"The Ur-Dragon himself is but one of my many faces, which I take off and on like a glove. When I come, the void will empty and dragons will pour forth into the world to attain our long awaited dominance."

Welcome to my Scion of the Ur-Dragon primer! I have been playing Scion since the Draconic Domination precon deck first released in 2017, and since then have piloted it to victory through many, many commander games. What you see here is the result of five years of thoughtful refining and playtesting. The brood is finally ready! While his shinier namesake has become more popular among the Timmies of the world, there's no question that the Scion has always been the more powerful and practical leader of the dragon tribe. The ablity to tutor dragons into our graveyard at instant speed while also becoming a copy of any dragon in our deck until end of turn is simply unparalleled. Dragons have always had great toolbox properties, and Scion allows this to be on full display. There's no point in ramping into hard-casting powerful dragons only to have them die pathetically to a four or five mana board wipe before we start having fun. Its far better to instantly make Scion into the best dragon for the moment while using extra activations of his ability to stack the graveyard full of our favorite dragons to recur en masse later.

You might enjoy Scion of the Ur-Dragon if-

  • You dream of bombing the battlefield with an armada of Dragons
  • You want to play a dragon deck that is resilient
  • You're not afraid to fight a bit dirty
  • You like flexible, toolbox approaches to deckbuilding
  • You appreciate an aggressive deck that nonetheless requires careful thought to win
  • You like five-color decks
  • You want to play the Ur-Dragon himself every game, early, without paying nine mana

You might not enjoy Scion of the Ur-Dragon if-

  • You hate swinging stuff sideways
  • You prefer control decks
  • You fear becoming the archenemy at the table
  • You like group hug decks
  • You like hard-casting all your dragons honestly, and love paying nine plus mana to cast the Ur-Dragon

One thing that is not super intuitive to playing Scion of the Ur-Dragon is properly using his ability. As such, its important to break it down in detail so that you know what to be doing with it each turn, because you should be using it during your turn, and ideally during your opponents' turns as well. In short, Scion's ability involves paying two mana of any color to tutor a dragon from your library into your graveyard. Scion then becomes a copy of this dragon until the end of turn. Importantly this ability uses the stack like any other activated ability, and does not require tapping. This means that it is possible to activate Scion's ability multiple times, but once it resolves, it will become a copy of the chosen dragon until the end of the turn and loses the ability. Let's make some key observations about this-

1) To begin with, that means that this deck tends towards a toolbox approach. Dragons in magic have lots of useful abilities, and Scion allows us to take advantage of them at instant speed. Becoming a copy of a dragon does not cause it to enter the battlefield, however, which means that dragons with enters-the-battlefield abilities are less desirable in Scion. Activated abilities, passive keyword abilities, and on-attack abilities, on the other hand, are highly desirable as we can make Scion a copy of what we need and use said ability to get ahead. In particular, hexproof or abilities that allow us to regenerate or otherwise protect Scion in particular are important as we can respond to removal by, for instance, making him a copy of Silumgar, the Drifting Death at instant speed. We usually won't use Scion's ability for something else until we are ready to attack or otherwise know that we are safe, because he is most vulnerable when he is tranformed or when we don't have enough mana to use him. This toolbox approach also means that to play this deck effectively we really need to have good knowledge of each dragon in our tribe and know when to use each piece. We'll include a section later on how to best use each dragon.

2) The fact that Scion also tutors to the graveyard adds another layer, however, namely that this deck lends itself heavily to graveyard recursion. Since we are easily able to put any dragon we want in our yard at instant speed, Reanimate effects that cheat them out onto the battlefield permanently are a desirable option here. Scion is even able to do this himself by becoming a copy of Teneb, the Harvester and reanimating dragons himself. Beyond individual recursion spells, however, our ability to tutor multiple dragons within a turn means that mass recursion is great as well. If an opponent plays a board wipe, we can spend all our available mana in response to tutor multiple dragons into the graveyard, and then bring them back the following turn with Living Death, Haunting Voyage, or Patriarch's Bidding.

