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Format | Legality |
1v1 Commander | Legal |
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Vanguard | Legal |
Vintage | Legal |
Sarkhan, Fireblood
Planeswalker — Sarkhan
+1: You may discard a card. If you do, draw a card.
+1: Add two mana in any combination of colours. Spend this mana only to cast Dragon spells.
-7: Create four 5/5 red Dragon creature tokens with flying.
SufferFromEDHD on Zirilan Toolbox
6 months ago
I run a single planeswalker (Sarkhan, Fireblood) in my build. How is your playset of non-dragon oriented planeswalkers performing?
Blazing Shoal wins games.
Final Fortune when timed correctly wins games. Plus it's from the same set!
MattN7498 on Ur-Dragon's Multiverse Onslaught | *PRIMER*
1 year ago
One of the hardest problem that this deck deals with is opponents that are able to go wide on you when you become the archenemy. Typically, you're able to to fight off people with a few creatures as your dragons are typically bigger. But when they're able to swing and get chip damage on you with no consequences for the rest of the table to finish you off is a common way. Deploying early on curve basically guarantees you have a field wipe ready as its difficult to actually kill early walkers and worse case you get some extra damage off. The tutor is just extra on the card. If it was solely for tutoring, there's obviously better cards that are mana efficient or conceal what I'm actually tutoring as tutoring a creature faceup and not being able to cast it just paints a target on your head.
Reduction creature permanents are bad. I either want my creature to have some insane ability to attached to their ramp part or I don't want it (such as Selvala, Heart of the Wilds). Big part of this deck is either having those utility creature rampers to push you ahead or land based ramp as with this deck having your ability to cast spells based on fragile ramp cards is typically how you lose. Realistically on those mana rocks, you aren't usually casting something immediately after so it's no different than just getting more lands in play. Also is a reason I don't have Sol Ring in the deck on top of some weird early mana requirements. But any type of removal on those fragile pieces, you get bottle necked on mana and you'll be casting only spell for turn for the rest of the game.
Sarkhan, Fireblood feeds into recursion portion of the deck and early card filtering as well as dragon ramping on a hard to answer permanent early. Ultimate is nice but not typically what I'm concerned with. The need for the cheaper reducers is bad for this deck as I'm wanting to have land ramp early and then setup draw engines to be able to keep the train rolling. I'm not looking to draw Birds or Goblins. I'd rather just draw actual dragons, utility/draw permanents or land rampers to keep me going in the inevitable increase in keep casting Ur-Dragon. Also, given the fetchs, triomes and mutlicolored lands I've never once had a problem hitting mana requirements early. If you just think about your fetches and potential draws and options for tutor targets, you shouldn't be having an issue.
One off effects like Counterspell or Angel's Grace dilute your deck. Teferi's Protection is an exemption to this because it can save you/your board in way more scenarios than the other two. If you're wanting to load up on protection spells that's fine. But I'd rather be having a lot of those effects than just one. This deck is inherently a creature deck that is beating face/throwing etb damage at opponents. I'm not really looking to optimize my ability to be on the stack. I'd rather optimize being on the battlefield. Because then you end up in too many scenarios where you have less creatures to actually kill people with and too many protection spells where you'll never overtake opponents.
MilesHiles on Ur-Dragon's Multiverse Onslaught | *PRIMER*
1 year ago
Deck looks sweet! A couple of wonky things I noticed though:
1) Sivitri, Dragon Master is cool flavor wise, but I have a hard time understanding why she's there when you'd seemingly only use her for her -3 ability. In which case, cards like Eladamri's Call seem way more efficient for you in both mana and situationally.
2) I see none of the cost reduction gobos! Dragonlord's Servant and Dragonspeaker Shaman are crazy useful for early and late game plays. Being able to stack your commander's eminence reduction on top of base mana reduction makes playing everything else in your deck much faster. (Special mention to Rivaz of the Claw for his mana and turbo recursion)
3) What does Sarkhan, Fireblood do for you in most games? It seems like his main practicality is mana with a side gig on looting. I think having a 2 drop mana rock, like Arcane Signet or a mana dork, like Birds of Paradise, in his place might be more efficient for you in the long run, as you can always play them on tempo. Hitting turn 3 double red isn't unheard of, but it's certainly more difficult in a WUBRG deck with almost no rocks.
And lastly, 4) This deck deserves a Counterspell or two!! At least something like Angel's Grace to smack down infinites because as is, you've only got Teferi's Protection and no way to save yourself once it's gone. Ideally, you wouldn't need both but sometimes throwing away your Protection on a board wipe leaves you open to getting swept in the next turn rotation. Either way, I love the theme and style of the deck! Happy
DraconicDestruction on Hellfire Barrage
2 years ago
I think that the Extraplanar Lens could be a good secondary way of ramp besides treasure, and Reckless Endeavor is a boardwipe, which is useful that gets treasure, which is also useful, so that's a plus, and Sarkhan, Fireblood is also good for ramp, plus it gets extra attackers & blockers out with its -7. overall, thanks for the suggestions
amarthaler on Hellfire Barrage
2 years ago
Great build! I love the fact you're using a lot of the AFR and CLB cards.
