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.

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Printings View all

Set Rarity
Commander 2017 (C17) Rare
Fate Reforged (FRF) Rare

Combos Browse all

Legality

Format Legality
Pioneer Legal
Modern Legal
Frontier Legal
Duel Commander Legal
Canadian Highlander Legal
Oathbreaker Legal
Block Constructed Legal
Tiny Leaders Legal
Commander / EDH Legal
Magic Duels Legal
Unformat Legal
2019-10-04 Legal
Penny Dreadful Legal
1v1 Commander Legal
Leviathan Legal
Legacy Legal
Casual Legal
Vintage Legal
Highlander Legal

Silumgar, the Drifting Death occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Silumgar, the Drifting Death Discussion

TypicalTimmy on Jund dragons edh

1 month ago

As a player with not one, not two, not three but four Dragon decks... pls no.

Though I still have all components for the The Ur-Dragon deck itself, as well as parts for an Atarka, World Render deck.

Love the deck, by the way. I'm going to take a better look at it now an see if there are any upgrades I can offer :)

multimedia on Ur-Dragon and the Scion (Budget)

1 month 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

2 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

TypicalTimmy on Fun Commanders for a Timmy ...

2 months ago

One thing I struggle with when building EDH decks is, sometimes, I feel completely out of my element. It's so hard for me to look at a card and build a strong working deck that I enjoy. What I have come to realize is that I keep building decks that are not how I naturally want to play the game, backing me into a corner.

I'm looking for Commanders who are more so directed toward "Timmy players".

I have a Lathliss, Dragon Queen deck as well as a Ghired, Conclave Exile deck. I'm currently building a Grand Warlord Radha deck as well. As you can see, these all involve three basic themes:

  • Red, which is my favorite color
  • Tokens (Mainly as a subtheme but a key part of each deck)
  • Wanting to attack nonstop

The issue I've come to realize is that, basically, they are functionally identical: "Make tokens and attack".

While I do very much so enjoy this, I also don't want to feel bummed out playing "the same deck", regardless of colors and Commanders.

I have a Nicol Bolas, Dragon-God Superfriends deck which makes me very happy to play as I get to activate a ton of Planeswalkers each turn, despite it being "technically illegal" as that's not a proper Commander.

I also have on here a Karlov of the Ghost Council deck, but while I enjoy gaining a ton of life and exiling tons of things it also feels... idk, kinda bad playing it. Like sure I'm having fun, but I feel like I'm just being an annoying prick about it?

I have plans on building a Saskia the Unyielding deck, too - and it's currently in works. However, I feel like pushing four colors is a bit much for me. Not really sure how to focus it. I was going to use blink / flicker effects to pop her in-and-out of play so I can change her target on the fly. Sort of name one player, attack a second player, blink her and name the second player so they take extra damage. Idk, just an idea.

But again, it feels like every deck I build that I actually ENJOY playing revolves around the same basic premise: "Make tokens and attack" - as I stated above.

So does anyone know of other Commanders aimed at Timmy players?

To be clear, I'm okay with losing. I don't mind sitting down with a deck and playing and losing, as long as I am having fun playing the deck itself. Though, I do want it to be able to win. I don't want to spend several hundred dollars on a deck that loses 90% of the time :(

I do have a Scion of the Ur-Dragon deck, a Silumgar, the Drifting Death deck, and Lord Windgrace deck as well. I just bought Symbiotic Swarm and Arcane Maelstrom from Commander 2020, also.

Whirlwind_2100 on The Ur-Dragon

3 months ago

Uh... Im not sure you know what your commander does based on your creature pool. On a scale of 1-10, i would rate this a 1.5, but i'll help you with that. You might as well be running Golos, Tireless Pilgrim. You have a small number of Dragons in the deck, and I noticed a bunch of useless non-dragon creatures in the deck.

32 lands is wayyyy to few, and you have an awful mana base, even on a budget, having only 1 tri-land and a random af arrangement of shock and gain lands.

You have little ramp, if any, which will slow you down greatly in a format such as commander Another concern is your lack of mana rocks. Why only one signet?

Your removal is pathetic, to be honest, with only one murder. Removal is IMPORTANT in commander, being used at both utility and a rich bargaining tool in the political side of the format.

But enough with flaming the deck, here is what I would put it.

First off, let's talk about your commander. It supports a heavy dragon tribal theme, and you want nearly all of your creatures creatures that either add to this theme or ramp you to get him out earlier. If you are to be running a non dragon creature, make sure it is a utility creature such as Reclamation Sage that can either ramp you or get rid of problems on the board.

Here is what I would cut if i was building him:

Creatures:

Ajani's Pridemate - No lifegain synergy and bad creature in EDH

Brineborn Cutthroat - A 2/2 with flash wont cut it in Ur

Corpse Knight - No sacrifice theme

Dreadmalkin - cmon, really?

Empyrean Eagle - Other cards do this a lot more efficiently

Exava, Rakdos Blood Witch - No madness or counter theme

Faerie Vandal - just no

Garenbrig Carver - bad in general

Gravedigger - not a dragon

Grumgully, the Generous - not efficent

Hackrobat

Kronch Wrangler

Law-Rune Enforcer

Leafkin Druid

Lightning Stormkin

Loxodon Sergeant

Meddling Mage

Nimble Birdsticker

Nyxborn Marauder

Shepherd of the Flock

Spectral Sailor

Squee, Goblin Nabob

Wandermare

Venerable Knight - no synergy in deck

Instant:

Gift of Strength

Infuriate

Murder

Scorching Dragonfire

Soul Manipulation

Artifact:

Manalith - You can keep it in, but it isn't very good

Helm of Awakening

Crystal Shard

Sorcery:

Compelling Argument - 0 MILL THEME!!!

