Silumgar, the Drifting Death

Silumgar, the Drifting Death

Legendary Creature — Dragon

Flying, hexproof

Whenever a Dragon you control attacks, creatures defending player controls get -1/-1 until end of turn.

Silumgar, the Drifting Death Discussion

multimedia on Tiamat and Her Dragons

1 day ago

Hey, for a first Commander deck well done. You have some interesting card choices and nice Ur-Dragon, Gnawbone, Utvara and Sarkhan.

An area to consider improving on is repeatable draw. When you can get draw from simply having a Dragon ETB then this can help gameplay. Some budget repeatable draw sources to consider adding:

Most of these cards give you more than one effect: Temur Ascendancy is also haste enabler, Dragon's Hoard and Kiora, Behemoth Beckoner is also ramp, Court of Bounty can also be cheat a Dragon from your hand onto the battlefield as well as land ramp, Garruk's Uprising also gives all creatures you control trample to break through an opponent's annoying flying Spirit or Angel tokens.

You have Dragon Arch and Quicksilver Amulet which are nice effects to cheat Dragons onto the battlefield, but Court of Bounty is a step above these because it provides other effects. It can be repeatable draw with monarch or lets you play a land from your hand at your upkeep. The monarch is you draw a card at your end step, but only one player in the game can be the monarch. Any player who does combat damage to you or plays a card that makes them the monarch then becomes the monarch and you lose the monarch. You can get it back though and flying Dragons help a lot at attacking as well as blocking for an opponent not to be able to do combat damage to you.


Hellkite Charger is a combo with Old Gnawbone for infinite attacks with Dragons, but if you're playing casual then you might want to avoid a combo like this. I would include it as a win condition with Dragons. There's some budget creature/Dragon upgrades to consider:


You have the three staple budget Rainbow lands already: Tower, Orchard and Ancestry which is great, but you could improve the manabase other ways. If you have a low budget for lands then my advice is replace lands that always ETB tapped with a Tri land. A Tri land such as Jungle Shrine also always ETB tapped, but the color fixing it provides, three colors, is worth it. A land such as Swiftwater Cliffs isn't worth it instead consider Frontier Bivouac?

Archway Commons, Gateway Plaza and other lands like this are not good even though they can potentially make one of five colors. You can't play one of them unless you control an untapped land to pay 1 mana and that's a big requirement just be able to play a land.

Some budget land changes to consider:

If interested I offer more advice including cuts to consider. Good luck with your deck.

multimedia on The Undying

1 week ago

Hey, nice casual budget version, but are undying creatures other than Mikaeus and Flayer really worth it?

Consider more enablers to get +1/+1 counters on your creatures?

If you're going for an attacking strategy then consider a few more fliers that have some added value when they die or when they ETB?

Bloodtracker + Sword of Hours is a nice interaction. Some sac outlets are helpful to sac creatures who have counters to get their die or ETB triggers.

You have several high CMC creatures here, more reanimation and enablers could help.

Olivia, Mobilized for War is a +1/+1 counter enabler and an enabler for reanimation.


Some cards to consider cutting:

Good luck with your deck.

multimedia on Tiamat

1 month ago

Hey, welcome to TappedOut and Commander. Nice collection of cards for your first deck, but you've kind of just added cards to add them to make a deck not because they belong with Dragons.

Some advice is to consider getting the new Draconic Rage Commander precon? It's a preconstructed 100 card Commander deck that's focused on a Dragon theme. In the precon are several cards that would be upgrades for your deck.


More advice is consider doing some research at EDHRec Top Cards in Commander? These cards are the most played cards in Commander, called staples and most are budget. EDHRec is a great site to see examples of deck building for Commander. Several of these cards are in the Draconic Rage precon.

You can also look at the budget cards that most people playing five color Dragons use EDHRec Dragons.

