Sapphire Drake

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Sapphire Drake

Creature — Drake

Flying Each creature you control with a +1/+1 counter on it has flying.

Jopling on This Grave was made for Walking (BG Voltron)

2 years ago

carpecanum I have decided to add in Tanazir Quandrix. I must admit, I did not see it's full potential when I first read it. Looking at it now, I can see how powerful it has the potential to be.

rwn1971 For some reason, I did not see your first comment! I have added in Sapphire Drake, Deepglow Skate and Rishkar, Peema Renegade.

rwn1971 on This Grave was made for Walking (BG Voltron)

2 years ago

Sapphire Drake , Deepglow Skate and Rishkar, Peema Renegade are budget cards that might go good in this deck and also there is a outlast green creature that gives reach if flying is an issue with your deck. Garruk Wildspeaker i also like for this deck. That green gearhulk maybe.

PhaylogenX on

4 years ago

Skatewing Spy Is a little cheaper than Sapphire Drake if you value the evasion more than the threat. You could also adapt it later to make it bigger than the drake would be.

Also, Kiora's Follower is a little more flexible with it's untaps, (and bigger) than voyaging satyr, or you could do both for redundancy.

Cool deck. :)

Brutal_B on

4 years ago

Sapphire Drake for some more evasion? I really like what you've created here. +1

HalbrechtHalbrecht on Kenrith +1/+1 Counters/Life

5 years ago

Hey, thanks for the +1 on my deck! I +1'ed you back. :)

A couple thoughts: First, I suggest that you more clearly define what you mean by budget, as it's different for everyone. Some people mean no one card being over a dollar, some mean nothing over $10, while others are fine buying one $50 card as long as the total budget for the deck isn't more than $100, etc.

On that note, you currently have 3 creatures — Abzan Falconer , Sapphire Drake , and Skatewing Spy — that grant flying. Since this buff doesn't stack, it would feel bad to draw more than one at a time. Instead, I'd recommend keeping just one of them (probably the Falconer, as he's the most cost-efficient) and replacing the other two with creature tutors, such as Green Sun's Zenith and Chord of Calling . I consider both of those budget, at about $5 to $7 each (T/O pricing puts them higher than that, but they can be found on TCGPlayer for that price). These essentially become copies 2 and 3 of ALL your creatures, so you can go grab whatever team-wide buff is most relevant at the time — ramp from Rishkar, trample from Zegana, etc.

KongMing on Animar Big Stuff

6 years ago

Heya! I like the deck idea overall, Temur is a great color combination, and Animar can be really explosive and fun.

You already have some cards here that have +1/+1 counter synergy - I would say go all out with this prong of your strategy.

Hardened Scales doubles the speed with which Animar builds counters, and helps all the other +1/+1 counter triggers get better.

Longshot Squad, Sapphire Drake, and Tuskguard Captain/Crowned Ceratok give Animar (and anything else with a +1/+1 counter) Reach, Flying, and Trample respectively.

Ridgescale Tusker enables your board by putting a +1/+1 on everything but himself, and accelerates Animar futher.

Shaman of the Great Hunt might be good for some mid-game card draw, and helps spread the +1/+1 counters around.

Creatures with Kickers and X in their CMC are also great choices, because they can really benefit from how big Animar's reduction can get. Some ideas are Grunn, the Lonely King, Altered Ego, Fungal Behemoth, and Verdeloth the Ancient.

Okay, one for the lulz as well. Big time synergy with Animar's Protection from Black coming from Singe. Problematic blocker in your way? NOT ANYMORE! Singe makes them Black until end of turn, so Animar can swing through for the win. YEAAAAAAAAAAAAAAAAAAHHHHhhhhh...

PrehistoricMan on Vorel of the Simic

6 years ago

first of all, no need to apologise for critisism, as this is YOUR deck, and i'm trying to both help you, improve my own deckbuilding and have a good conversation about way too expensive cardboard :). you can leave formalities behind and so will i, unless that discomforts you of course.

i like your view on cards, as it differs with mine. this is probably because of the difference in playgroups, e.g. the issue of big things getting countered. (this rarely happens in my group, mainly cause i am the blue player playing very little counterspells. destroying things is the way to go)

i have two different points i want to bring out there, first point is about your reaction on my post, the second one is going to be about your "craving" for piloting a versitile deck rather than winning with a sequenced set number of cards.

so Woodland Bellower seems pretty good in the deck, however it cannot tutor Trinket Mage for it is not a non-legendary green creature. nevertheless it does tutor the Reclamation Sage, Eternal Witness etc.

Clever Impersonator: i get the idea of why this card is in the deck. even though versatility is key, this card is not going to help you close out the game when you are on the winning hand (assuming being on the winning hand is having a far better board state). mirage mirror would be my go-to replacement for this card as it is more versitile. apart from biomancer and fathom mage there's not much to copy in your own deck, but that was never the point of Clever Impersonator.

Oran-Rief Hydra: if this is a spotholder for a huge creature that grows if left unchecked i would still stress that it would be replaced. this time around i found Heroes' Bane to be the better option. although it is not a big change, this would optimize mana-cost and add yet another way to spend mana.

never judge a book by its cover, i completely missed Zameck Guildmage his second ability.

Tuskguard Captain: if flying is what you prefer, what about instead paying 6 mana to give your creatures with counters flying Sapphire Drake, you pay 6 mana to give ALL your creatures flying and have all your opponents' creatures lose that ability: Archetype of Imagination

is it right for me to say that having a lot of counters on one creature is more important than having lots of creatures with counters on them? if it is, then thrumming bird isnt really doing much. the inability of this deck (which isnt a bad thing per se) to easily place counters on creatures that haven't got any is what made me question Master Biomancer in the first place, after reading it today i realised it didnt need any counters to work. nevertheless in these 100 cards there are 5 cards that can give creatures counters: Plaxcaster Frogling, Master Biomancer, Zameck Guildmage, Bow of Nylea and Retreat to Kazandu. all of this gives me the feeling a proliferate trigger wont do much, same goes for hardened scales, as 1 more counter on a 13/13 hydra wouldnt make that much difference anymore. conclusion: consider taking out thrummingbird, hardened scales and retreat to kazandu.

to replace these cards you will need ramp, for your deck uses a lot of mana. i cant stress enough how important land based ramp is for your deck, as it is using a wild variety of hard-to-cast cards like Prime Speaker Zegana, Plasm Capture and Alchemist's Refuge, but i respect the issue at hand. i have come up with a small list of ramp that might counter the issue i know all too well: the pain of drawing cultivate in the most important part of the game.

Explore, Urban Evolution, Commander's Sphere, Mind Stone, Hedron Archive

these cards all replace themselves if you draw them lategame. some draw you even more. an honarable mention could be Abundance

i'm thinking about versitality and i am actually wondering what that means for you as a player. is it adding cards like Orochi Hatchery ?

finally i'd like to know what you think of Gyre Sage Everflowing Chalice Astral Cornucopia Crystalline Crawler

Load more
Have (1) reikitavi
Want (0)