TheOneDemon says... #1

@DeinoStinkus Yeah lol, I'm trying to work out what I want to run basic lands vs dual lands with fetch lands etc lol. I suck at building decks :/. It's now 1:18 AM and I'm pooped hahaha.

September 25, 2020 11:49 a.m.

TheOneDemon says... #2

DeinoStinkus Hmm so probably put in all of my lands in the maybe board except Barren Moor, Fabled Passage and maybe Shizo, Death's Storehouse?

September 25, 2020 12:05 p.m.

shadow63 says... #3

You need more ramp

September 25, 2020 1:43 p.m.

TheOneDemon says... #4

shadow63 Ok thanks, so like the Aether Vial, Gauntlet of Power and the Medallions/Mox Amber?

September 25, 2020 10:17 p.m.

Aether Vial isn't mana ramp, nor do you want to rely on it for big dragons. Gauntlet of Power costs too much mana to be good ramp (you want to stick to cmc 3 or less) plus it doesn't color fix, and only works with basics (which you don't have much room for in a 5c deck). imo, Mox Amber is also too slow when all your legendaries are 5+ mana. it won't be able to produce mana until after you've already reached a point where you can cast your dragons anyway. you want stuff like Arcane Signet and Darksteel Ingot, as well as Farseek which can grab dual lands.

as for lands, a 5c mana base is easy if your group allows proxies. 1 of each fetch land, original duals, and shock lands gives you 30 lands. the rest you can fill out with rainbow lands like Command Tower, and Cavern of Souls. stay away from lands that enter tapped.

September 25, 2020 11:37 p.m.

multimedia says... #6

Hey, for your game tomorrow/today from the sideboard add Territory, Vista, Smoldering and the basic lands to the manabase. Later on you can upgrade the manabase, but for now add a complete manabase to the deck list.

If you own Cascading Cataracts I would add it as it's a nice way to make all five colors of mana. Tri lands are much better than Thriving lands if you're going to play other lands beside the Triomes that always ETB tapped. If you have some of the Tri lands my advice is add them replacing the Thriving lands for more color fixing. If you're going to play lands that always ETB tapped then those lands should provide more color fixing.

For the numbers of basic lands I would play more Forest and Mountains than Plains, Islands, Swamps. The order to consider is first Mountains, second Forests, third Swamps, fourth Islands and last is Plains. Forests should be second because they give you access to other colors with green ramp spells.

  • 6x Mountain
  • 5x Forest
  • 2x Swamp
  • 2x Island
  • 2x Plains

Other cards from the sideboard to consider adding main deck:

Sol because it's one of the best sources of ramp in Commander. Golos is ramp with any land and a repeatable mana sink that mimics Ur-Dragon's ability to put a permanent onto the battlefield by instead casting it for free. Bladewing combos with Scion + Teneb. Cards main deck that could be cut for these:

Dragons don't need single card that are anthem effects that pump their power/toughness because Dragons already have high p/t with flying. Dragons who are anthems are fine as a bonus, but I wouldn't play a card that was just a p/t anthem. Rampant is subpar ramp, but if it's all you have then that's fine for now. Boots is a good card, but it's less needed here because you have Greaves.

Consider cutting Utter End for a counterspell, Dovin's Veto or Negate? Not having one counterspell is worst than a second higher mana cost exile spell. If you have Jodah, Archmage Eternal I would add him since he reduces Ur-Dragon's mana cost to five mana.

Good luck with your deck and at your game tomorrow/today.

September 26, 2020 1:54 a.m. Edited.

TheOneDemon says... #7

Ok thanks everyone for the recommendations! I woke up way later than I thought I would so didn't have much time lol. I had two games today, but had to quickly put in what I thought would fit.. Probably made mistakes (and ended up with no basic lands in it lmao), but I was holding them up and just put what I thought would work in... I'll update with what I ended up with tomorrow and I'll re-read these comments for changes too after updating what I ended up with! (Left to the game before the two above comments were posted).