The main reason that most of these cards are the most played is because they provide high synergy, effects for Dragons, Dragon tribal effects. Atarka, World Render gives itself and all other attacking Dragons you control double strike which makes each Dragon do more combat damage either to the opponent blockers or to the opponent who they attacked. Crux of Fate can destroy all nonDragon creatures leaving just you with an army of Dragons to attack your opponents unblocked and not have to worry as much about the opponents attacking you after.

Another reason most of these cards are most played is because they have more than one effect such as Dragon's Hoard. It can be ramp, making any one color, as well as repeatable draw making this one card a source of ramp and a source of draw. Temur Ascendancy is a haste enabler letting Dragons attack the same turn they ETB and it's also a repeatable draw source each time any 4 or more power creature you control ETB including creature tokens.


What EDHRec lacks is casual deck building structure advice, basic guidelines to follow to structure a casual Commander deck. Good ratios for a starting basic structure:

When you have a basic structure in place then you can of course add other cards that do other things. When playing five colors ramp is important because ramp also provides mana color fixing from getting lands that can make different colors of mana (Farseek) or from mana rocks (Arcane Signet)/mana dorks (Faeburrow Elder) that can make different colors of mana. Ramp is also just as important when your Commander, in this case Tiamat, has a high converted mana cost (CMC). Tiamat is 7 CMC which ramp can help to cast him and then that same ramp can help to cast other Dragons.

Good luck with your deck.

multimedia on Tyranny of Dragons

1 month ago

Hey, nice version on a budget.

Sol Ring and Arcane Signet are two staple budget mana rocks to consider adding. Temur Ascendancy does a lot with Dragons. Haste enabler and repeatable draw whenever a 4 more power Dragon you control enter the battlefield (ETB) including creating a Dragon token.

Some budget Dragon upgrades to consider:

If interested I offer more advice for budget lands upgrades and ramp. Good luck with your deck.

whatqwerty on Kaldheim Brainstorming

8 months ago

I would say Lord of the Unreal would be an auto include even though it is double blue. Also Depala, Pilot Exemplar and Unesh, Criosphinx Sovereign could be very good. A lot of the small tribes have very powerful payoffs. Here are some more.Midnight Entourage, Wirewood Savage, The dragons of tarkir series, including Atarka, World Render and Silumgar, the Drifting Death, Risen Reef, Seshiro the Anointed, and many, many more.

Drayven9309 on EDH Dragons

10 months ago

Edit 2; I was going to ask about using Scion to copy Teneb, and then summon Teneb using Scion (as a copy of Teneb), but then worked it out while writing. The Scion/Teneb (and Savage Ventmaw I guess) combo is truly 300IQ, if someone tries to counter by, well, countering, or killing the Scion as it tries to transform, you can just trigger his copy ability and then bam, he is now Dragonlord Dromoka, so no casting for you. The only other consideration is if an ability of a permanent is the source of the damage, but then you could transform Scion into Silumgar, the Drifting Death.

On that note, if it were a tap ability in question could transforming Scion into Ojutai, Soul of Winter work? Or is it too late to use Ojutai's ability as attackers are already declared? Also a lot of this sit situational and taking into account whether or not this or that dragon is in the library, Graveyard, and/or not already preventing it by being on the battlefield, or making it impossible beacuse they are, and that you have enough land. And the whole fact someone is trying to stop you. But humor me, for I am inquisitive.

multimedia on Ur-Dragon and the Scion (Budget)

1 year ago

Hey, Hercules23, thanks for the upvote. If I was to use Scion as Commander I would add a few more budget Dragons:

Moltensteel and Tyrant are parts of a powerful line with Scion. In combat turn into Moltensteel, pump using life and then last turn into Tyrant to kill an opponent with double strike Commander damage. Bolas since it's combat damage ability is very good in Commander and Scion gets around it's difficult casting cost. By turning into Silumgar can give Scion hexproof at instant speed.

slashdotdash on 5 color no theme deck

1 year 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

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