3) Given the above realities, we generally want to be attacking on our turn, taking advantage of our tribe's many on-attack abilities, while we also want to hold mana open to activate Scion's ability on our opponent's turn if necessary. We'll generally avoid hard-casting our dragons or other expensive spells, as doing so will often mean either leaving Scion vulnerable during our opponents' turns due to a lack of mana to use his ability to protect himself, or taking time off from attacking so that we can hold mana open, neither of which is desirable. As such we won't be bothering with ramp pieces like Urza's Incubator that don't help us to cast Scion or Belbe's Portal type effects to cheat dragons out- we have the graveyard for that! What we are willing to cast on our turn our recursion pieces and Asceticism and other key protection pieces. Another implication of this is that haste is incredibly important with this deck, as if our dragons have haste they can be mass recurred to kill the table that same turn. For this reason we are playing multiple pieces that give our dragons haste so that we can be sure to always have it. It is also worth mentioning that this is why Fires of Invention is an incredible piece in this deck, in that we have very little instant speed interaction, and this allows us to cast any two spells for free on our turn while leaving all of our mana open to activate Scion's ability on our opponents' turns.

In the early game, as in most decks, our priority will be ramping and getting our board going. We will need all five colors in order to be able to cast Scion, so we want to fix and ramp as much as possible so that Scion's engine can get going. This deck is all about using the commander, and once he's on the field we can use his ability to transform and protect him, and will be able to use additional mana to pull up other support pieces and such. Since we want to get him out first, ramping is the priority, and we're running every two mana land ramp card there is along with the usual Cultivate, Kodama's Reach, and the best rocks we have including Chromatic Lantern for superior fixing. We're also playing the slow fetches (for budget reasons, by all means play the real ones if you have them), which can get us the colors we need. We'll cast Scion as early as we can, though if we are ramping well we might wait till we have seven mana available so we can protect him with his ability (by making him a copy of Silumgar, the Drifting Death) if our opponents seem jumpy about hating him out right away.

Other than that, we will mostly focus in this phase on getting key, efficient support pieces on the board. Getting a haste enabler like Dragon Tempest, a card draw piece like Tome of Legends, or a protection piece like card:Lightning Grieves is highly desirable. We won't be able to afford the likes of Asceticism yet while still keeping mana open for Scion's ability, so we'll save those for the next phase.

During this phase, we'll begin attacking, using our dragon toolbox to deal with threats, and filling our graveyard with dragons to pull back out later. Generally, we'll attack with Scion on our turn, and use his ability to make him a copy of something that we want, but will hold the rest of our mana open to activate him during our opponents' turns to protect him or just to stock something in the graveyard that we can use later. This is why Fires of Invention is so good in this deck- we can play up to two spells for free and then save our mana for future Scion activations.

My favorite dragon to use first is The Ur-Dragon himself. This might scare your opponents into targeting you early, so use at your own discretion, but nothing is quite so good as humbling an opponent with ten commander damage out of the gate, drawing a card, and playing a free permanent. What's better is that The Ur-Dragon will be in our graveyard for easy reanimation later. I also like to use Scion's ability, usually on my opponent's end step before my turn, to pop Bladewing the Risen into the yard. Bladewing is so good because we get a two for one with reanimator effects in order to start building our Armada quickly. If we can afford it is also nice to get one of our two angel "lieutenants," Maelstrom Archangel, out in order for more free value.

As far as reanimation goes, we are more than happy to start cheating key dragons out of the yard with Reanimate, Stitch Together, Animate Dead, Diabolic Servitude (the gift that keeps on giving), and Necromancy. Even if we don't have these cards, we can get it done with Scion by making him a copy of Teneb, the Harvester.

Some other dragons we might use at this point are Spellbound Dragon if we need to refill our hand, and Savage Ventmaw if we want some serious ramp. We're also feel free to use Green Sun's Zenith and Tooth and Nail to tutor specific dragons we want onto the battlefield, as well as dragon-based answers to our opponents' boards such as Vaevictis Asmadi, the Dire, Tyrant's Familiar, Balefire Dragon, Silumgar, the Drifting Death, or Steel Hellkite. Of course, any dragon will do for creature removal or damage if Dragon Tempest is already on the board. If an opponent is gold-fishing too quickly for us, we can wipe him while leaving our own board intact with Crux of Fate or Kindred Dominance.

