Ugin, the Spirit Dragon

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.

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Trade

Have (4) gildan_bladeborn , Azdranax , pskinn01 , jecder
Want (9) insecticon3000 , switch77 , DarkKnifer , Purple_Peach , nconiglio , del374 , Zamdrax , Retmock , Goldrhino541

Printings View all

Set Rarity
War of the Spark: Mythic Edition (WARMED) Mythic Rare
Fate Reforged (FRF) Mythic Rare
Promo Set (000) Mythic Rare

Combos Browse all

Legality

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

Ugin, the Spirit Dragon occurrence in decks from the last year

Modern:

All decks: 0.11%

Green: 2.39%

Commander / EDH:

All decks: 0.04%

Blue: 0.17%

Red: 0.12%

Ugin, the Spirit Dragon Discussion

firestorms90 on Help needed with SkredRed build

6 days ago

A few years ago I read an article on Tappedout (found here) describing Skred Red in Modern, and, as a red mage at heart, I was instantly intrigued by the idea of a monored control deck. I put together a rough deck (including some proxies) and tinkered with a couple variations, but never settled on any particular build. As you may notice, I opted to try for a mix between the traditional and big example lists given in the article.

I never made it to any modern events at my LGS to test any given iteration, but got in some test games with the guys in my regular play group who were testing and tinkering with their own modern builds. As such, any adjustments I made to the deck then were in response to a very limited meta, with little clue what was going on in the greater scheme of modern. This is also why I never nailed down a solid sideboard plan.

Fast forward a few years, and due to additional responsibilities and lifestyle changes I haven't touched any of my decks at all in two years save for a handful of EDH games (most of them against inexperienced players, so a great social environment but not much challenge in gameplay). I'm itching to get a little more mental stimulation from the game I've loved for so long, and modern night at the new LGS sounds like a great way to do so. However, I'm more out of touch with the ins and outs of the modern meta now than ever, and have an out dated decklist to boot. Additionally, because it's been several years since I last tinkered with this deck, I don't really remember what I was doing with it. I've read through and done research on newer builds, including artifacts and dragons; the biggest downside to trying to adapt to one of these builds is that I don't own many of the new cards crucial to the build. My magic budget is basically nonexistent at the moment, though there's some room to make small purchases over time probably. To be honest, though, I'm content for the moment to take this list precisely as it stands and wing it. Not only would it allow me to feel out the meta, but I might be able to sneak a few wins simply BECAUSE I'm not playing the latest version. At least in my head, I can see an opponent attempting to play around a card or strategy that simply doesn't exist in my deck, and the ability to bluff opponents like that appeals to the mischievous side of me... but I digress.

What I'm looking for from you guys is a mix of things. First, I'd like your thoughts on how you think this version of Skred Red will hold up in current Modern. For example, I think I read that Boros Reckoner became too weak, but I read that several meta shifts ago and don't know if that still holds true. What cards are weak right now? What decks would cause me trouble?

Second, I'd love some advice for building a sideboard around this build as it currently stands, and strategy for using the sideboard suggestions. Since this is already built and most of my card collection is currently in storage, using this as is is the fastest way to jump into modern at the LGS. It's only $5 to enter, so I don't mind losing games as it's low cost to enter and I'd gain experience and knowledge of what the local meta looks like. I can make adjustments based on that knowledge, but for now a generic sideboard should be fine.

Finally, what would be some long-term changes I could make in order to bring this up to speed in the current modern meta? I feel as though my list suffers a little from lack of focus (am I trying to ramp to Ugin, the Spirit Dragon, or burn everything with Boros Reckoner?) As someone with a huge love for planeswalkers (not only do they appeal to the Vorthos in me, but also the Melvin; I absolutely adore the flavor of loyalty counters!), is there a better way to lean into the super friends approach I've already sort of started going into? I don't know yet how frequently I'll be able to attend modern night, but I love how the deck plays and wouldn't mind upgrading it some, especially if I already have the cards. For instance, I know newer lists include some number of Pia and Kiran Nalaar (which hadn't yet been printed when I first built Skred) for value, and I've several copies, if not a playset, sitting in my binder...

Thanks in advance for any input, criticism, advice, etc! Any and all help is appreciated!


skred

Modern firestorms90

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theguy419 on Windgrace Landscaping Company, Inc.

