Eternal Dragon can be useful, Mirari's Wake is worth it if you can afford it.
June 22, 2015 10:09 p.m.
Jakael10, thanks for the suggestions. Steel Hellkite is on my list. That dragon wrecks shop, lol. Mirari's Wake would be great in this deck, I just have to decide if I'm willing to buy it.
June 23, 2015 12:19 p.m.
Didgeridooda says... #4
I see a couple things here.
I do not like ramp things that put land cards into your hand without putting any on the field as well. I know this was said before, but Cultivate, Kodama's Reach, Skyshroud Claim(2 basics untapped), Explore are all part of my auto add ramp package into a new EDH deck that has green.
Wood Elves is good too. Temple Garden is very much worth trading for/buying. It can be fetched out by nature's lore, wood elves, and skyshroud claim.
Do you normally play one on one? I am not a big fan of the pump spells in a multiplayer setting. They are underpowered in a 40 life setting, and provide an overall card disadvantage.
Speaking of card advantage, another super card that is sort of in your "if I really like it" range is Greater Good I can not say enough about how amazing this card is. Especially in a GW deck since those are already limited in draw. Recycle is another really good draw engine that is cheap, and worth giving a shot. Turns your land drops into cantrips. If you add more ramp, Staff of Nin is also not bad.
38 lands seems fine in here. Once you get some draw going, you will see a big difference. Chord of Calling is something that is good for you since you are creature light.
Some spot removal might help you out as well. Beast Within, swords, path, Krosan Grip are all good. Grip is one of the best things there is at combo stopping. Hall of Gemstone is a control hoser if you have issues with that.
I see what you are doing to get your game moving, but relying on your commander too heavily is not the best strategy. When I first made Omnath that is how I built it. He would win big sometimes, but if he got tucked, or repeatedly killed (I have paid a 30 mana commander tax on him before) I was out of luck. I eventually started concentrating on the deck more then using the commander.
You can still do big things with your commander, just make the cards that enable it high impact. Concentrate on hexproof, trample, unblockable type stuff, and drop the dink, and dunk pump.
You have a good base, and a really cool commander. I have not played around with bolster yet, but I love dragons. I have a little collection I got together way back. I hope this helps you some. If you have any specific questions about match-ups that you have let me know.
June 26, 2015 4:33 p.m.
Didgeridooda, thanks for the advice and suggestions.
I have already ordered a few better ramp cards for the deck. They should be here any day.
I started playing this deck in a one-on-one format but now I play just as much multiplayer. You are right, the deck relays heavily on Dromoka, the Eternal and late game doesn't have as much to offer.
I am thinking it might be smarter to trade some one-time-use pump spells for artifacts that stay on the field or enchantments that offer a lasting effect.
After I make some changes and playtest more, I will give you an update.
Thanks again.
June 26, 2015 5:17 p.m.
Since you have a lot of enchantments (including a lot of auras), maybe Dowsing Shaman could be of use? If you want a lot of counters on your creatures, Dragon Blood, Gleam of Authority or Echoes of the Kin Tree, might be of use.
For some card draw, you can use Momentous Fall, Harmonize or Fruit of the First Tree. Maybe a Dreamstone Hedron or Hedron Archive for both ramp and draw.
You could switch one of your instants (like Giant Growth or Titanic Growth) for Phalanx Formation, which might surprise your opponent when used on your commander (and deal double the damage). Very effective if he also has Trample.
I will say that I am not the most experienced Commander player, so don't follow my suggestions blindly. I'm just mentioning some cards that might be of use for you.
November 19, 2015 6:59 a.m.
Junius, thanks for the suggestions! I will definitely be looking into getting some of those cards.
November 19, 2015 1:01 p.m.
Does the Dragon tribal of this deck really make it better than Sigarda, Host of Herons? She seems to be better with her nigh-Indestructibility.
December 7, 2015 8:23 p.m.
NewHorizons, while Sigarda, Host of Herons is powerful, Dromoka, the Eternal's bolster ability is very strong and is an important factor for winning with Commander damage.
December 7, 2015 8:50 p.m.
Collected Company may have a use here, to help you search for creatures.
December 8, 2015 9:51 p.m.
Looks like a really fun deck!
Some thoughts:
- You asked about draw. Drumhunter maybe? I also LOVE Shamanic Revelation, but I'm not sure if you have enough dudes on the board at any given time to make it consistent. Maybe something to think about though.
- I really like unblockable in a Voltron build, to make sure I can get every last point of damage. Some things that might work for you: Trailblazer's Boots; Spirit Mantle; and Unquestioned Authority
- Looks like you have a bunch of "when, whenever, and at" effects ... might get some good synergy from a Strionic Resonator.
- Forgotten Ancient can get pretty bonkers, especially if you have a bunch of spellslingers in your playgroup.
- It may just be a "win more", but Pathbreaker Ibex might be fun.
- I'm actually not a huge fan of Extraplanar Lens nor Gauntlet of Power, due to the group hug aspects. but that's just me.
- Clockwork Dragon seems a little out of place, just because you're pulling tokens off instead of putting them on.
- On the land side, maybe some Oran-Rief, the Vastwood and Sunpetal Grove?
Jakael10 says... #1
Steel Hellkite
June 22, 2015 10:02 p.m.