Ugin, the Spirit Dragon

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Ugin, the Spirit Dragon

Planeswalker — Ugin

+2: Ugin, the Spirit Dragon deals 3 damage to target creature, player or planeswalker.

-X: Exile each permanent with converted mana cost X or less that's one or more colours.

-10: You gain 7 life, draw seven cards, then put up to seven permanent cards from your hand onto the battlefield.

Nathanael97 on Karntry boy's tool box

4 weeks ago

I have to say I agree that the Karn Liberated and Ugin, the Spirit Dragon are probably somewhat suboptimal in the list. Removing them would open up some slots in the main, such as moving one of the Basilisk Collar over to be able to fetch it with Urza's Saga. While I'm not a huge fan of Tron overall, I do have a soft spot for Eldrazi. Cool List!

Bulldawg1310 on Karntry boy's tool box

1 month ago

Youre referring to All Is Dust which helps keeps us alive late game, and Ugin, the Spirit Dragon and of course Karn Liberated the planeswalkers just plain win games once theyre down. All is dust sets us up to be able to play those cards in the event it takes longer than usual to get tron online or to stick. Thank you for the suggestion though.

xSpicyMeat on All Your Base

1 month ago

Thank you both for the suggestions!

Balaam__, could I perhaps replace Liquimetal Torque with Liquimetal Coating? Will forego a mana rock but allow for added targeted land repossession without the fragile body of the Myr Landshaper? Let me know what you think!

IHATENAMES, you are 100% right about the Coiling Oracle! I will also try and include a minimum of 2 Ugin, the Spirit Dragon. Acquire has been added to the sideboard. Could I potentially leverage more off Expedition Map or should I run Chromatic Star, e.t.c.?

Worx on Competitive Captain Sisay (Proven)

2 months ago

MstrCpr Thanks mate. It's been in the works a VERY long time and has won many many tournaments.

The Paradox Engine ban was at first a disaster, but now, I can still win turn 5-6 virtually all the time, and IF I get a good draw, then I can still win turn 4! ;)

I haven't made any notes for a long time and I really should update...

But to answer your questions regarding Vivien, Monsters' Advocate, Ashaya, Soul of the Wild, Ugin, the Spirit Dragon, and Eight-and-a-Half-Tails;

Let's just say that I am constantly tossing up whether to include Akroma's Memorial or not due to it's mana cost and the introduction of Crashing Drawbridge. I deliberately stay away from mana costs of non-creatures of higher than 4 so Gaddock Teeg is not an issue. So having a planeswalker of Vivien, with a cost of 5 with no real instant win - I just can't see it's value. Same with Ugin - just an overkill and horrendous cost of 8.

Ashaya is just to expensive for what it does. I mean I used to ALWAYS run the combo Elesh Norn, Grand Cenobite and Kamahl, Fist of Krosa for win in removing opponents lands. But I also have a lot of wincons now so I just want to keep the mana costs down.

Eight Tails was a card I used to run, but I found I rarely needed it in Tournaments and if you are doing it only for removing opponents lands, then the above said Elesh Norn/Kamahl wins hands down.

The latest iteration and what I am working on is to ensure I can get the 'haste' out easily, ie Oswald Fiddlebender with artifact tutor so I can get Thousand-Year Elixir out, and then I can again remove Akroma's Memorial, and put back in Masako the Humorless

The deck has undergone a LOT of changes over the years, but still kicks butt and is VERY reliable. (I did sell some cards - mainly lands and foils - kicking myself over selling my foils of Selvala, Heart of the Wilds) So hat's why the lands don't seem 'stable'.

Thanks for commenting and the appreciation.

MstrCpr on Competitive Captain Sisay (Proven)

2 months ago

Hello, wanted to say love this iteration of the deck, I think Captain Sisay is a real cool commander and I've been working on trying to figure out what I want to do with my non-cedh Cpt Sisay deck, and I like your list a lot. Something I was curious on, besides you most recent updates, are what do you think of lines involving Vivien, Monsters' Advocate, or Ashaya, Soul of the Wild? I think both are pretty solid win con options. The more fun based line I've been looking at is using Ugin, the Spirit Dragon along with Eight-and-a-Half-Tails to remove my opponents lands (fun for me that is).

