Creature — Dragon
Flying, haste, protection from white
: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.)
When Stormbreath Dragon becomes monstrous, it deals damage to each opponent equal to the number of cards in that player's hand.
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Stormbreath Dragon Discussion
4 weeks ago
Stormbreath Dragon was a 3/4-of in Modern Skred for a long time. It's still very very good in Path-heavy metas, and it's probably worth running one or two if UW(x) control is something you struggle with.
Thundermaw Hellkite might have seen play at one point, but honestly it's just the option you use against BW tokens, which isn't a super common deck anyways.
Both are easily outclassed by Glorybringer most of the time. It represents a 2-for-1 that can easily become a 3- or 4-for-1 if the opponent fails to remove it. While the other two are good, Glorybringer is better except against Path-Snapcaster decks and Bitterblossom / Lingering Souls decks, both of which are rare enough that it takes a really weird local meta for Thundermaw or Stormbreath to be the better choice.
They're all also ~$2 and fill a slot that you typically only have 4-6 spaces for.
4 weeks ago
I don’t really see them being played anymore. Maybe in EDH Dragon decks?
Stormbreath Dragon used to be played in Modern Ponza sideboards but idk if it does anymore.
4 weeks ago
Has it really?
It's a shame Hypersonic Dragon doesn't do as well as these other cards in a 60 card deck. Well, I can always use it in casual against crappy decks:)
1 month ago
I like this, put a single dragon in.
This makes searching for thrumming feel a lot better- it gives you two win conditions; cast a thrumming stone or see 5 approaches with Seasoned pyromancer.
While I'd love to reccomend Lightning Shrieker for this spot as this is likely the only deck that likes its drawback, Thundermaw Hellkite , Velomachus Lorehold or Bogardan Hellkite , with sideboard Chromium, the Mutable or Steel Hellkite is going to feel better to play.
In terms of consistently ramping to 5, there are a few budget red green lists that use the 'ramp to Stormbreath Dragon or Glorybringer ' plan to look at for ideas. Generally speaking its some combination of elf, sprawl, Mind Stone (which dodges a lot of removal), and various Elvish Mystic variants.
The trick is going to be filtering and lands - If this is to be a budget deck, I'd go all in on mono red - elf/sprawl is great but just casting Skirk Prospector , Wild Cantor Desperate Ritual and mana rocks will work. Red green will mean moving more heavily into green - looking at casting things like Harrow or Search for Tomorrow , but much of red/green mana is balanced around silly cards like Wrenn and Six or Scapeshift , making a competing mana base tricky to judge - elves' dorks aren't just good because they make mana, they are good because they also are creatures to give stats and trample to.
You are going to want to look really carefully at the balance between land/approach/other - I'm not sure what the most space efficient way to ramp to 5 is with that in mind - I could see this being blue artifact ramp, where you Reshape for thrumming (functionally getting 8+ copies of your combo piece)- it'd take some testing.
Finally, the biggest hurdle and oppertunity. Surgical Extraction . If you are in a meta where it is sideboarded, you need it yourself. You can extract the thing they extract to deny a target, and can set up a transformative 'exile all approaches' sideboard where you are suddenly a 40 card stompy ramp deck with a high proportion of answers.
3 months ago
It looks like your breakpoint for Eldritch Evolution is at 3 mana, but the single copy of Gisela is the only creature you can tutor for at that point that costs more than the sacrificed creature. If you want Evolution to be the Birthing Pod for this deck, I'd suggest adding more threats that cost 4-5 mana. Fives are particularly valuable since they can themselves be sacced to find Bruna or Deceiver of Form . Sticking with the Eldrazi type, Emrakul's Hatcher , Kozilek's Channeler , and the popular Reality Smasher seem like they'd be the most effective. The world's your oyster if you don't mind running other creature types. Stormbreath Dragon , Sigarda, Host of Herons , Baneslayer Angel , and Thragtusk are some picks recommended by the internet as the best modern creatures on 5. If you prefer having only the biggest baddest threats in the 7-9 range, I'd cut Evolution entirely for more ramp in Cryptolith Rite / Citanul Hierophants , From Beyond / Awakening Zone , or really whatever other options you prefer. Another card I'd consider cutting is Kozilek's Return since it will wipe out all of your tokens (even after upgrading with Emrakul's Evangel ) unless you're lucky enough to also have Eldrazi Monument out. Maybe Mizzium Mortars could be your sweeper if that's what you're looking for. A final cut I'd make is the odd fifth copy of Game Trail . Unless that's a typo, you don't typically want to run more than 4 copies of nonbasics, even in casual. Plus, your deck looks like it could use more white and colorless mana sources anyway. An interesting option that jumped to my mind was Westvale Abbey Flip since you already have a human token theme. Some other tribal picks that might fit are Champion of the Parish , Thalia's Lieutenant , and Mayor of Avabruck Flip.