2 weeks ago

thank you so much for the +1! :D Dryad of the Ilysian Grove is an absolutely fantastic card and i would absolutely replace Wayward Swordtooth with him. He gives you the same land drop that wayward would but instead he also gives you a Prismatic Omen effect that lets you use your cabal coffers and if you add him in Dread Presence. Valakut, the Molten Pinnacle is a really sweet land package to have in a deck where you can copy it multiple times and have different omen type effects. Its one of my primary win conditions in my deck and with Squandered Resources and Splendid Reclamation I can make the triggers go infinite. One other card I've fallen in absolute love with and goes in every green deck as well is Seasons Past. That card is part of my infinite loop to keep getting stuff out of my graveyard and just shoot everyone to death. Ugin, the Spirit Dragon is a really good 8 mana card that can just ruin others game plans and can take over a game all on his own. He had won me so many games by dropping down and wiping a whole table and then just rolling up.

Cards I'm not that big on I see you running are: Burgeoning-it's super good turn one, but starts becoming way worse with every turn that goes by. By turn 5-6 if i peel that off the top i'm really not happy to see it.

Multani, Yavimaya's Avatar- You have so many other win conditions in your deck that although is really cool as a recursive threat, you have so many other win conditions so it ends up being pretty lackluster compared to the others.

Exsanguinate or Torment of Hailfire- I would honestly go with one or the other. It starts to crowd up too many slots in your deck having too many of the same card that does essentially the same thing in your deck. Torment is more big dick energy for the win, but either is fine honestly.

Nissa, Vastwood Seer  Flip- Just as you stated above. She on paper is super cool, but she just ends up not really pulling her weight in practice. I use to run her and she became a cut in my deck very quickly.

Honestly, your deck is a great casual deck already the way you have it. I built mine just to deal with competitive and it has TONS of hate pieces and removal to grind out games. So my version is not something I tend to pull out for fun games and tends to be locked in its box until people wanna play competitive.

NiftyCheshireCat on Urza & Co. Artifact Foundry

2 weeks ago

Hey NV_1980! Thanks for the ideas! Ugin, the Spirit Dragon would definitely be a perfect fit for this deck. I just picked up the Grim Monolith and Power Artifact today so I'm going to wait and let my wallet recover before going after him, Mox Diamond, Extraplanar Lens, and 24 snow covered basics which are probably the next upgrades in line for this deck.

I do like the Training Grounds idea, my only copy is in my Sliver Queen deck though so I might have to think about what I could cut to make room for it in this deck and if I find a spot I'll consider picking up another copy.

NV_1980 on Urza & Co. Artifact Foundry

2 weeks ago

Hi,

Nice deck! We think Training Grounds could be a real asset to you, as it drastically reduces the cost of using Memnarch's abilities. Since you're hardly using coloured permanents, we would also recommend All Is Dust and Ugin, the Spirit Dragon. Not exactly 'budget' recommendations, but they will give your deck an edge. Mechanized Production might be a fun alternate wincon, and is also a great way to copy effective mana artifacts.

Have fun brewing!

Regards,

Mrs. and Mr. NV_1980

Profet93 on Live to Die

1 month ago

Welcome to Magic the Gathering, where magical ..... well, you know Btw. The strategy you are reffering to is known as Aristocrats.

Rings of Brighthearth - Synergizes with your commander. If you are were to add fetchlands (lands which grab other basic lands from the deck) such as Prismatic Vista, Verdant Catacombs and others, you can get 2 lands for each fetchland by using rings. You sacrifice the fetchland putting the ability on the stack, then pay 2 mana and copy the ability with rings.

Urborg, Tomb of Yawgmoth - Makes all of your lands, including itself swamps. The reason for this is mainly to help you ramp with Cabal Coffers

Imp's Mischief - This card does a lot of 2 mana. Lots of spells in MTG target. Removal such as Path to Exile, draw spells like Overflowing Insight, extra turns like Time Warp and even Counterspells target. A cool thing you can do aside from redirecting a spell that has 1 target is the following..... You cast your commander, they cast Counterspell, targetting your commander. You then cast imp's mischief, changing the target of the counterspell to imp's mischief. Imp's mischief resolves. Counterspell tries to resolve and counter imp's mischief but because it is removed from the stack, the counterspell does nothing. Then your commander resolves. Very useful card! Do not overlook it!

I see you already have some decent tutors which is good. Tutors ensure consistency, help you get a combo like Exquisite Blood and Sanguine Bond. They also help you get whatever you need when you need it, it is black's greatest strength in EDH. Now to discuss weaknesses.....