Guerric on Great Esper-ations

2 months ago

Thanks jaymc1130! One of the guys in my playgroup usually convinces the others to attack my PWs when he is clearly ahead in the game and I have a small handful of cards and only a few permanents. And I appreciate the Alela vote, as I know you're quite the pro at those types of decks.

It's funny though, because I just had the most epic game with it this afternoon. I've never imagined activating Ugin, the Spirit Dragon so many times. I was definitely on track to win, especially when my final opponent finally conceded, especially as I had three extra turns more. It was a true Rube Goldberg board though, which was fun and he was having as much fun watching it as I was. That's the other problem though, when its not a clear infinite combo and you are just running long, non-linear turns to pull the win some players love it but others are annoyed. And with Aminatou, The Chain Veil and a bunch of Planeswalkers that's likely to be the way to win. Its fun and much harder than simpler combos to win, but some people despise long turns so it isn't for all play environments. My favorite is using Wishclaw Talisman to get whatever I want and then blinking it with Aminatou to get it back. I hope I can find a way to play "The Monkey's Paw" in another esper deck.

GregariousG on Gonna Need A Bigger Playmat | *Primer*

3 months ago

To Profet93,

Thanks for stopping by! Sensei's Divining Top is a good suggestion. I think I went through a phase where most of my decks had SDT and didn’t use it properly. As for Rip Apart, it has been good enough. Rip Apart has the flexibility that I want in my removal. However, it is sorcery speed and doesn’t have a colorless cost. I’m willing to swap this with something else for testing purposes.

I don't see too much draw, removal or wipes in your deck. I take it you're going for full on synergy and relying on the table to take out threats when needed? Not to say you don't have removal or draw, just seems on the lighter side. What are your thoughts?

My philosophy on board wipes is this; I’m the aggro/mid-range player and they can boardwipe me. If I need to wipe the board as the aggro player, I’m already behind, as it is. As well, there is no efficient way to tutor a board wipe in Naya. I play board wipes in combo or control decks. However, I do have Ugin, the Spirit Dragon to acts as a board wipe if I need it.

As for draw effects, I think this deck has more than you might think. Though it doesn’t have instants that draw, this deck has plenty of tutoring and recycling. Chromatic Sphere, Chromatic Star, Ichor Wellspring, and Soul-Guide Lantern are my cheaper draw cards. Esper Sentinel acts as a artifact-based Mystic Remora and Solemn Simulacrum ramps and draws a card. More importantly, all of these cards are recurrable. Goblin Engineer tutoring Ichor Wellspring steps up a strong draw engine. Same with Goblin Welder. Each of the above artifacts are great targets for recycling loops. Remember, I can also use Oswald Fiddlebender to tutor for a draw based artifact.

As for removal, I can see your point. I can add more instant speed removal. However, there is removal in the deck. Alibou, Ancient Witness pings any target based on the number of tapped artifacts, which is plenty most of the time. Same story with Terror of the Peaks, which pings when a creature enters the battlefield. Meteor Golem is a catch- all removal that is cheated most of the time. I find myself leaning most on Walking Ballista to mow down the field. If I were to swap Rip Apart, I think i would add Nature's Claim, Force of Vigor, Abrade, and/or Dromoka's Command (because of instant speed +1/+1). I’m looking at this more than creature removal because this deck loves to force bad blocks. This deck shuffles counters so much that it makes blocking a nightmare.

Profet93 on THE NECROGEN PROJECT

7 months ago

+1

Cabal stronghold seems weak given your many non-basics and the fact you're running lake of the dead.

Contamination and Infernal Darkness can help give you a turn or 2. Do note that contamination shuts off mass mana effects, symmetrically, such as coffers, nykthos, cradle, etc.... while infernal darkness does not.

While more of a slightly jank suggestion, Crucible of Worlds in conjunction with fetchlands could prove useful. Having a constant stream of land drops, being able to utilize your LD as well help offset lake of the dead. I see your Liliana plays a similar role, while providing flexibility as removal. I find Liliana weak, whether its swapped with any of the above or something to help offset black's weakness of artifact/enchantment removal such as Ugin, the Spirit Dragon, nev disk or Oblivion Stone.

If someone casts Declaration of Naught, Nevermore, etc... you're SOL.

Syphon Mind can be helpful as well. Each opponent discard 1, you draw 3, for 4 mana. Pretty helpful

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