Let me know if you have any questions and good luck! (BTW, I'm not a great sideboard builder, but I do know eldrazi make use of Warping Wail and Oblivion Sower in addition to the more traditional hate artifacts.)
3 months ago
In modern the 5 cmc dragon threat is really only going to make it you need to have all 4 copies of Sarkhan, Fireblood , he even has the means to reduce the effects of his own redundancy so why not increase the chances you get a 5 cmc dragon out faster?
now your current choice of 5 cmc dragon maybe the new hotness, but what does it really do for your deck synergy wise? Glorybringer and Demanding Dragon both fit the scary dragon top end threat while being removal. Stormbreath Dragon represents a lot of damage and is harder for white decks to remove with path. Terror of the Peaks though is probably the dragon with the most synergy, you get bonus damage from your dragons, though Hunted Dragon does give the opponent some creatures to trigger the slumbering dragon.
Now your sprite really wants free spells or ones that are cheap and cantrip, for consideration Gut Shot and Dismember are both cheap/free removal, Mutagenic Growth also free, these cards also synergize with another suggestion lower down. Manamorphose is probably the most free spell. Opt is just strong cantrip.
Now for possibly the best dragon for this shell that seems to like to target it's own creatures with spells Orvar, the All-Form will get out of hand pretty easily giving all your buff spells a Clone tagged on it.
other considerations are the above mentioned bolts, cheaper spell and doesn't require hoops for it to dome someone. Mutavault is a dragon man land, extra worth considering if you go heavier into a dragon tribal. the full 4 on copter, it is just the best vehicle for it's cmc, well there is the The Omenkeel ... I'd almost suggest having just 4x of these two as your full vehicle detachment the god side would even provide late game options. Spell Pierce is also likely a strong choice over the dragon counterspell, double blue can be tricky to pull off and also have double red.
3 months ago
One of my all time favourite commanders!
I love to copy creatures with haste and I've had succes with Tyrant's Familiar and Stormbreath Dragon . Also Dragonmaster Outcast - this one drop have won me many games and I adore it. Worldspine Wurm seems like a fun finisher to clone too.
4 months ago
Hey! I'm happy to share suggestions, as I've thrown out a few ideas and tried to chat about insight so far. You may want to try and isolate cards you're willing to remove - that way you can still feel like the deck is yours, while being open to prospective ideas / outside perspective ya know?
I'll try to make suggestions with budget in mind!
- Get the same effect with a higher upside and immediately get to discard a Dragon. Non-artifact so it's harder to remove. Mid and late-game card-drawing machine with an evasive Dragon.
- This Neheb is too slow and while the synergy is there, it's going to have trouble making a consistent impact. Even an ETB tapped fetch still keeps you getting the color mana you need while (statistically marginally) thinning your deck and cleaning your future draws.
- Overall, these edits reduce your cumulative curve, provide similar (if not more consistent) discard ability, and much higher ceilings for providing value. Evolving Wilds is your 2nd fetch, so you can keep improving the lands you're getting into play. Daretti lets you move through the deck quicker AND has artifact synergies if you choose to lean into that line of play. Chainer is a discard outlet and haste enabler the turn he comes down, so he's already got the same floor as Mad Prophet with the opportunity to be impactful if he stays on the board.
- Since you've enjoyed leaning heavily into the discard aspect, Temple makes a lot of sense for you to have access to a mid or late-game land to ramp a bit. With all these expensive Dragons, I'm sure you've had a turn or two with plenty of un-used mana (I have!), so this gives you a way to maximize the discard AND set yourself up to keep having access to mana!
- The five-mana CMC for a less-efficient Sneak Attack just feels heavy in this build. Adding Landscape gives you another opportunity to pull lands out of your deck and keep having colors on the battlefield - I'm sure you've noticed but the double and triple-pips of the deck can be VERY challenging at times. Being able to get two Mountains (or your two Swamps) will hugely impact your ability to play relevant spells on time. As far as getting one more haste enabler, even with Chainer already in...
