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Dirty Damage-Doubling Dragons

Commander / EDH Aggro Dragons Tribal

Konglicker


This is going to be the first all-out aggro Commander deck I intend to build, and since it's a tribal deck, I'm hoping it's going to be cheaper than your average combo or "good stuff" commander deck. If and when I do build this, it'll be to lend to a friend to play alongside my Meren, Fine-Tuned by The Command Zone deck.

The mighty dragon leading this deck is Atarka, World Render. Far superior in the Command Zone than her following rendition as a Dragonlord, she grants double strike to all of my attacking dragons, dramatically increasing the damage output of the deck.

So, what is the goal of my deck? What is its image of victory?

The goal of the deck is to win by destroying my opponents with direct damage from combat-specialist creatures, and to do so as quickly as possible by ramping, cheating dragons into play and amplifying damage output.

Let's break down the cards into their major categories as seen in the The Command Zone's Deck Building template here: https://www.youtube.com/watch?v=yJ6m_3J1hjI&t=751s

THE STANDALONE CARDS: A majority of the cards in this category are going to be creatures that excel in combat, all of them dragons with very few exceptions. Dragons by the nature of their tribe have Flying, so they are already very difficult to block. Others have Firebreathing, or the ability to amplify their power until end of turn by pumping mana into them. Quite a few of them have abilities that trigger when you declare them as attackers or when they successfully land a hit on a player. What makes them the standalones in this deck is how they'll still be major threats on the board when Atarka is not in play. However, if she is, a bloodbath will ensue.

THE ENHANCER CARDS: There are multiple card types that fall under the enhancer category, and they serve multiple purposes. My basic enhancers are cards that reward tribal synergy, anthem my team or grant them all a new ability like trample (the best to have in this deck). While Ramp cards are universally appreciated in all decks, they can be considered Enhancers in this deck almost exclusively, because Dragon spells are by definition very expensive to cast. If I don't ramp quickly and I don't hit my land drops every single turn, then I will never reach a state where I'm able to cast multiple dragons per turn--something I will have to do should I ever fall victim to a board wipe. Cards that reduce the casting cost of my Dragon spells are critical enhancers, allowing me to have a winged beast on the board as early as turn 4 or even 3 if I'm lucky. There are other enhancers that allow me to search my library or a small part of it and cheat a Dragon directly into play; one could classify these cards as Enablers, too. There are cards of multiple types that have effects granting me an additional combat phase. In a deck focused on killing opponents with creatures, these cards are immeasurably powerful when on the field with Atarka and several other dragons. It's not uncommon to take 75% of an opponent's starting life total, if not all of it, in a single turn in that situation.

THE ENABLER CARDS: Recursion cards will be the most important type of Enabler in my deck, as board wipes hit me very hard. Cards that would be classified as Removal that can get around "indestructible" (like exiling or forcing my opponents to sacrifice) are also considered enablers, since damage-resistant permanents are the only ones my dragons have to worry about (especially that bastard Blightsteel Colossus). Since the Red and Green pool of card draw is limited, draw spells can be considered enablers as well. I want to dump my hand onto the board as fast as possible, so it needs to be refilled consistently. Wheel effects (cards that force me or, preferably, the whole table, to discard their hand and draw 7ish cards) will be my card draw of choice, since I'll only play a wheel spell if its the last card in my hand.

RAMP CARDS: As stated earlier, cards that reduce the casting cost of my Dragons will be the best ramp my deck can offer. All other ramp spells need to fetch lands and put them directly onto the battlefield, tapped or untapped, and not into my hand.

DRAW CARDS: As stated in the Enabler section, my Draw spells will be mostly wheels or wheel-esque effects. Cards that let me draw and then discard unnecessary spells work just fine too.

REMOVAL CARDS: Single target removal cards for my deck will come in the form of "fight cards", or cards that pit one of my creatures against one of my opponent's. In this scenario, my Dragons will almost always win thanks to the various anthems they'll receive. Green is naturally very anti-artifact, so there will be plenty of hate in that department. Cards that force my opponents to sacrifice things are needed too, as sacrificing gets around indestructible. That effect is not very common in red or green.

BOARD WIPE CARDS: As a red deck, mine contains board-wiping effects that come from spells or abilities that take combat damage, received and/or dealt by me, and replicates it or redirects it to every other creature or player. This both wipes the board and amplifies the amount of damage my primary target receives. Red spells that deal a fixed amount of damage to all creatures and players fit the bill too.

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Date added 7 years
Last updated 6 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

38 - 0 Rares

19 - 0 Uncommons

12 - 0 Commons

Cards 100
Avg. CMC 4.82
Tokens Dragon 5/5 R, Dragon 6/6 R, Monarch Emblem
Folders Possible Commander Builds
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