creature insta-wins, and if it is infinite mana, such as Deadeye Navigator+Peregrine Drake or Palinchron+Phantasmal Image there is a lot of solid overlap in your win cons. Also, Rite of Replication, if you dont want to go the combo route, just hits all your opponents for 30 damage when kicked.

enpc on Tasigur cEDH

4 weeks ago

Scytec: I glossed over the fact that you weren't running Isochron Scepter + Dramatic Reversal. I saw the deck the other day and was going off my memory of it (since I remember the Pili-Pala combo) however jumbled my memory up of it and then glossed over it today - you'll have to excuse me for that.

In that case, it puts even more stress on the deck as you don't have any redundancy on the comob pieces and are now splitting ramp between mana rocks/dorks (which are generally more efficient ramp pieces) and lands which you need to combo.

If you're going to go down the lands route, unfortunately the best card for it is Palinchron, which isn't exactly budget. Great Whale is much cheaper, but still quite costly. Personally I used to use Peregrine Drake, Palinchron, Deadeye Navigator, Eternal Witness and Ghostly Flicker in my Damia, Sage of Stone deck, however would use Tooth and Nail to play it.

The benefit of Tasigur here is that you can also use cards like Neoform and Eldritch Evolution to turn tasigur into the mana untappers. And Evoltion is great since it can really fetch any of the creature parts.

Either way, I would persoanlly make the call to lean more towards land based combos or rock/dork based combos, but not to split your resources down the middle. You can techincally get some overlap if you went Peregrine Drake + Deadeye Navigator and Isochron Scepter + Dramatic Reversal by adding in Eternal Witness since she can work with navigator and reversal to form a loop. But for me it's about getting that overlap without spending too many card slots.

enpc on Tasigur cEDH

4 weeks ago

So looking at the deck and reading some of the comments from your forum post, you've basically go the right idea regarding win conditions. But I would offer a few pointers:

You've kind of split your wincon enablers here. you have three different infinite mana generators, one which uses lands and doesn't take advantgae of any of your mana rocks, one which need mana rock and doesn't take any advantage of your land ramp and one which kind of helps Dramatic Reversal outside of a combo of its own. Additionally, Pili-Pala + Grand Architect suffers from summoning sickness (the untap ability is also affected by summoning sickness, fun fact) meaning that if you're deploying it then you have to wait a turn before comboing of with it. Ultimately, you don't really have much in the way of overlap on your combos meaning that while you have 6 cards devoted to infinite mana, none of them are interchangable. This isn't the end of the world, but it definitely is something to keep in mind.

Ravnica bounce lands are generally bad. They're fine if you actualyl want the land return effect, but then they count more as a combo piece than a land drop. You only need 3 mana per loop with Peregrine Drake to make the combo work, so speed here is more important than long term extra mana.

Removal like Nature's Claim is generally better than Krosan Grip at higher levels of play. Split second is nice, but one mana removal is generally more useful.

Scytec on Kenrith, the Omnipotent

1 month ago

If you're trying to net infinite mana, a redundancy combo may help. I would recommend Peregrine Drake + Deadeye Navigator, but you could always go with the classic Grand Architect + Pili-Pala.

Ziabo on The King's Layers Chronicle

1 month ago

Deck looks fun! Propaganda seems a tad out of place in my eyes. Does your meta run a lot of aggro?

I would put Peregrine Drake in for the combos with Brago personally.

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