- Tyrant is a win-more and a payoff card. It's a fun ambition, but in a deck chock-full of power and crazy cool Dragons, we don't need this. Instead, big Kolaghan comes down much earlier AND hastes our entire squad.
- Courser enables shenanigans and fantastic temporary Commander fun. It's effect can be much more impactful than Thundermaw Hellkite's in the long-run, and essentially acts as another reanimation spell. Thundermaw's effect is pretty narrow, while Courser's lets us go into the graveyard for a more toolbox-like approach, depending on what we've been able to get into the graveyard so far.
- This might be a little bit of personal preference, and with how many ways this deck has to kill opponents' creatures on your turn, I think it provides a great ceiling while also acting as an early-game blocker. Mana that you can do anything with is so precious in this deck, and it happens to synergize nicely with the best addition to this deck in Kaldheim...
- I personally don't think this deck needs to go wide, otherwise you'd be running more cost reduction ( Urza's Incubator , Dragonspeaker Shaman ) as well as Nesting Dragon . Big-mana decks are always going to need mana, and Goldspan makes it in spades.
- This is a different style of play, I'd just rather avoid exiling my Dragons or only getting a single use out of them...for a minimum of 8 mana and two turns. Feldon has more flexibility in coming down quicker and activating sooner. You're packing High Market and Phyrexian Tower here for sac outlets to get rid of the tokens (same as the Dragons from Zirilan realistically), but you're doing it much earlier in the game, or with mana to spare, with no downside of losing a Dragon for the rest of the game.
- Between all of the Dragon ETB damage and the removal suite available to Rakdos, you don't need more removal, I'm sure you've noticed this! Especially cost-inefficient removal. Having more reanimation effects, especially to act as a or flicker effect? There's WAY more flexibility here for how the Dragon reanimator wants to succeed. I agree that more removal is always good though! With that in mind...
- Play faster, and play with more flexibility. Command will give you options based on how the game's playing, and playing at instant-speed ensures you can be more interactive. Along that same line...
- Flexibility in usage! More than likely this will get rid of a troublesome artifact, and wouldn't you know it that some of the best graveyard hate is on artifacts! The graveyard hosing can also be key and, again, playing at instant-speed gives you more opportunities to disrupt opponents. For a high-curve deck like this, that's really important!
- Let's help Rakdos players see that Arena isn't the powerhouse everyone thinks it is! Exploration does EVERYTHING we could need - especially in your build, which has a higher concentration of Dragons, there's a greater likelihood for you to fill your graveyard quicker! Please give this a shot and let me know what you think!
Four of these cards ETB tapped and make you a turn slower, AND they're bad in the late-game since they have little utility. There's no snow synergy here to justify Coldsteel. Having more land ensures you'll hit your drops throughout the game. Wayfarer's lets you keep some ramp (I prefer Expedition Map, but one discussion at a time) while Archive has mana utility and lets you cash in when you have leftover mana. Smooth out your hands, get more consistent draws and turns, and have the ability to draw more cards.
- All of these Dragons in the yard are going to go to waste if you can't get them out onto the field! This is my favorite low-cost reanimator aside from the namesake - if you wanted to make a case for Stitch Together I wouldn't argue it. Being able to get two Dragons out, albeit tapped, ensures you can keep some board presence. It also lets you use up some of those Sneak Attack / token creations in an efficient way. I know losing some card draw feels a bit weird, and based on how the deck's built up, and from what you've described about your playstyle, it sounds like you may have an over-abundance of card-draw and not enough interaction. Hopefully this changes things!
Non-budget upgrade, and more likely to consistently come down untapped and provide the same color flexibility. If budget doesn't allow this edit, I'd say the non-budget move could be Path of Ancestry .
I do think you need to find room for one of the game-winning, mass-reanimators like Living Death or Patriarch's Bidding , or the new Kaldheim one, I'm blanking on the name. I'd take out Scourge of Kher Ridges for it to give yourself a win condition out of nowhere!
Hopefully these ideas help, or at least spark some further ideation for you to think about! If you want to chat about Bladewing in real-time over Discord or Reddit I'm on both sites as ThePillowman :)