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Scion of the Ur-Dragon: Every. Dragon. Ever.

Commander / EDH

MTGBurgeoning


Opponent(s):

"Who's your Commander?"

Me:

"Every. Dragon. Ever."

Scion of the Ur-Dragon

Legendary Creature - Dragon Avatar

Flying 4/4

: Search your library for a Dragon permanent card and put it into your graveyard. If you do, Scion of the Ur-Dragon becomes a copy of that card until end of turn. Then shuffle your library.

Utilizing Scion of the Ur-Dragon as an EDH General/Commander allows us to include any of the over 200 dragons from Magic's history in our 99-card deck. Regardless of which dragon Scion becomes, the combat damage dealt by THE CARD is considered General/Commander damage. Being a General/Commander is a property of THE CARD and when Scion THE CARD becomes a copy of another creature its damage is dealt as General/Commander damage. Now that Scion has been introduced, let's introduce the other dragons!

THE SCION SQUAD (28)

Dragonlord Ojutai: This Azorius Lord of Dragons sports a fashionable 5/4 flying body for just . Also included is a wonderful Anticipate trigger if Ojutai connects with an opponent for combat damage. Often I slam into Scion in order to fizzle a spot-removal spell targeting our beloved Commander, as long as Scion's untapped, of course.

Scalelord Reckoner: Similar to Dragonlord Ojutai and a slew of other dragons in this deck, I employ The Reckoner as protection from any opponent attempting to target Scion. The Lord of Scales acts as a deterrent to targeting our dragons or a surprising piece of retribution if we pay and turn Scion into The Reckoner after an opponent targets our General.

Dragonlord Dromoka: Dromoka can't be countered. As a 5/7 flier with lifelink for his stats are proportionate. However, denying our opponents the ability to cast any spells during our turn is very powerful and potentially game-ending.

Hellkite Overlord: 8/8. Flying. Trample. Haste. Fire-breathing. All of this for or a quick into Scion. BONUS: Don't sleep on this Overlord's : Regenerate ability. There are only two dragons in Magic: The Gathering's history with greater power than the Hellkite Overlord. One costs and the other costs and neither of them have haste, trample, fire-breathing or can regenerate. This biggun is in rarefied territory. A kicked Rite of Replication that targets this Hellkite puts 40 trampling power with haste onto the battlefield. Did I mention that The Overlord is not legendary? Those tokens stick around!

Silumgar, the Drifting Death: Hexproof. Hexproof. Hexproof. This Dimir dragon's hexproof ability helps to keep Scion from being targeted. He is also the only dragon in the entire deck that will not draw a card from a Temur Ascendancy trigger. His -1 -1 ability can wipe out swarms of tokens or larger creatures if Silumgar's got any buddies in the sky with him. Silumgar's inclusion is primarily for protecting Scion.

Terror of the Peaks: Whenever another creature enters the battlefield under our control, Terror of the Peaks deals damage equal to that creature's power to any target. With Terror of the Peaks on the battlefield onto our control, it acts as a personalized Pandemonium for each subsequent dragon coming into play under our control. Even better, hitting a mass recursion spell such as Living Death, Patriarch's Bidding and/or Rise of the Dark Realms with Terror of the Peaks in our graveyard can be game-ending. Lathliss, Dragon Queen, Dragonlord Kolaghan, Utvara Hellkite and Scourge of Valkas approve.

Chromium, the Mutable: A flying, 7/7, flasher that can't be countered grabs my attention all day long. For the purposes of Scion, The Mutable has the ability to grant hexproof and become unblockable, albeit with a less impressive 1/1 body. Aside from protection, Chromium offers combo potential. Activate Scion's ability and then activate it a second time, placing two Scion activations onto The Stack. As the second activation begins to resolve, we can choose one of our many fire-breathing dragons to give Scion +X +0. After the second activation resolves, we choose Chromium, the Mutable with the first activation. After discarding a card, we end up with an unblockable 1/1 human with hexproof that gets +X +0 until end of turn. This combo allows us to push through with the last points of Commander damage and eliminate an opponent.

Wasitora, Nekoru Queen: When this Jund Cat Dragon deals combat damage to an opponent she forces that opponent to sacrifice a creature. If they can't sacrifice a creature, well, who doesn't want to create a 3/3 flying Cat Dragon creature token??!

