This enters the battlefield tapped unless you have two or more opponents.
: Gain or .
|Have (2)||TrystonSpencer ,|
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|Commander / EDH||Legal|
Latest Decks as Commander
Spire Garden Discussion
2 weeks ago
Bug report: Spire Garden (ZNE) is marked as a rare when it should be a mythic. I only figured this out while making a mythic-only Commander deck
2 months ago
Awesome Profet93, thanks! So after all the feedback and staring at this list for a few hours here are the changes I made.
- Svella, Ice Shaper
- Price of Glory
- Tyrite Sanctum
- Karplusan Forest
- Gratuitous Violence
- Bramble Sovereign
- Shivan Gorge
- Goblin Bombardment
2 months ago
generally with 5 colour mana bases, you want to lean more heavily towards green so that you can cast your ramp spells. I would be using cards like Spire Garden and Karplusan Forest to help assist with this. Here, you care more about having access to green than running Godless Shrine for example.
3 months ago
Hey, nice casual version of Ur-Dragon.
Your deck doesn't have an official Commander and Ur-Dragon is in the 99 main deck. In the deck editor at the end of The Ur-Dragon text add the CMDR tag.
The Ur-Dragon *F* *CMDR*
This will make Ur-Dragon the Commander, putting it in it's own Commander category and displaying an image of it's card.
Some steps you could take to increase the power level of your deck:
- Add a win condition combo with Dragons, Aggravated Assault + Savage Ventmaw .
- Add some counterspells replacing some removal spells, Counterspell , Dovin's Veto .
- Better ramp sources replacing some land ramp spells, Arcane Signet , Selvala, Heart of the Wilds .
- More creature tutors replacing some of the least good Dragons, Eladamri's Call , Worldly Tutor .
- Other ways to cheat Dragon onto the battlefield, Hellkite Courser , The Prismatic Bridge .
- Add cards to reduce the mana cost of Ur-Dragon, Jodah, Archmage Eternal , Fist of Suns .
- Cut Tri lands for Bond lands, Spire Garden , Rejuvenating Springs .
If interested I offer more advice. Good luck with your deck.
4 months ago
Ixalan dino decks are always cool. +1 for having matching basics!
Some potential upgrades I'd suggest would be some more efficient lands such as shock lands, Spectator Seating , Bountiful Promenade , Spire Garden , Sunbaked Canyon , Grand Coliseum and definitely Ancient Ziggurat . You might also want to think about some more artifact ramp such as Arcane Signet , Pillar of Origins , Herald's Horn or Urza's Incubator (though that last one has skyrocketed in price recently).
Some cuts I'd recommend would be Fiery Emancipation due to it's triple red requirement, New Horizons for more efficent ramp, Territorial Hammerskull due to lack of impact and Thundering Spineback because seven mana to give other dinos +1/+1 is a bit too costly.
5 months ago
Mortlocke I've almost forgot! If you're playing in a multiplayer pod, Bond Lands can be even better then filter/pain/horizon lands.
5 months ago
Hey, Jodah, Archmage Eternal is fun/powerful with Ur-Dragon since his effect lets you cast it for five mana instead of nine. Faeburrow Elder and Jodah team up to make a lot of ramp or easily cast cards; just lacking a black permanent in your control for Elder to make all five colors. Jodah could replace Kolaghan, the Storm's Fury .
Bladewing the Risen is a combo with Scion and Teneb. For seven mana total: four mana Scion can tutor for both of them and three mana to trigger Teneb to cheat them onto the battlefield. Bladewing could replace Amareth, the Lustrous .
Green Battlebond lands: Spire Garden , Rejuvenating Springs and Undergrowth Stadium or less expensive price Green Pain lands: Karplusan Forest , Yavimaya Coast and Llanowar Wastes are nice since they can ETB untapped turn two or three to cast a green ramp spell or mana rock. They could replace Ancient Ziggurat and some basic lands.
Good luck with your deck.
6 months ago
More Commander Legends
I would say that this is an easy replacement for Spire Garden. If only they had brought this out before Zendikar Rising so it could have potentially been an expedition. The mix of green/black is a lot more prevalent in this deck, with red being incidental. Only issue I see is that this would reduce the overall red splash in this deck down to about 5 sources, 2 of them tapped (Gruul Turf & Valakut, the Molten Pinnacle), 3 of them fetchable. That said, all red costs in this deck are just single pips so it shouldn't hurt too much so long as the fetchable land count doesn't drop further.
There is a constant battle between these kinds of effects: Arch of Orazca, Castle Locthwain and now War Room. Which is better? Honestly they all end up costing a lot. Arch has that high mana cost, Castle has the downside of being very painful when you're digging for the right thing with a full hand and War Room would cost you 3 every time you used it and taps for colourless. So the question is which one is best? Depends, every time I look over this I come to the same conclusion: generally it isn't really worth it. The deck has a limited resource in its life total that needs to be put towards Glacial Chasm among other things, so Castle and War Room just feel rather taxing, and Arch and War Room are colourless, so they hurt colour fixing. All in all I would consider maybe giving this a pass because having to tap 4 lands and pay 3 life to draw a card just isn't worth it.
Interesting, but this card just draws too much attention. It would take you many turns to burn down an opponent even doing 7 damage a turn, giving them plenty of time to find an answer. Using this on a creature of planeswalker isn't particularly exciting either due to the timing, you can't really using any tricks to maximise the effect.
With Glacial Chasm you can very much abuse this card's effect. It deals damage, Glacial Chasm prevents damage. The choice is made as the card resolves so if your opponents try any shenanigans you can change your choice to something safer. You have every opportunity to utilise this to its full effect. Mind games are also fun so you might try to lowball it at say 5-10 life to see if anyone is betting that you'll choose some ridiculously high number to guarantee you'll get to wheel.
Giving your opponents choice isn't the best. Skip.
No real interaction with landfall but this is a very powerful card for black. I would recommend this just based upon power level alone to annoy opponents, but do so at your own peril, because you will draw a lot of hate from it.
Now this is an interesting choice here. Bringing back cards from the graveyard is what this deck likes to do, sometimes more than once a turn, so you can get a lot of potential value from this card. However the issue becomes that it is on a creature body. It's interesting, not amazing.
Forgot this one when I was doing green. Interesting effect, but the issue remains that you usually won't be attacking to win, and at 8 mana, he is not cheap to cast at all. I would only recommend this in a Rude Awakening style deck.