Black has almost no way to get rid of artifacts and enchantments. If an opponent plays Rest in Peace or something similar, you will find yourself in a tough position. As such, having cards such as Blast Zone, Karn Liberated, Ugin, the Spirit Dragon, Ugin, the Ineffable, Meteor Golem, Ratchet Bomb, Lux Cannon and others can be extremely useful.

I don't know what your meta (the group of people you play with) are like and how powerful their decks are, this seems pretty casual. There are lots of cuts and many more cards you can add depending on what you're going for exactly. If you want ideas of other cards to add and/or what to cut, let me know. Mono black EDH is my favorite.

Monitor on Grixis Control

1 month ago

Suggestions: - Quest for the Nihil Stone only because having no cards in hand is a tougher ask than 1 in hand for the other spell. May be a bit win-more. - Primal Amulet  Flip, Snapcaster Mage are both good tools for different decks -- this one doesn't seem very much spells-matter, so these slots are likely weaker here than what they could be doing elsewhere. - Kaya's Ghostform is just too meh to be worth its slot. You can already get stuff back with better methods. - Ugin, the Spirit Dragon should be on your watch list. You won't always be ahead on board state, but if you have your enchants out and stuff then he will wreck you as easily as he wrecks everyone else with his -x - Pain Magnification might be win-morey or just get you targeted if people keep having to notice your enchants when they get hit by other people. Its awesome, though with your discard punishers. Watch-list item, I'd say. - Panharmonicon is obviously awesome, but it may not be great with your current makeup, as ETBs aren't the prime focus.

TheMazter13 on Atraxa Super Friends

1 month ago

I'd say pick better friends. When judging a planeswalker in other decks, you mainly look at the first 2 abilities and judge how protected a planeswalker is after Plus-ing or how vulnerable they are after Minus-ing and how planeswalkers can protect themselves.

Let's look at how we usually evaluate planeswalkers. Garruk, Cursed Huntsman . 5 Loyalty > Pretty Good Body that can take a bit of damage. A 0 ability isn't the best, but it makes blockers that your opponents don't want to attack into because Garruk gets bigger. -3 kills any attackers while also drawing a card. -6 Win the game with Combat Damage. We're usually going to be looking at the first and second abilities, however, as it can't be easy in all situations to get to -6

Not in Atraxa though.

The amount of loyalty that a planeswalker can get in one turn is much higher than normal, so we instead look at the Ultimates and the Second abilities mainly. A planeswalker in this deck can minus all the way and still live and generate value. Therefore, we play planeswalkers that are stronger in a vacuum

Sure, Kiora or Ajani, the Greathearted are great with creatures on the board and things to interact with, but on their own, they don't go anywhere. On the other hand, a planeswalker like Venser or Teferi may be hard to get to ultimate in a normal game but is almost a guarantee in an Atraxa deck.

For most decks, you look at how averagely the planeswalker does. For example, Jace, the Mind Sculptor . Maybe, in a game, you bounce a few things, brainstorm a couple of times, and start to fateseal. However, Jace's ultimate is very hard to get just by using his +2, so very rarely would we base his power just off that. But in Atraxa, with added proliferate, we can easily get the ultimate for Jace and basically win on the spot.

PLANESWALKERS

Ajani, Caller of the Pride - What creatures? Atraxa maybe, but what creatures will you have early in the game? 1/10

Ajani, Mentor of Heroes - Pretty OK in that it can dig for more planeswalkers. Don't play it for the Counters, you have very few creatures. Gain 100 Life would be used as a panic button, not something you should try to get to, just keep using his second ability until you find better planeswalkers. 5/10

Ajani, the Greathearted - Puts loyalty counters on things. Gives creatures vigilance, which makes them able to block and protect the planeswalkers, but there are few creatures here that block well. 6/10

Ajani Unyielding - Getting to swords something every turn is very powerful, and he digs for more planeswalker. 8/10

Ashiok, Dream Render - Why? Bojuka Bog and Scavenging Ooze are both on color here? As is Aven Mindcensor , which, if you're looking at that static ability, is WAY better because the bird can attack and has flash. It may look worse because it still lets them look at the top 4, but this is 100 card singleton, your opponents never get what they wanted. Also, the flash is super relevant because, against Ashiok, people just hold their tutors until Ashiok is gone, but the bird can come unexpectedly, basically nullifying at least 1 tutor 1/10