I can't think of many recommendations, but I'll throw some out there just for thought - not saying they'd necessarily be better than anything currently in the deck.
- Ruby Medallion for red spell reduction.
- Hazoret's Monument for red creature reduction plus the option to cycle cards.
- Treasonous Ogre for more ramp at the cost of life.
- Extraplanar Lens for Mountain ramp.
- Reckless Endeavor is pretty cool to wipe some of the board and make treasures (plus rolling dice is fun).
- Sarkhan, Fireblood for card cycle and Dragon-specific ramp.
Tragiceraser on Rivaz Dragon Tribal w/ Reanimator
2 years ago
I am going to put Flameshadow Conjuring in, just have to find one. As far as Unmarked grave and other tutors, I am trying to avoid tutors until I can play it in my pod several more times. Right now it has won 1 out of 3 games and didn't need to combo to get the win. I am sure loading it up with tutors and removing some of the worse draw spells and or dragons would streamline it, but I would like to keep the power level appropriate for my pod. I may even remove worldgorger and just keep bladewing as the only combo if it ends up winning too often. I may end up getting a Sarkhan, Fireblood instead of one of the less optimal cards though.
Zujiry on
2 years ago
Warum Vito? Für Lifelink?
Roghahh würd ich nochmal überlegen.
Der 3 Mana Sarkhan, Fireblood wäre noch ne Idee. Und Sarkhan's Unsealing.
Dragon's Hoard für Carddraw. Vllt Dragon Mage
Decidares on Ur-gonomics
2 years ago
Hey Eldmoi, thanks for the info. There's a quite a bit I would recommend optimizing. The long story short is that most of the dragons I'd recommend are already on my budget primer that you've seen and my super budget deck list that was part of the primer but is also available here if you're interested here.
First of all, you need to make sure your deck has a decent amount of ramp to cast your awesome dragons within a reasonable amount of time. If you are on a budget then I'd recommend Cultivate, Kodama's Reach, and Sakura-Tribe Elder at the very least. Other options for cheap ramp are Farseek, Wild Growth, and Fertile Ground. If you want to further optimize ramp, then adding in Nature's Lore and Three Visits on top of some forest based shock lands (e.g. Stomping Ground or triomes (e.g. Ziatora's Proving Ground would be ideal.
Second, you want to optimize your mana base by minimizing the number of taplands and ensuring you have the colors you need. Any tap lands that tap for only 2 colors (e.g. guild gates) could safely be dropped for basic lands. Tri-lands like you mentioned are decent enough to start off, because they can tap for 3 colors, but even those are suboptimal in the face of options like Dragonskull Summit and Blood Crypt. Furthermore, almost 50% of your deck requires red mana, so I'd ensure your lands reflects that.
Regarding the planeswalkers you have, I'd say Sarkhan, Fireblood is the most useful (distantly followed by Sarkhan Unbroken and Kiora, Master of the Depths). I'd consider cutting the others.
Some things off the top of my head for instants and sorceries: I would consider Crucible of Fire to be a win more card. Lozhan, Dragons' Legacy is almost a strictly better Sarkhan's Unsealing. Damn and Farewell are really good board wipes that aren't as mana intensive as some you're running. Garruk's Uprising is a very potent form of card draw. Monster Manual is probably better than Thran Temporal Gateway in most cases.
Finally the dragons. There are so many good dragons to consider, many of which I've mentioned in my deck primer, and many of which are available on most dragon lists online, that I'll focus on highlighting dragons I would recommend removing:
-
Acid-Spewer Dragon - Overcosted and doesn't do much. Deathtouch isn't as useful on a dragon that should be big enough to kill most thing it hits in the first place.
-
Backdraft Hellkite - Most instant and sorceries you have are too expensive or are simply aren't as immediately useful (e.g. don't want to board wipe your own dragons). The most useful ones you run are removal, but at that point you can just play dragons that can inherently remove things like Steel Hellkite.
-
Crosis, the Purger - Hard to save mana to take advantage of its effect. It'll feel bad to take advantage of its effect in casual metas anyways. If you really want to run a dragon like this then Teneb, the Harvester might be more fitting but even then I wouldn't really recommend it, because of the mana investment needed to make it work.
-
Dragonmaster Outcast - Not a good early game play and easy to kill later on.
-
Dream Pillager - This dragon is overcosted and is mostly a means of pseudo card draw. I'd just play an actual card draw card instead like Ancient Craving or Sign in Blood or Rishkar's Expertise.
-
Kargan Dragonlord - Costs too much to do too little. We have so many dragon options, even in budget decks, that vanilla dragons simply aren't worth it.
-
Malfegor - Discarding our hand isn't good to do unless it involves redrawing more cards (e.g. Knollspine Dragon).
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Necromaster Dragon - Summoning vanilla 2/2 zombie tokens for 2 mana isn't good value in a dragon deck, and you have to go through combat to get it off. In a world where Ancient Gold Dragon exists, it's hard to justify an effect like this. Dragon Broodmother and Lathliss, Dragon Queen and Miirym, Sentinel Wyrm would be far more effective token generators.
There's always more we could do to optimize any deck, including mine for sure, so I'd be happy to comment more later if you'd like. But I also want to emphasize that as long as you and your playgroup are having fun, you really can't go wrong :)
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