Hellkite Tyrant: That's a nice-looking Mana Crypt. I don't think I've ever played a game with more than one Sol Ring. That Blightsteel Colossus does not look friendly. Is it coming my way? Well, let's pay and change Scion into the Hellkite Tyrant and gain control of some of those wonderful artifacts. Remind me, do EDH/Commander players play with powerful artifacts!?

Atarka, World Render: This Gruul dragon is a 6/4 flying trampler for . Meh. It's Atarka's double-striking ability that makes this dragon an automatic inclusion in a Scion deck. CAUTION: Activate Scion to become Atarka, World Render prior to declaring attackers or Atarka's ability will not trigger.

Utvara Hellkite: This 6/6 flier from Return to Ravnica creates a 6/6 flying dragon token whenever any dragon we control attacks. CAUTION: Activate Scion to become Utvara Hellkite prior to declaring attackers or the Hellkite's ability will not trigger.

O-Kagachi, Vengeful Kami: You attacked me last turn? Okay, let's swing with Scion and before combat damage we change Scion into our Vengeful Kami and EXILE ANY NONLAND PERMANENT that opponent controls. WHOA. Hell hath no fury like O-Kagachi scorned.

Skithiryx, the Blight Dragon. This is mean. This is nasty. This is hate-inducing, rage-quitting and eye-rolling. I get it. Skittles is included, however, to eliminate any blue mages who plan to control the entire game. Along with its partner-in-crime (Moltensteel Dragon), Skithiryx is one part of a popular two-part Scion combo that can be used to eliminate an opponent with 10 poison counters through multiple activations of Scion. Skithiryx's regeneration for is useful to protect Scion if we play a game without any permission decks.

Balefire Dragon: This 6/6 flier can eliminate an opponent's entire army. If it deals combat damage to an opponent it's going to deal that much damage to each creature that opponent controls. Balefire Dragon is dealing a minimum of six points of Commander damage (through Scion) and a potential opponent board-wipe. The Balefire Dragon serves Scion well.

Steel Hellkite: This artifact creature's inclusion if based on its ability to destroy nonland permanents (under the right circumstances, of course). Its generic-mana-fueled +1 +0 is a nice bonus. This Hellkite replaced Scourge of Kher Ridges from the initial construction of this deck.

The Ur-Dragon: Do you remember the aforementioned dragons that boast higher power than the Hellkite Overlord? Well, here's the one that costs . As a 10/10 flier and the namesake of our beloved Scion, The Ur-Dragon draws us cards AND puts permanents onto the battlefield. His power level is through the roof and his absence as the General/Commander of this deck is questioned often. CAUTION: Activate Scion to become The Ur-Dragon prior to declaring attackers or the abilities of The Ur-Dragon will not trigger.

Nicol Bolas: The original. The one and the only. This big, bad, voodoo daddy will force an opponent to discard their hand if he deals combat damage to them. I prefer to employ NB against blue mages who want to control all aspects of a Commander game through permission. It's hard to do that with zero cards in their hand.

Terror of Mount Velus: This 5/5 flying double-striker from Theros Beyond Death provides another double-striking resource for Scion. The Terror's enter-the-battlefield trigger after a mass-graveyard recursion can be game-ending. CAUTION: Activating Scion and becoming The Terror will not provide double strike to our other dragons as it did not enter the battlefield. This game-ender from Mount Velus replaced Gruul Signet from this deck's initial construction.

Scourge of the Throne: This 5/5 flier with dethrone from original Conspiracy can act as a finisher. If we're able to trigger the dethrone mechanic we can untap our creatures and attack again. Many games have been closed out by this Scourge!

Dragon Tyrant: 6/6. Flying. Trample. Double-strike. Fire-breathing. This Tyrant is THE ULTIMATE ONE-SHOT AND FINISHER in this deck. His converted mana cost and tax every turn to keep him on the battlefield are restrictive, but with Scion, we can rent Dragon Tyrant for a turn by tapping .