First game went bad as I was mana starved and didn't get my fetches or land search cards, but the second game was pretty good, had some mana ramp/search cards and ended up putting up a fight.

September 26, 2020 8:58 a.m.

TheOneDemon says... #8

DragonSliver9001 multimedia Thanks guys, updated with what I ended up adding just before the game. Probably not the greatest decisions were made lmao. Cheers.

September 27, 2020 2:01 a.m.

Karakas is banned in commander btw.

September 27, 2020 2:50 a.m.

Feiryn says... #10

Assuming you still would like help, here are my thoughts just going off what you already have (so your mainboard and sideboard).

First of all your land situation needs to be sorted out. You have an insanely high average cmc (4.74) so you're going to be looking at about 40 lands without the very pricy ramp cards. 30 lands is in the range that decks with an average of about 2cmc or lower run. Here's a quickly made list of your lands that I'd use:

You almost always want to prioritise lands that can come in untapped over ones that always enter tapped. This is because auto-tapped lands basically set you back a turn, so it's often better to just run a basic over something like Sheltered Thicket. The exception here goes to the Triomes because they offer three colours and more importantly can be picked up by your fetchlands.

As for the rest of your cards, here's what I recommend cutting:

And add in their places, assuming you're running 40 lands:

Hopefully that helps, and let me know if you have any questions! These are just suggestions after a brief runthrough of course, so feel free to take them or leave them!

September 28, 2020 7:33 a.m.

TheOneDemon says... #11

Feiryn Thanks for the suggestions! Just FYI, some of the cards in the sideboard I don't have/aren't coming because of stuff arounds etc. The maybeboard is all cards I own and have on hand atm. What would you recommend for field clears/counters? I think exile is good because I needed it multiple times in the games I played (artifact that gives indestructible to all creatures and another player made their commander indestructible (Or it was shrouded maybe) unblockable and huge.. Bonked two of us for commander damage for one hit lol.) Golos, Tireless Pilgrim should be on its way, same with Dromoka, the Eternal and Bladewing the Risen. Do you think Ramos, Dragon Engine would be a good addition?

I don't own Canopy Vista or Rampant Growth, but Sol Ring I can just take out of one of my pre con 18 commander decks I got recently.

September 28, 2020 8:47 a.m.

TheOneDemon says... #12

Also don't have Smoldering Marsh. Need that edit button lol.

September 28, 2020 8:48 a.m.

Feiryn says... #13

Ah okay, I assumed the maybeboard were cards you were only looking at, my bad!

In that case you have a bunch of stuff that definitely could fit in the deck. For those three you mentioned Exploration is very good and can be slotted in over Rampant Growth, Canopy Vista/Smoldering Marsh can just be replaced by a Forest/Mountain, and definitely take a Sol Ring if you have a spare one.

As for others, here's the most notable you have on your maybeboard:

  • Asceticism
  • - If it resolves your dragons are almost invulnerable outside of stuff like deathtouch/boardwipes
  • Smothering Tithe
  • - Could help with ramp
  • Dragonlord Ojutai
  • - Great card advantage with hexproof half of the time
  • Glorybringer
  • - Might not be as strong as some other options but that exert can effectively be a removal spell every other turn
  • Nicol Bolas, the Ravager  Flip
  • - Great value all around and if you manage to transform him you basically win
  • Rishkar's Expertise
  • - Pricy but casting it will probably mean refilling your hand and getting a free dragon which covers its cost
  • Cyclonic Rift
  • - EDH staple and one of the best boardwipes in the format, wipes all of your opponents' creatures, artifacts, walkers, etc
  • Force of Vigor
  • - Pretty good removal that can be manaless
  • Teferi's Protection
  • - Protects your entire side from boardwipes

For boardwipes you already have Crux of Fate and Balefire Dragon. Throwing in Cyclonic Rift would definitely be a good choice. The issue with boardwipes in decks like these is that you don't want to reset your own boardstate, but that's why the three I mentioned are so good because they only affect the opponents. Cyclonic Rift also dodges indestructable as it's a bounce effect rather than a destroy.

