Shimmer Dragon

Shimmer Dragon

Creature — Dragon

Flying

As long as you control four or more artifacts, Shimmer Dragon has hexproof.

Tap two untapped artifacts you control: Draw a card.

Browse Alters

Trade

Have (1) metalmagic
Want (0)

Printings View all

Set Rarity
Throne of Eldraine (ELD) Rare

Combos Browse all

Legality

Format Legality
Arena Legal
Unformat Legal
Oathbreaker Legal
Pioneer Legal
Modern Legal
Pre-release Legal
Standard Legal
Duel Commander Legal
Brawl Legal
Block Constructed Legal
Legacy Legal
Commander / EDH Legal
Highlander Legal
Tiny Leaders Legal
Custom Legal
Leviathan Legal
Vintage Legal
Limited Legal
Historic Legal
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal

Shimmer Dragon occurrence in decks from the last year

Latest Decks as Commander

Shimmer Dragon Discussion

JANKYARD_DOG on Fork over your dinglehoppers

1 week ago

Shimmer Dragon and Broodstar could prove to be good beaters for you. Also adds some more flying options.

Renowned Weaponsmith, Vedalken Engineer, Foundry Inspector, and Etherium Sculptor are some artifact specific ramp if that's something you're interested in.

Sai, Master Thopterist, Sage of Lat-NamGrinding Station, Kuldotha Forgemaster, Krark-Clan Ironworks, and Trading Post are sac outlets for artifacts that could prove useful.

Hopefully that helps ya out some and fills in for the skipper, I'll drop a +1 for ya too.

goodair on Treasure is the Root of all evil

5 months ago

Some other suggestions are:
Hellkite Tyrant
Whirler Rogue
Shimmer Dragon
Ghirapur AEther Grid
Saheeli, Sublime Artificer
Indomitable Creativity
Cranial Plating
putting a cranial plating on marinet master is one of my fav wincons in my treasure deck

slashdotdash on 5 color no theme deck

6 months ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

wotanaz1337 on What To Take Out

9 months ago

Hi,

I'm looking to get some input on my Alela, Artful Provocateur deck.

Alela's Divine Procession

Specifically what to take out to add Glorious Anthem and Divine Visitation and Anointed Procession as well as Idyllic Tutor to my deck.

Also, do you have any other suggestions? The idea is to play mana rocks/dorks and anthems and get rewarded for it with tokens that keep getting bigger. It's not going to be cEDH level.

I'm not sure if I want to keep in auras like All That Glitters or Staggering Insight the latter which I may replace with a card draw enchantment or artifact. Commander's Insignia may or may not make the cut.

Mace of the Valiant is another possible cut. The reason is that it feels a little limited as this isn't a voltron strategy.

Shimmer Dragon is a decent beater. I like the hexproof with artifacts. Plus the possible emergency card draw.

Thank you for your feedback.

jconeil1988 on Alela, Tinker Faerie Extraordinaire

11 months ago

BearClaymore, Thank you so much for taking the time to offer suggestions. As you can see, I'm entering the point where upgrades cost some money, so much that just about every card I need will make the 25$ minimum to cover shipping costs from Card Kingdom.

I do plan on doing just that with the lands. When I can get them, that is.

Cyclonic Rift and Enlightened Tutor are locks to be in the deck, but I'm not sure I want to take the counter spells out. While yes, they are specific, they are both very efficient forms of protection for Alela, Artful Provocateur and any of permanents from targeted removal, and while targeted creature removal isn't very often used, enchantment and artifact hate is pretty common.

Throne of the God-Pharaoh is left over from an earlier build that utilized Shimmer Dragon which made it really easy to make sure my creatures where tapped, dealing damage and drawing cards. It will most likely be dropped if favor of an upgrade piece. Sensei's Divining Top being a very likely, once again, when I can afford it. Not to mention it being able to combo off with Aetherflux Reservoir and Mystic Forge .

My plan for Rhystic Study was actually to swamp out Mystic Remora for it, when I can get one. Not a fan of dropping Darksteel Mutation as it is a very effective way to take care of an opposing commander.

I'm actaully waiting on my order for the cards in the sideboard, so the deck itself will be having a shakeup pretty soon. Is there anything you can see that might be worth a look that isn't in my maybeboard? I'm curious to see if there is anything I may be missing, or should revisit.

ChrisHansonBiomancin on

11 months ago

I like the control direction this is heading in, but I think you're a bit overloaded with counterspells while missing a couple key control elements.

One strength of playing control is that your opponent's removal spells become dead cards, but that means that your win condition needs to be resistant to removal since your opponent will likely be loaded with removal by the time you play it. AEtherling is practically untouchable once it resolves with a few mana up, and can quickly finish an opponent with its various abilities. Shimmer Dragon is another interesting idea if you went harder into an artifact strategy.

You'll probably want a little more board interaction as well to catch things that get by your counterspells, and ideally have something that can act as a board wipe. Perilous Vault is slow but reliable, and AEtherspouts is probably better than bounce-to-hand effects since your opponent will have to sacrifice their draws if they decide to put the creatures on top, giving you some card advantage. Void Snare might be better than Unsummon despite being a sorcery, as it can hit noncreatures as well.

Lastly, you might want a big, top-of-curve draw spell to give you a little more than just Witching Well for card advantage. Dig Through Time is probably the ideal option, but for a budget choice you could look at Precognitive Perception or Finale of Revelation . Also consider adding in 4x Radiant Fountain to your land base to get a little life gain in there (hard to find in Blue) - it would combo nicely with Disappearing Act.

elkion on

11 months ago

I think this deck is moving in an interesting direction! Here are some suggestions for the current controlling direction

Disappearing Act It's a counterspell that can get you value. If you have two of these and a Mystic Sanctuary you can counter every turn. Tragic Lesson can also help out with the Mystic Sanctuary toolbox/lock and you need some card draw anyways

Metallic Rebuke : If you want to keep going the artifact route, this could be a great counterspell. Shimmer Dragon is probably your best win con if you keep going with the artifacts. Might even be something with Silumgar's Scorn

Fae of Wishes : A great blocker if you need one, or you can tutor a wincon/silver bullet from your sideboard and make it so your opponent's removal is basically meaningless.

I also strongly recommend putting some number of Tempest Djinn in your main/side as it is such a powerhouse of a card for almost no $$$ and it shores up a big weakness for you, decks that go bigger than you and require you to just kill them.

I hate to say it but I think your whole energy package can go away, none of those cards are up to the format's power level. If you really wanna stick to Energy, check out Confiscation Coup and Aether Meltdown.

Sorin_Markov_1947 on Izzet Artifact Dragons

1 year ago

Seems like you have no early-game plays, and low power. Your artifacts aren't doing you much, especially Heart-Piercer Bow and Vial of Dragonfire . There's a reason Renowned Weaponsmith isn't OP, and it's because he fetches absolute garbage. There are other low-cost artifacts you can get that will help your gameplan and still help Shimmer Dragon (who really isn't worth the build-around), so search around and find a few you like.

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