Drakuseth, Maw of Flames: Drakuseth debuted in Core Set 2020 and I AM STILL IN AWE of this specimen. A 7/7 flier for is acceptable. However, have you seen that attack trigger?! When Drakuseth attacks, it deals 4 damage to any target and 3 damage to each of up to two other targets. That's THREE TARGETS at 4, 3 and 3 points of damage, respectively, when it attacks. Combat damage for 7 points and an attack trigger for up to 10 additional points of direct damage. THAT'S 17 POINTS OF DAMAGE!!! FROM ONE CREATURE!! DURING ONE ATTACK PHASE! This is EDH/Commander, there are targets EVERYWHERE. Drakuseth deserves more respect. What if we pair Drakuseth with a Scourge of the Throne trigger and sling damage to SIX TARGETS in one turn!??! With combat damage and direct damage THAT'S 34 TOTAL DAMAGE! Drakuseth is unbelievably amazing and does not get enough love. Drak should be the most feared dragon at the table (excluding Skithiryx, the Blight Dragon). When released this magnificent creature easily replaced Rakdos Signet from this deck's initial construction. CAUTION: Activate Scion's ability to become Drakuseth, Maw of Flames prior to declaring attackers or its abilities will not trigger.

Kokusho, the Evening Star: A 5/5 flier for is okay. A 5/5 flier for that when it dies each opponent loses 5 life and we gain life equal to the life lost this way is AWESOME. Kokusho is a fantastic target for a kicked Rite of Replication. When the five tokens of Kokusho enter the battlefield, the state-based effect of the Legend Rule applies before triggers hit The Stack. Five of these creatures die due to the Legend Rule. After choosing which five creatures die among Kokusho, the Evening Star and the five tokens of Kokusho (the tokens of course), the five tokens have their five triggers placed on The Stack. The result of these five triggers resolving from The Stack? Each opponent loses 25 life and we gain X*25 life where X is equal to the number of our opponents.

Dragonlord Kolaghan: This 6/5 flying, hasty dragon from Dragons of Tarkir grants our entire squad haste, which is a fantastic ability when we mass-recur our dragons from the graveyard. His latter ability is nearly futile in our chosen format, but not always (Relentless Rats, Rat Colony, Shadowborn Apostle, Persistent Petitioners).

Yosei, the Morning Star: A 5/5 flier for is okay. A 5/5 flier for that when it dies target player skips their next untap step and we tap up to five target permanents that player controls is AWESOME. Yosei is a fantastic target for a kicked Rite of Replication. When the five tokens of Yosei enter the battlefield, the state-based effect of the Legend Rule applies before triggers hit The Stack. Five of these creatures die due to the Legend Rule. After choosing which five creatures die among Yosei, the Morning Star and the five tokens of Yosei (preferably the tokens), the five tokens have their five triggers placed on The Stack. The result of these five triggers resolving from The Stack? Five skipped untap steps and 30 tapped permanents.

Bladewing the Risen: A 4/4 flier for is terrible. Giving dragons we control +1 +1 for is okay. Bringing any dragon from our graveyard to play when Bladewing enters the battlefield is fabulous! CAUTION: Activating Scion's ability to change into Bladewing WILL NOT bring a dragon from the graveyard to the battlefield. In a pinch, Bladewing is a fantastic target for a kicked Rite of Replication. When the five tokens of Bladewing enter the battlefield, the state-based effect of the Legend Rule applies (no Mirror Galaxy here) before triggers hit The Stack. The five tokens of Bladewing enter the battlefield for a grand total of six Bladewings (including the original). Five of these creatures die due to the Legend Rule. After choosing which five creatures die, the five tokens have their five triggers placed on The Stack. These five triggers resolve from The Stack and we return five dragons from our graveyard to the battlefield. To create some added spice, choose four of the Bladewing tokens and the original Bladewing the Risen to die, leaving one token of Bladewing on the battlefield. After these five creatures die due to the Legend Rule, include Bladewing the Risen as one of the five recurred dragons and return A SIXTH dragon from our graveyard to the battlefield. More perversely, the process of recurring the original Bladewing the Risen with its own enter the battlefield trigger can be repeated infinitely. As long as a token copy of Bladewing is under our control, when Bladewing the Risen enters the battlefield we choose it to die due to the presence of the Bladewing token (Legend Rule). Then the enter the battlefield trigger of Bladewing the Risen is placed on The Stack, bringing Bladewing the Risen back from the graveyard to the battlefield. It can be stopped by choosing the Bladewing token to die when Bladewing the Risen enters the battlefield. Dragon Tempest, Scourge of Valkas, Temur Ascendancy and Lathliss, Dragon Queen approve.