Enchantment:

Moldervine Reclamation

Here is what I would add:

Creature:

Dryad of the Ilysian Grove - Can ramp you AND fix your mana

Lathliss, Dragon Queen

Utvara Hellkite

Silumgar, the Drifting Death

Scalelord Reckoner

Scourge of Valkas

Dragonspeaker Shaman - cuts down mana cost drastically

Dragonlord Kolaghan - Haste enabler and good beater

Dragonlord Dromoka - game winning lockdown effect

Ramos, Dragon Engine

Drakuseth, Maw of Flames

Deathbringer Regent

Balefire Dragon

Nicol Bolas, the Ravager  Flip

Hellkite Tyrant

Karrthus, Tyrant of Jund - haste enabler

Kokusho, the Evening Star - good beater with amazing ability

Birds of Paradise - great mana dork

Scourge of the Throne

Dragon Broodmother

Dragonlord's Servant

Removal

Swords to Plowshares

Path to Exile

Assassin's Trophy

Anguished Unmaking

Utter End

Beast Within

Putrefy

Terminate

Krosan Grip

Decimate

Ramp:

Kodama's Reach

Farseek

Cultivate

Explosive Vegetation

Skyshroud Claim

Circuitous Route

Mana Rocks

Sol Ring

Mind Stone

Commander's Sphere

Arcane Signet

Darksteel Ingot

ALL the signets (Emphasis on ALL)

Lands:

All tri-lands from Tarkir and Alara

Haven of the Spirit Dragon

Exotic Orchard

Terramorphic Expanse

Try to get all 10 fetch and shock lands if at all possible

City of Brass

Reflecting Pool

Fabled Passage

Temple of the False God

Utility lands:

Bojuka Bog

Reliquary Tower

Maze of Ith

Rogue's Passage

Planeswalkers:

Sarkhan, Fireblood

Kiora, Behemoth Beckoner

Anthems:

Metallic Mimic

Icon of Ancestry

Urza's Incubator

Coat of Arms

Vanquisher's Banner

This is just a few thing I think the deck could need, obviously it needs ore board wipes and wincons, however this is a good place to start. I want to be clear, I dont hate the deck, but I Think it needs improvements to become and 8. For your first commander deck, it's just fine. Thanks for reading. Cheers

Jehrikuss on Morophon, All tribes

4 months ago

Crucible of Fire is good, as is Dragon Tempest. Some good cost reduction cards are Dragonlord's Servant and Dragonspeaker Shaman . A lot of the dragonlords are pretty powerful for "dragons" attacking, like Silumgar, the Drifting Death and Kolaghan, the Storm's Fury (I play a lot of dragon decks if you couldn't tell)

TypicalTimmy on Let's talk Dragons, forgetting symbol:R.

5 months ago

Okay, sorry for the super late reply. I had it all typed out and the damn site bugged out on me and I lost everything.


Silumgar's Horde

Commander / EDH TypicalTimmy

SCORE: 1 | 154 VIEWS | IN 1 FOLDER


So this deck is like a year old. I need to update about 1/3rd of the non-land cards in it.

The original concept was as follows:

The issue is that it's slow. It needs more Dragons and protection. I plan on dropping the majority of the token generators, along with the last bullet point to simply add in more natural Dragons. Some I can think of off the top of my head are Venomous Changeling and Shimmer Dragon, as well as Birthing Boughs.

I'd like to keep Thopter Spy Network as the card advantage is very powerful.

I need to add in counter spells to protect me against wrath effects, as well as some light recursion tricks to help bring back anything that is picked off.

I also need to rework my draw potential, to keep pressure on the boardstate.

It's effectively a Dimir Aggro, which is hard to pull off. I do have this current deck in real life, so changing 15 - 20 cards isn't that big of a deal.

Anyway, the deck works under a three-pronged approach, which is how I build the vast majority of my EDH decks:

  • Ramp / Reduction
  • Play Dragons and attack
  • Protect Dragons at all costs

Because of how Silumgar, the Drifting Death works, each combat step is effectively going to be a wrath. This means I don't need to add removal in here, because Silumgar himself does it for me. While Silumgar does have Hexproof, keeping him back on the sidelines is an easier way to ensure he stays safe.

Because I need to attack each and every single turn, I am constantly open to assaults. However, if played right the majority if not all creatures should be wiped off the board. In my experience, once a wrath settles into play, it is nearly impossible for any opponent to recover from, because at this point anything they play dies before they get a chance to use it. It becomes sort of a soft lock on the game, with the only way out being to remove my boardstate via wrath - which is why counter spells are important.

So I have a bit of work to do, but this is the older version.

It is a slower deck, so faster decks can generally out-pace it. In a 1v1, this spells the death of the deck. But in a 4-player pod, most of the time faster decks play slower as nobody wants to instigate the first move. In my experience, this gives me ample time to build a small army and swing for attacks.

Silumgar doesn't need to attack, which means once you drop the mana to bring him out, you generally wrath from that point forward.

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