We'll love it if we can get protection pieces for our board or Scion out like Asceticism, Whispersilk Cloak, or Lightning Greaves. Of course, as always, we'll hold up some mana in case we need to protect Scion by making him a copy of Silumgar, the Drifting Death or Quicksilver Dragon.

This is where we achieve true Draconic Domination! This deck is very resilient and can win in a lot of ways, but victory tends to follow certain paths.

1) The Instant Armada

This is the most satisfying win, and fairly common one where we win by reanimating dragons from our graveyard en masse to win the game in a turn or two by bombing everyone with dragons. We'll achieve this by using Scion's ability to load the yard, and the playing Living Death, foretold Haunting Voyage, or Patriarch's Bidding on our turn. One Dragon that is critical to have in our yard or on the board in order to do this effectively is Karrthus, Tyrant of Jund, as it can give us haste and thus lessen our opponent's chance to respond. Scourge of the Throne can also help by giving us an extra combat step, and deck:Utvara Hellkite can double our dragons for extra firepower. Atarka, World Render also aids us in getting enough damage to finish the job. This is especially satisfying with Living Death, as we can snap away victory from the jaws of defeat, which is why it is one of the best cards in the deck.

2) The Battle Anthem

If we have a good board of dragons going, we can pump them in unexpected ways to get the job done. Our second angel lieutenant, Gisela, Blade of Goldnight, can double our damage, as can Atarka, World Render. Dromoka, the Eternal is a sleeper dragon that can bolster our dragons turn after turn, and Crucible of Fire is always better than you think it's going to be, particularly in combination with one of the above options. If your opponents don't deal with them quickly, they'll be dead before they know it.

3) The Infect Kill

Tainted Strike is so good. I can't count the number of times where I had the option to use it in the first few turns of the game to kill an opponent after making Scion a copy of The Ur-Dragon and playing it. It's a three -mana player kill. I usually don't do it right away because that's not much fun for the person who dies early, but I've definitely used it later to finish off the player with a comfortable life total before killing the others with dragon bombardment. We're also running Skithiryx, the Blight Dragon (aka "Skittles"), who can do the same thing to another player if you've found a way to pump him to ten (or you can do it with Scion if you made him into Vorosh, the Hunter the turn before. Infect has never been strong in commander as a total strategy, but it can be so good as a way to knock out a dominant player that you'd otherwise have a hard time killing so that you can finish off the rest in a leisurely manner.

4) The Voltron Kill

As with the above, Voltron has never been great as a total strategy in commander, but often has been great as a way to knock out a single dominant player, and that is true here as well. We have many, many, ways to pump Scion in this deck, making voltron a viable option, particularly in concert with one of the anthems mentioned above. Many of the dragons in our list have the ability to pay mana to pump then (which will allow them to do lots of commander damage if Scion is a copy of said dragons), so we'll just mention the best ones here. At the top of the list is Moltensteel Dragon, who will allow us to use our excess life total to pump Scion as much as our life total will allow. This is a really great finisher against a problematic player. Life is a resource after all, so we might as well use it! If we're light on mana Spellbound Dragon is another good option as we'll often have a big, juicy dragon to discard in order to power him. I remember very vividly a game where this card was the difference between a win and a loss, and I was so glad to have it. If you spend some time studying the dragons in this list and their many synergies you'll quickly see how easy the voltron pump kills can be to accomplish with the right combination.

5) Blow by Blow

Sometimes you don't need to do anything fancy, and if you can get ahead early and keep hitting them blow by blow with dragons you'll win. For example, recently I ramped hard in the first few turns and hard-cast Dromoka, the Eternal on turn four just because I could, and followed up by hardcasting Karrthus, Tyrant of Jund on turn five and got the bolster engine going, much to my opponent's terror. They tried to remove Scion on turn 6 and failed since I made him a copy of Silumgar, the Drifting Death and successfully removed Dromoka, but the damage was already done. I reanimated Bladewing the Risen whom I had stashed in my yard for such an occasion and pulled Dromoka back with him, and then made Scion a copy of Atarka, World Render to double-strike everyone into oblivion. It was a short, efficient game without using mass reanimation or even using Scion too much. This deck is pretty resilient if you play it correctly, and if you can get ahead early your opponents' often won't be able to recover.