In my opinion, counters are generally not very effective in decks like these. It's generally more effective to run cards like Rhythm of the Wild and Asceticism as they're not one-shots, while also having the side-benefit of opponents using their counters on your other opponents instead. If you wanted to pick up additional effects like those if counters/removal are rampant in your group, I personally like Steely Resolve and Conqueror's Flail.

I actually recommending cutting Deflecting Swat as you'll only rarely have your commander out. If you want one-shot defensive utility, Veil of Summer and Autumn's Veil are amazing for that.

If you want more spot removal, I definitely recommend picking up a Path to Exile. With it, Swords to Plowshares, and Anguished Unmaking you should be good for spot removal unless you wanted to splurge on an Assassin's Trophy.

I'm unsure about Ramos, Dragon Engine. Since you're in a more casual environment they might be okay, but unless you have something like Descendants' Path down they're not really worthwhile. If you're wanting to go out and buy a fairly expensive creature, by far the best purchase you could make is Kaalia of the Vast IMO.

September 28, 2020 9:58 a.m.

TheOneDemon says... #14

Feiryn Thanks a lot! I'll update the deck list tomorrow with these suggestions incorporated into it! Are there any ramp cards you would recommend to pick up? Cheers!

October 2, 2020 10:11 a.m.

TheOneDemon says... #15

Also, forgot to say in previous comment... I think in your comment above that you mistakenly wrote Deflecting Swat instead of another card? I don't have that listed anywhere lol. Cheers.

October 2, 2020 10:15 a.m.

Feiryn says... #16

My bad I meant Fierce Guardianship, they're both similar in purpose and I always get their names mixed up lmfao

Since you're in 5-colour you mostly want ramp that has colours in it. Arcane Signet and Fellwar Stone are the first two cards you should look at getting since they can go in any type deck, maybe Coalition Relic as well. Birds of Paradise is top tier and so is Deathrite Shaman since you own fetchlands.

I personally like Lotus Cobra in these kinds of decks especially with fetches, meaning that with Cobra on the field you get 3 mana per each fetch you play (one from playing the fetch, one from the tutored land entering, and one from tapping that land). Nature's Lore is really good and Wild Growth is fairly decent as well.

Of course this is all on top of you already having Sol Ring, Chromatic Lantern, Dragon's Hoard, and Exploration. Keep those at the very least, though I recommend keeping your Gilded Lotus, Thran Dynamo, Farseek, and maybe Skyshroud Claim and Sylvan Scrying as well. It comes down to figuring out how fast or slow your regular playgroup is and whether or not you can afford slower artifacts like Dynamo/G.Lotus, though since you're in a more casual environment they should work pretty well.

Hope that helps!

October 2, 2020 5:56 p.m.

TheOneDemon says... #17

Feiryn Ok thanks a lot! I Actually have a Path to Exile on the way (referring to your previous comment). I have an Arcane Signet on the way already too. I have a Coalition Relic on hand atm. Will likely get a Fellwar Stone and Nature's Lore too. Also actually have a Smoldering Marsh that I didn't realise I had coming. Also I'm in the process of updating the deck!

OK, now onto the meaty stuff... I'm about to spend more money LMAO. I want to get your opinion on which of these cards I should use in THIS deck, or which ones I shouldn't bother with in your opinion -

Blood Crypt, Breeding Pool, Canopy Vista, Demonic Tutor, Dromoka, the Eternal, Fellwar Stone, Future Sight, Hallowed Fountain, Herald's Horn, Kaalia of the Vast, Marsh Flats, Maze of Ith, Mirari's Wake, Nature's Lore, Nesting Dragon, Overgrown Tomb, Polluted Delta, Steam Vents, Stomping Ground, Temple Garden, Urza's Incubator, Windswept Heath,

October 2, 2020 6:53 p.m.