Scourge of Valkas: This unassuming 4/4 flying and fire-breathing dragon from Magic 2014 adds a different wrinkle to our dragon-centered game plan. Whenever the Scourge or another dragon enters the battlefield under our control, it deals X damage to any target, where X is the number of dragons we control. A ping-enabling dragon! Additionally, this is THEE TARGET for a kicked Rite of Replication: as five copies of Scourge of Valkas enter the battlefield, the five copies and the original Scourge of Valkas will all see each other at the same time. This equates to 30 triggers of six damage each for a total of 180 damage. That should end the game.

Lathliss, Dragon Queen: Long live the queen! As a 6/6 flier that pumps our dragons +1 +0 when we spend , she's acceptable with those attributes alone. However, creating a 5/5 flying dragon creature token each time a nontoken dragon enters the battlefield under our control cements her as a must-have!

Moltensteel Dragon: This dragon's Phyrexian mana fire-breathing ability has more applications than merely coupling it with Skithiryx, the Blight Dragon in order to poison an opponent to death. Okay, so, here's the popular combo: With Scion in play pay to activate Scion's ability and then, in response, pay another to activate it again. With two activations of Scion on the stack, the second activation of Scion resolves first. We will change Scion into the Moltensteel Dragon. During this second activation of Scion we pay 12 life of Phyrexian mana through the Moltensteel Dragon in order to give Scion +6 +0. THIS EFFECT REMAINS ON THE CARD AND DOES NOT LEAVE UNTIL END OF TURN. REMEMBER: THE CARD IS OUR GENERAL/COMMANDER. As the second activation of Scion resolves from the stack, the first activation is next. We will choose Skithiryx, the Blight Dragon. Upon resolution of the initial Scion activation, we have a 10/4 flying dragon with infect (among Skithiryx's other abilities) and can eliminate an opponent through combat via poison counters. Generally this combo is enacted right before the combat damage step. The Phyrexian mana fire-breathing ability of the Moltensteel Dragon also pairs nicely with Dragon Tyrant, Hellkite Tyrant, The Ur-Dragon as well as the next dragon on our list.

Okay, so we've spent some time getting acquainted with the Scion Squad. However, the entire deck isn't just dragons. Here are the other spells in this Scion of the Ur-Dragon build:

TARGETED REMOVAL (8)

Swords to Plowshares: Exile a creature for and its controller gains life equal to that creature's power. This is the best removal spell in EDH/Commander. DISCLOSURE: I've targeted my own creature with this spell when lethal damage was imminent.

Path to Exile: Exile a creature for and its controller gets a basic land card. This is the second-best removal spell in EDH/Commander. DISCLOSURE: I've targeted my own creature with this spell while suffering with mana-screw.

Assassin's Trophy: Being able to destroy any permanent an opponent controls is very valuable. Granting the opponent a basic land in exchange for that destroyed permanent is acceptable considering this instant costs only .

Beast Within: Being able to destroy any permanent an opponent controls is very valuable. Granting the opponent a 3/3 green beast token in exchange for that destroyed permanent is acceptable. We have 40 life and all of our creatures are bigger and fly!

Generous Gift: Have I mentioned that BEING ABLE TO DESTROY ANY PERMANENT AN OPPONENT CONTROLS IS VERY VALUABLE. This message cannot be overstated. This is white's version of Beast Within except the controller of the destroyed permanent receives a 3/3 green elephant token instead. This Gift replaced Vindicate from the deck's initial construction. Instant-speed removal is far more valuable than sorcery-speed removal.

Anguished Unmaking: What's better than being able to destroy a nonland permanent? Exiling it, and at the cost of and 3 life we exile any nonlnad permanent. Plus, you get to read: "Sorin had created Avacyn, so it was a cruelty beyond imagining, a pain beyond description, that it fell upon him to end her forever." You knew I was going to insert the GREATEST FLAVOR TEXT EVER at some point!