When you have a toolbox, knowing your tools as well as what tools to use when is critical to success. In Scion we effectively have a dragon-based toolbox, and knowing what tool to use when is often the difference between and unsatisfying loss and an epic win. As such, I'll do my best here to explain how each of our dragons our used. I'll divide them into categories so that readers know what to prioritize.

Critical Tier 1 Dragons

These are the dragons that are the most critical to the deck's success, which you really don't want to leave home without. They play different roles, but each is a critical part to winning, and you'll see these most games.

1) Karrthus, Tyrant of Jund

If there is one dragon most critical to your success besides Scion himself it's this one. The difference between playing this deck before and after I got Karrthus is pretty dramatic. The first ability is very niche, but the ability to give all our dragons haste is of unparalleled importance. It's far less good if we mass reanimate our dragons only to give all of our opponents a full round to kill and board wipe them. It is far better to just swing in and kill one or all of them. He's less critical if we already have another haste spell on the board, but often enough we won't, and Karrthus is the haste enabler we can tutor which our opponents often won't see coming. I wouldn't leave home without him.

2) Teneb, the Harvester

This is both a Dragon tribal and a reanimator deck, and as with the above, we'll often have other spells to reanimate with, but this one is always on tap to be tutored up at instant speed. There are few things better than tutoring The Ur-Dragon on Scion and hitting with him the one turn, only to reanimate The Ur-Dragon and Bladewing the Risen permanently the next turn. Teneb makes these things possible. It's always comforting to have him in the 99, ready to be called to service at any moment as needed.

3) Bladewing the Risen

Have I mentioned this card enough yet? It's because he's just that good, and basically gives us a free, hand-picked dragon every time we cast or reanimate him. There's really not much more to say, other than that you'll play him every game and love it every time.

4) Silumgar, the Drifting Death

While we have other dragons which can help Scion protect himself, this one is the simplest and usually the best. For two mana Silumgar will give Scion hexproof, which will cause your opponents' spells to fizzle and their tears to flow. It's a bonus that when reanimated, he causes each of your dragons to give a -1/-1 debuff to your opponents' creatures on attack, creating a hidden board-wipe that gets around indestructible and other such annoying effects. Silumgar is definitely the cream of the crop.

Guardian Dragons

Instead of guardian angels in this deck we have guardian dragons! These are dragons that protect Scion when we make him a copy of them. While Silumgar, the Drifting Death is chief among these, there are others that are relevant as well.

1) Quicksilver Dragon

This is the card that will really make your opponents think twice about pointing removal at Scion. You just need to remember to have a single blue mana open in addition to the two you pay to make Scion a copy of him. Then you simply redirect that spell at the best thing of the person who targeted you (or something else on the board if there is something scarier, but that has less pedagogical value). Once you've done this enough, your playgroup will be jumpy about trying to remove Scion when you have mana open!

2) Skithiryx, the Blight Dragon

The flashiest thing about Skittles is his infect ability, but that is the least of this card's abilities. It's great when it works and you can get an infect kill, but it takes a lot of setup. Skittles is best for simply using his ability to regenerate Scion for in the event of a board wipe or a targeted destroy spell. Board wipes are less ubiquitous in commander these days, but among those that destroy creatures, regeneration will dodge the majority, and this is a great ability to have on tap. In addition to this his one mana ability to grant him haste can also help us get Scion swinging a bit early. While I played this deck without him successfully for many years, Skittles adds lots of utility to the deck that is always appreciated.

3) Kairi, the Swirling Sky

This card can both protect us from targeted removal while also providing upside in a board-wipe if you we can't save Scion. Ward is fantastic protection from targeted removal as your opponents won't often be willing or able to pay for it, and as such I'd use this piece before Silumgar if they are unable to pay the tax. In addition, both of the "dies" triggers are great here. Milling a bunch of cards and then returning instants or sorceries (especially reanimation spells) to our hand will speed our recovery. If there aren't good targets for this, getting revenge by bouncing a bunch of non-land permanents is great way to hose an opponent's ramp package or otherwise discourage them from messing with you in the future.

Disruptive Dragons

These are dragons that we can use to interact with our opponent's board to deal with problematic permanents and board states. Despite being in five colors we aren't playing lots of silver-bullet removal cards like card:Sword to Plowshares and such. If we did, we'd water down our dragon-based toolbox and slow down the deck, so we settle for sorcery-speed, Scion-based removal pieces instead. Usually we're the aggressor anyway, so we can afford to be less controlling. Each of these pieces are important to know because they play an important role in helping us overcome key opponents and win. It's also worth mentioning that these effect are repeatable turn after turn if we reanimate them from the yard.