TheOneDemon says... #18

Ok, so just went through... Also don't have Unclaimed Territory. I've updated the deck on what I decided, but I must ask, do you have any recommendation for something to swap out for Rishkar's Expertise and Force of Vigor? Having trouble deciding ahah.

October 2, 2020 8:05 p.m.

TheOneDemon says... #19

October 2, 2020 8:25 p.m.

Feiryn says... #20

I'd say all of the lands you listed except for Maze of Ith. Fetchlands and shocklands are the best thing you can do your for landbase outside of the original duals (which are hundreds each). In a 5-colour deck you're already limited on how many types of lands you can have, and Maze of Ith doesn't do much notable for a deck like this IMO. If you're going this deep into expensive lands and tutors, I highly recommend picking up a Mana Confluence, City of Brass, and Forbidden Orchard. Urborg, Tomb of Yawgmoth is an auto-include in any 2+ colour deck that features Black and can be tapped for Black itself. Ancient Tomb is amazing in decks with lots of colourless requirements like this. Prismatic Vista is very good too though less on the priority list for its price.

If you're going to be investing a lot into lands, make sure you make a faux list before buying anything since you don't want to get excess that you won't use. My personal general priority for 5-colour (ignoring OG duals) goes:

Rainbow (Command Tower/City of Brass/Mana Confluence/Forbidden Orchard), fetchlands (Arid Mesa/Prismatic Vista), shocklands (Hallowed Fountain), bondlands (Spire Garden), basics.

Assuming you take just what I listed there that puts you at 30 lands (minus basics). That gives you room for cards like Cavern of Souls, Reflecting Pool, Exotic Orchard, etc. Of course it totally comes down to how much you want to sink into your landbase, but it's a good place to start before tweaking things to your preference. You should keep at least one of each basic, or at least your main colours' basics for backup fetching. Battlelands like Sunken Hollow lose value the more you optimized your landbase due to lack of backs but are still good to take over say, bondlands. Since you already have them they'll do fine while also having the bonus of being tutored out by fetchlands.

Now that the wall of land-related text is over, time for the other cards you listed. Demonic Tutor is top tier, definitely get it if you have the money. Also look at Vampiric Tutor and Worldly Tutor. I personally like Dromoka, the Eternal, Kaalia of the Vast you already know how I recommend it, and Nesting Dragon is decent as a card but I don't think it'd work well here since you don't have a way to easily pop the eggs yourself. Future Sight is okay but I personally wouldn't run it in Ur-Dragon. Herald's Horn and Urza's Incubator I personally just take more mana rocks over but in your slower meta they could be decent picks. Mirari's Wake is amazing, and Nature's Lore you already know.

Since you're going this much into the deep end, once you get everything else set up first there's always the $$$$$ rocks like Mana Crypt, Mana Vault, Chrome Mox, and god forbid Mox Diamond waiting for you. Just, you know, they're worth entire decks alone so only go for them once you're fully satisfied on the rest of the deck lmfao

As for Force of Vigor I'd personally just cut Kilnmouth Dragon for it. Kilnmouth costs way too much mana for its effect when it'll generally have no counters, or at most 1-2 batches on it.

October 2, 2020 10:05 p.m.

TheOneDemon says... #21

Feiryn

Wow, lot of good info in there for me to mull over. Just a question with the lands that you pay life to tap for mana, how often do you think I'd end up lowering my health so much that it would cost me the game in the end? (As in, if I didn't use and and lose.... Say, 10 life from tapping them, I wouldn't have been killed?) Just a thing that's always kind of gone through my head with them ahah.

Also I have a Hunting Grounds on hold with a seller atm, where could I slot that in? I foresee some good fortune from that card.

October 2, 2020 11:32 p.m.

TheOneDemon says... #22

Hmmm, should I also slot in Mystical Tutor?

October 2, 2020 11:44 p.m.