Jace, Arcane Strategist - Draws 1 card, but for 6 mana. Can't put counters on creatures you don't have. 1/10

Jace, Unraveler of Secrets - First ability is already good, the second one can make for some pretty good locks, and the ultimate really stalls the game and lets your other planeswalkers build loyalty. 8/10

Jace, Wielder of Mysteries - Drawing 7 cards makes for a pretty good ultimate, even if he's a little hard to cast on turn 4. Very possible to draw 7. 7/10

Kiora, Behemoth Beckoner - doesn't do anything. All your lands tap for 1 mana, don't even have Thran Dynamo or Gilded Lotus , and no big tap abilities that I see. 0/10

Liliana of the Dark Realms - The worst Liliana. It doesn't do enough since everything is tied to your Swamps. Sure with Urborg, it's good, but 1 in 98 (You can't fetch Urborg because in your library it isn't a Swamp). Play Liliana, the Last Hope because EMBLEM. 1/10

Mu Yanling - The only real good thing is the minus because you only have 2 haymakers that would want to attack. The Ultimate would be good in a creature in a creature deck because it lets you attack without blockers, but this isn't a creature deck. Also, your proliferate is not fast enough to keep up with -3 every turn. Mu Yanling, Sky Dancer is cheaper and protects herself while providing extreme endgame value. 4/10

Sorin Markov - "Oops you're dead". Sorin will always -3 on the turn he comes in obviously. However, with enough proliferate, you can Mind Slaver eventually after that. As your opponent tries to claw back, you'll be able to waste all their work. 8/10

Teferi, Temporal Archmage - Pretty good Ultimate with some card selection thrown in. 8/10

Ugin, the Ineffable - Most of your colorless spells are Ramp so static is kinda a meh. However, having played Ugin Jr., the manifest ability is quite good and provides a more interesting form of card advantage. Also, in this deck, you'll be using the -3 a lot more. 8.5/10

Ugin, the Spirit Dragon - The perfect planeswalker for this deck. A powerful ultimate that usually take ~3-4 turns can be done in 2 and can put more planeswalkers into play. 10/10

Venser, the Sojourner - Don't know what you'll be flickering, but it can just be anything for value and still probably be good. Extremely powerful ultimate; wins games. 9/10

Vraska the Unseen - Controls the board and, in this deck, wins the game a lot faster. Versatile removal with the -3, which can be used a lot more often. 9/10

In general, I don't think you have enough proliferate. You have 3 spells with the word proliferate and one of them is Atraxa. You do have a lot of cards that would work great with more proliferate that aren't planeswalkers. Doubling Season, Blightsteel, and Shalai would all work super well with more repeatable proliferate. As with most tribal decks (This is sort of just Planeswalker Tribal), you do need to find the balance between Creatures of the tribe and Tribal Boosters. For example, why play Rhystic Study or Enlightened Tutor when you can just play another Planeswalker or Proliferate card. These cards are there specifically for value, but the Planeswalkers and Proliferate cards are your value engines.

Planeswalkers are very powerful, which is why Atraxa is one of the most popular Commanders, so play more of them. Will Kenrith for value, Tamiyo, Field Researcher for value, Teferi, Hero of Dominaria for more value. Take a look at these planeswalkers to see what to play. These planeswalkers by themselves are incredible and win can easily win games. However, with Atraxa, things get even better

Profet93 on Norin Ping

1 month ago

Jovikila

This list is a decent start but let's look at mono red's weaknesses, card draw and enchantment removal. You have LOTS of cuts to be made, lmk if you want ideas on what to cut or more things to add.

Arch of Orazca - Card draw that only takes a land slot

Commune with Lava - Can be used on end of opponents turns, usually good for 3-5 depending on how much mana you have and your curve.

Endless Atlas - Reuseable, cheap to play, cheap to actives

Hedron Archive - Card draw and ramp

Humble Defector - Draw with politics

Ignite the Future - Very good "draw" as it can be flashbacked

Light Up the Stage - Similar to above

Mind's Eye - Re-useable, fun with wheels

Skullclamp - Cheap easy card draw, fun with myrs

Solemn Simulacrum - Card draw and ramp

Tome of Legends - Your most powerful draw engine in the entire deck

Lastly, with all your enchantments you might want to consider Crystal Chimes

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