1) Vaevictis Asmadi, the Dire

I'm surprised more dragon decks aren't playing this gem, because he's the best removal piece there is. When we attack with him each player must sacrifice a permanent of our choosing. This means hexproof, indestructible, you name it we can destroy it. This is because we are not technically targeting anything, even though we get the privilege of selecting what we want them to give up. Yes, we have to sacrifice something too, but to trade a land or a mana rock we no longer need for each opponent's best thing is an amazing deal. Don't sleep on this one, it's as premium of a removal card as you can get.

2) Tyrant's Familiar

This card is great because when we attack with it, we get to do seven damage to any creature, which is enough to kill the overwhelming majority of creatures in the format. There's nothing about it, this is removal stapled to a dragon. This card also is great because it gives us haste so that we can use Scion the turn we cast him, and he gives Scion +2/+2 to boot. He's also low enough cmc that we can hard cast him when we want to, which just makes this a great card all around.

3) Balefire Dragon

This is a board wipe targeting only one player which we can activate with Scion. This is great because we're aggressive and don't always have good blockers up, and that pesky token player might be gold-fishing and threatening to overwhelm us. We'll teach him good by bombing his whole section of the battlefield with dragonfire. It's death from above, as they say.

4) Steel Hellkite

This is the most absolute board wipe attached to a creature we've got, and in many cases is the ultimate solution to our woes. We just need to make Scion a copy of him, then attack and do damage. After that we pay x and all non-land permanents with cmc less that x are consigned to the dust heap. As with most cards, I remember well a game I won where this saved me. My opponent was running a populate deck and had an artifact based recursion engine which allowed him to keep copying an exiled Angel of Sanctions, which he then could populate to keep my stuff locked down. In the meantime, to tokens had haste, and he was chipping away at my life total. I had destroyed the tokens a few times but he could keep making more with his artifacts and some other pieces of his engine. Steel Hellkite got the job done. I was able to destroy all the pieces of his engine, along with other mana rocks and enablers to boot. Having cleared the obstruction, the game ended swiftly afterwards. Also, as an extra, this card also has the ability to pay mana to pump it to a larger size, which is always helpful when going for infect or commander damage wins. This is a solid card.

Utility Dragons

These are the dragons that grease the wheels and keep things moving smoothly for us. They don't win games on their own, but they often set us up to win.

1) Savage Ventmaw

Ramp and card draw wins games, as they say, so why not use Scion to give us a ton of green and red mana that doesn't leave our mana pool? This card is of especially good value if we play it early, as we can pay the two mana activation, attack with Scion, and have plenty of resources to set up our support pieces while still having some left for our opponents' turns. If we can recur it later, we'll have more mana than we know what to do with!

2) Dragon Mage

Ramp and card draw wins games, as they say, so why not use Scion to discard our hand once it is low (perhaps dumping some good dragons in the yard for later reanimation) and draw seven fresh cards. It is hard to state how good it is just to have this on tap for when our hand is low and need a refill. In another deck we'd have to hope to top-deck such a spell, but our commander gives us guaranteed access to it for two mana of any color. It's nice to have a commander that is also a tutor.

3) Old Gnawbone

Getting ramp in a dragon deck is great, and treasure is very on theme also. This dragon can immediately get us seven treasure tokens as a Scion target, which is a great value on its own, and if we get her onto the battlefield she will hoard us this value every turn. This card is a fabulous addition to the deck!

Pump it Up!

These are cards that help all of our dragons get bigger and do more damage, whether temporarily or permanently. It might seem like dragons deal enough damage on their own, but we get hate in this deck and we want to power up as much as possible.

1) Dromoka, the Eternal

Weirdly enough in the early days of playing this deck I wasn't super excited about this card, but my experience has taught me better. This card is just an engine that bolsters your whole team every turn. It gets out of control really quickly. It is also fairly easy to hard cast, which is a plus as well.

