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| 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 |
| Freeform | 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 |
| Tiny Leaders | Legal |
| 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
1 year 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*
2 years 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*
2 years 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
3 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
3 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
3 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
3 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
| Have (1) | metalmagic |
| Want (1) | mflint |



