Zirilan of the Claw
Legendary Creature — Viashino Shaman
, : Search your library for a Dragon permanent card and put that card onto the battlefield. Then shuffle your library. That Dragon gains haste until end of turn. Exile it at the beginning of the next end step.
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
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Zirilan of the Claw Discussion
2 months ago
3 months ago
Hey boydb thanks for the suggestions!
About Heat Shimmer and Minion Reflector , at first i thought they would work, since the text was updated in Gatherer, but i think you're right, that "AND" is the problem and sadly the tokens will go away at the end of my opponents next turn.
Oh boy, i was searching for cards to build an Obeka copy instant/sorcery and that Aria of Flame fits like a glove, really nice.
By the way, that explanation about the triggers that you added to your Myriad Obeka descripton will probably help some people, well done :)
5 months ago
I don't have any updates yet because Dragon's Approach is about $2 on TCGplayer right now and I'm a cheap bastard so I'm waiting for them to go down a bit before I buy 13 of them XD
I can tell you, though, that I sometimes take this Pauper deck into kitchen-table EDH games and I always get absolutely dunked on. This deck just doesn't function without Carah in play, and it's very hard to keep her around in in the face of the wasteland of removal that is EDH games.
I'll suggest that if you want to play with Dragons in EDH, use Zirilan of the Claw . I've had an EDH deck with him for a while and he's very very fun: you get to build your deck like a toolbox. Put in a couple dragons that kill creatures, a few that kill artifacts, one or two that protect against boardwipes, some that kill players, and you just get to pull them out of your deck whenever you need them. There's lots of very cool tech you can use to screw with that ability as well, like Conjurer's Closet and Sundial of the Infinite . My Zirilan list is here if you wanna check it out: Toolbox full of Dragons.
If you don't have a Zirilan or don't want to use him, then Lathliss will be much more satisfying to play than Carah at EDH tables, I think. A Lathliss deck without Lathliss in play still gets to play cool dragons. A Carah deck without Carah in play is just a bunch of underwhelming burn spells that runs out of gas immediately. :/
5 months ago
Your suggestions are very insightful and I really appreciate the time you set aside to help a brother out. I will try to see if I can add in Zirilan of the Claw . As of now, I do not know what card to take out for that. On a separate note, the Wurm combo is indeed slow, and I may want not cast, equip, and activate the Throne all at once, but I just figured another win condition is always helpful if I couldn't find Aggravated Assault . As for the Wurm lacking haste, Xenagos has the ability to give it haste along with increased power and threshold with respect to its own power so as a result, I'm not really worried about haste enablers. As for mana, I have around 20 ramp cards in terms of mana production, land drop, and reducing overall CMC but they're mostly creatures so board wipes are formidable.
I also wanted to say that, indeed, I am a noob! Hahaha. I suck at the game so far but I only started 3-4 weeks ago. I built this deck to 'catch' my friends who like to start out slow. I want to thank you again for putting time aside to help me out. I will make sure to try and add in the dragon cheat card. It seems very awesome for Win Condition #1.
7 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 :)
7 months ago
The main comment I have is that the deck seems a tad creature heavy. I understand the point is to sneak out creatures and have them do their thing, but protecting Kaalia is important for that to work. I would suggest swapping out some creatures for protection Mother of Runes , Nahiri's Machinations , Shielded by Faith , and Flawless Maneuver all give either a single creature (like Kaalia) or all creatures some protection. Also, a board wipe like Austere Command can give you a choice to destroy creatures with power 3 or less, which might be something that can wipe other boards and maybe keep yours a bit more intact for an advantage. Other cards to consider that are just plain good in this deck:
Zirilan of the Claw may be worth considering before it becomes totally priced out of the water (RL cards are spiking like crazy right now)
And in my Kaalia deck I run three mana altering cards Conversion , Blood Moon , and Sunglasses of Urza in hopes that I can alter everyone's mana to benefit me. Of course you have to know the order of how these cards resolve, like if you have Conversion and Blood Moon in play, all non-basic lands are still mountains and Conversion is essentially dead. Also, playing Conversion then Sunglasses allows me to change all mountains to plains AND then still be able to use that white mana as red (and its only in my pool, still messing up mountains for my opponents). Also, one last card while on the topic of mana, Mana Flare is also super powerful in this deck because of the obvious need for lots of mana in the event you can't cheat out your big beaters. It gives your opponents mana too, but hopefully it would benefit you the most.
9 months ago
personally i like Syr Carah, the Bold but you have to tune the deck around her so that you don't wiff a win con into exile
ive also heard good things about Neheb, Dreadhorde Champion
but you don't have to restrict yourself red has plenty of good commanders like the ones mentioned earlier in this post
personally i also like Zirilan of the Claw its a bit timmy but still fun
1 year ago
Oh man you guys are hating on the dragons a little, I've beat atraxa/omnath/the ghost chieftain/muldrotha/meren/niv mizzet/marchesa/bolas/bruticlad/um that other elemental that gets +1s for cmc I cant remember/padeem/ and many others with my Zirilan of the Claw deck and I'll beat your decks too lol, that thing straight brings doom, that's my PSA to the dragon haters hahaha