Land — Island Mountain Plains
(: Gain , or .)
Raugrin Triome enters the battlefield tapped.
Cycling (, Discard this card: Draw a card.)
|Have (2)||FSims81 , gildan_bladeborn|
Combos Browse all
|Commander / EDH||Legal|
Raugrin Triome occurrence in decks from the last year
Latest Decks as Commander
Raugrin Triome Discussion
1 month ago
If you would like to make your deck better, may I consider these cuts and adds;
1 month ago
Here are some cards I would cut and cards I would put in:
I would also cut Sunforger for an Equipment such as Hammer of Nazahn or some other Equipment because with Sunforger , you want a package of Red and White Instants to have it go search for. Currently you only have Dispatch in the deck. If you plan on keeping Sunforger , I'd recommend adding more Red and/or White Instants.
2 months ago
4 months ago
As for why I put Canopy Vista and Plains are in the "Mistveil enablers" section, it is because they tap for white and the deck does not run a non-trivial amount of white sources (there are 2 other white land options: Raugrin Triome and Sacred Foundry). So I think I will add a "Taps for White" section to clear up the confusion there.
6 months ago
At first glance here are some recommendations I have that would fit right in: Avenger of Zendikar, Dryad of the Ilysian Grove, Dockside Extortionist, Parcelbeast, Purphoros, God of the Forge, Risen Reef, Tireless Tracker, Sakashima the Impostor, Spark Double, Wayward Swordtooth, Burgeoning, Sylvan Library, Valakut Exploration, Finale of Devastation, Finale of Revelation, Farseek, Nature's Lore, Amulet of Vigor, Ketria Triome, Raugrin Triome, Oboro, Palace in the Clouds a few bounce lands such as Gruul Turf, Selesnya Sanctuary, Simic Growth Chamber. I also would agree with and multimedia. Fetch lands and shock lands are crucial to have in this build, as well as having the tutors that have been recommended.
I feel like you are very light on draw, so a lot of my recommendations point to that. Mutate Parcelbeast on Scute Swarm with Risen Reef in play = insane draw. Play more land cards are always great to have in landfall decks. I didn’t suggest this, but you could add a sub theme of flicker effects to abuse Omnath, Locus of Creation landfall triggers. Clone cards that can copy Omnath and ignore legendary rule to use as a triggered ability doubler can have overwhelming results.
If I can provide anymore assistance, feel free to let me know. Good luck with your brew!
6 months ago
The first thing that comes to mind reading through this list are your lands. I'm unsure what your budget is like, but if you wanted to spend a bit I recommend cutting basics for shocks like Steam Vents. You also have tri-lands such as Mystic Monastery when they can be replaced by triomes like Raugrin Triome, though this mainly benefits you if/when you pick up a set of fetches.
I'm unsure about Mana Echoes, Omniscience, and Sunbird's Invocation. Mana Echoes is good for tribal in general but since you're playing Tazri your creature types all over the place, and I'd recommend just running a dork or rock in its place. I assume you plan on cheating Omniscience and Sunbird's Invocation out via Zur, but without targeted tutors you'll most likely not draw into him consistently so those cards will be dead in your hand.
With how much graveyard recursion you have why not add Entomb, Buried Alive, or even Jarad's Orders? They could help with consistency quite a bit. At the very least you should replace Mythos of Brokkos with one as UBGG is far too rigid for its effect.
I don't think Ramos, Dragon Engine fits very well into the deck either. While WUBRG helps with his effect, you have a very high CMC and don't have counter manipulation so I feel he'd be better off being replaced with something else.
Hopefully those give you a few ideas. I haven't played Tazri before so I don't know a lot about what her decklists often look like, but after a brief lookthrough with her general idea in mind those are my thoughts!
6 months ago
7 months ago
Changes are coming to this Scion of the Ur-Dragon EDH/Commander deck!
The ten check lands (Glacial Fortress, Drowned Catacomb, Dragonskull Summit, Rootbound Crag, Sunpetal Grove, Isolated Chapel, Clifftop Retreat, Sulfur Falls, Hinterland Harbor, Woodland Cemetery) are being replaced by the following:
Introduced in Ikoria: Lair of Behemoths, the triomes are more versatile than the check lands. Each offers an additional color and are perfect targets for our fetch lands. In fact, any turn 1-3 fetch lands should target triomes. Additionally, late game we can cycle an unwanted triome and draw a card, an ability previously missing in the deck.
For the cost of one life, Mana Confluence gives us one mana of any color. In the best case scenario, Exotic Orchard will act as Command Tower #2. In the worst case scenario, Exotic Orchard is worthless. In the most likely scenario, Exotic Orchard will be closer to a Command Tower than a useless rectangle of cardboard. Unclaimed Territory limits our colored mana to casting only dragons, but still provides for our non-dragon spells.
Including Fellwar Stone and Smothering Tithe increases our ability to ramp. Fellwar Stone is an artifact version of Exotic Orchard while Smothering Tithe taxes each opponent with for each card drawn. Failure to pay the tax gifts us with a Treasure. Slimming the land count from 40 to 38 by adding artifact/enchantment ramp is noteworthy. It's an attempt to cast Scion of the Ur-Dragon more quickly and try to outpace our opponents.
A few other changes:
Fierce Guardianship replaces Chromium the Unmutable. Chromium the Unmutable was slotted into this deck in order to protect Scion of the Ur-Dragon. It costs a card to do it, but in the end after activating Scion of the Ur-Dragon and becoming a copy of Chromium the Unmutable our General/Commander will have hexproof until the end of turn. I believe Fierce Guardianship can protect Scion of the Ur-Dragon better.
Guardian Project replaces Steel Hellkite. Removal is strong in our deck? Card draw is not. In order to add the awesome card-drawing ability of Guardian Project, we remove Steel Hellkite. This exchange was not difficult, as activating Scion of the Ur-Dragon to become a copy of Steel Hellkite was as rare as winter roses.
Rhystic Study replaces Wipe Away. I'm pretty sure our lack of card draw was documented earlier. By adding Rhystic Study, we add one of the best card-drawing spells in our format. Our removal is strong, and swapping out a removal spell for Rhystic Study is warranted.
Our land count dropped from 40 to 38, but gained more versatility throughout the mana base.
Our number of dragons dropped from 28 to 26.
Collectively I believe that these 13 changes make the deck stronger and more balanced. What do you think?