2) Kolaghan, the Storm's Fury

This one is a temporary effect, but a killer one nonetheless. When each attacking dragon adds up to an anthem that all attacking creatures get till the end of the turn, the game will be over quick, especially if one of those dragons is Atarka, World Render.

3) Spellbound Dragon

This is another dragon that I wasn't excited about at first and thought about cutting, until it helped me snatch victory from the jaws of defeat. The problem with many of our other pump activated abilities on other dragons is that we won't have enough of the right mana to power them. This simply lets us discard a card and pumps Scion (when it is a copy of spellbound) by the cmc, which is often a large number. This definitely helped me achieve a commander damage kill in a game when I wouldn't have been able to afford to otherwise. It's also useful just to loot sometimes when we need a card, especially when we can often just reanimate the discarded card later.

4) Moltensteel Dragon

We've mentioned this before in the win cons section, but as with Spellbound Dragon sometimes we need to resource other than mana to get enough damage for the kill, so how about using our life as a resource? This dragon has definitely finished out games for me and is not one to forget about.

Getting the Job Done

We are finally into our powerhouse dragons that finish the game!

1) Utvara Hellkite

We can go deep or we can go wide with our dragons (and sometimes both!), and this card follows the go wide strategy. Utvara gives us no less than a 6/6 dragon token for each of our attacking creatures. This fairly quickly can double our board presence and win games on its own. When you begin to think about the synergy with other things that care about numbers of dragons such as Scourge of Valkas your mins might explode. One key thing to know about using it though is that even if we have a haste enabler out, we still won't be able to attack with the tokens until our next combat. This is because in magic attackers are considered to be declared at the same time even if on-attack triggers use the stack, so once the tokens are created attackers will have been declared, and as such we won't be able to attack with them immediately. This is why the next card on our list can be so helpful.

2) Lathliss, Dragon Queen

Like Utvara Hellkite, Lathliss can get us dragon tokens, making her very powerful. Unlike Hellkite who gets these triggers on attack, Lathliss gets them on ETB, which makes her a worse Scion target but a far better mass reanimation target. If reanimated along with a few other dragons we will effectively double those extra dragons, and as we can do this before our attack step we can attack with them the same turn if we have a haste enabler on the battlefield. This is better than Utvara in that Utvara's tokens are created when attackers are declared, and as such cannot be declared as attackers themselves.

3) Scourge of the Throne

Sometimes one combat isn't quite enough to kill everyone, so why not two? This is especially good when Utvara Hellkite is in play, but it is always good. We only have to make sure that we don't have the most life, something Moltensteel Dragon can help us with if we need it and he's out.

4) Atarka, World Render

The only thing more powerful than doubles trike is a brood of double-striking dragons. Usually when I play this I win that turn, or the game is at least over in practice. It's that good. It might be tempted to play this early, but hold off until the time is ripe and you won't be disappointed!

5) The Ur-Dragon

It's ironic but perhaps fitting that I put Scion's namesake last since it is often the first dragon I copy each game. I'm confident I play The Ur-Dragon far more than those who have him as the commander, because I can get him out for two mana. Nonetheless he goes in the finisher category because he is great both early and late in the game. It's great to remove a quarter of someone's life total and half the commander damage they are allowed to take from you early in the game, while also putting any permanent we want onto the battlefield and drawing a card. It's then great to use a second or even third time later in the game when it can have even more impact, drawing more cards, having more permanents you can cheat in, and doing tons of damage, especially if pumped by Atarka, World Render or other effects. I play Scion because I respect The Ur-Dragon too much to have him functioning as a glorified Urza's Incubator from the command zone. Free The Ur-Dragon by playing Scion of the Ur-Dragon! I rest my case.


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92% Casual


Revision 11 See all

(1 year ago)

+1 Ancient Gold Dragon main
+1 Ancient Silver Dragon main
-1 Kairi, the Swirling Sky main
-1 Spellbound Dragon main
Top Ranked
Date added 3 years
Last updated 1 year

This deck is Commander / EDH legal.

Rarity (main - side)

11 - 0 Mythic Rares

44 - 0 Rares

21 - 0 Uncommons

11 - 0 Commons

Cards 100
Avg. CMC 4.41
Tokens Dragon 5/5 R, Dragon 6/6 R, Faerie Dragon 1/1 U, Morph 2/2 C, Treasure
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