Krosan Grip: Along with flash and haste, I believe that split second is one of the must under-utilized and powerful mechanics in Magic. This green instant allows us to destroy any artifact or enchantment and while this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities. This translates to: This spell cannot be countered. Krosan Grip is a bane to combo players trying to finish the game by abusing an artifact or enchantment.

Wipe Away: Along with flash and haste, I believe that split second is one of the most under-utilized and powerful mechanics in Magic. Yes, that's a repeatable statement! Wipe Away allows us to bounce ANY PERMANENT, and as long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities. This translates to: This spell cannot be countered. I often end-of-turn an opponent's Maze of Ith or other land if I sense some form of disruption, removal or combat chicanery is upcoming. I've used Wipe Away to prevent Scion of the Ur-Dragon from hitting the Command Zone.

MASS-REMOVAL & DISRUPTION (4)

Cyclonic Rift: This ban-worthy instant from Return to Ravnica returns each nonland permanent we don't control to its owner's hand when this blue spell is Overloaded. We're playing blue and the Rift is an auto-include.

Crux of Fate: This spell worries me. It raises my anxiety. It increases my heart rate. It always has and it always will. My paranoia lies in the potential for this spell to be cast out of my hand or graveyard by an opponent and choosing dragons. This black sorcery can be advantageous, and the flavor is on-point, but that paranoia is always in the back of my mind...

Vandalblast: Overload is back! This spell replaced Izzet Signet from the deck's initial construction and, frankly, I'm baffled how this red sorcery wasn't included with the original deck list. For we destroy each artifact we don't control. How did I miss this? Every player gets a Shatterstorm but us!

Merciless Eviction: Exiling is better than destroying. Mass-exiling is much better than mass-destroying. This Orzhov sorcery provides four modes from which to choose. We merely pick one, tap and watch whatever we chose simply vanish into the obscurity of exile.

With our forms of removal and disruption out of the way, let's examine the other spells that will shape our battlefield and board state:

RECURSION (4)

Reanimate: This Tempest original allows us to put any creature from any graveyard into play for and life equal to the creature's converted mana cost. Very versatile. Very powerful. Auto-include in any EDH/Commander deck running black.

Living Death: Another Tempest original! This spell could be included as removal/disruption. For the purposes of this Scion deck, Living Death brings back all of our previous Scion activations and destroyed dragons from our graveyard to the battlefield. Sooooooo many combinations of dragons could occupy our graveyard. DISCLOSURE: With Living Death in hand and Scion in play, I have end-of-turn activated Scion multiple times to fill the graveyard with dragons such as Dragonlord Kolaghan, Dragonlord Atarka, Utvara Hellkite, Scourge of the Throne, Lathliss, Dragon Queen and The Ur-Dragon. This has paved the way to victory many, many times.

Patriarch's Bidding: This black sorcery is a bit more selective than Living Death but rewards the tribal player big-time. Cast it, choose dragons and enjoy watching all of our winged bigguns return to the battlefield! CAUTION: Remain aware of other tribal players at the table and what's in their graveyards! This spell can inadvertently lose us the game. EXTRA CAUTION: Remain aware of Karrthus, Tyrant of Jund. If you can justify my level of paranoia about Crux of Fate being included in this deck, then I hope that you'll understand why Karrthus is not. WAY. TOO. RISKY. Clone effects. Absconding creatures from graveyards. Tokens. Karrthus is that unreal uber-attractive partner. Amazing to look at and easy with which to fall in love. Sometimes it works out for the best. Sometimes it does not. When it doesn't, it's going to cost you everything. Beware the Tyrant of Jund!

Rise of the Dark Realms: Bonkers. Sheer bonkers. And I don't mean the old-school candy. For more than the cost of either Living Death or Patriarch's Bidding we can put onto the battlefield ALL CREATURES FROM ALL GRAVEYARDS. We don't need to worry about the contents of other tribal players' graveyards with this mammoth black sorcery! Additionally, if we have Temur Ascendancy in play or Dragonlord Kolaghan is in the 'yard or on the battlefield then our newly unearthed army has haste.

BATTLEFIELD ENHANCEMENT (5)

Dragon Tempest: The most perfect enchantment for our deck! All the creatures in our deck fly (but not all dragons in Magic's history do). With Dragon Tempest on the battlefield every dragon enters with haste. The additional ability of pinging any target just makes this investment even better.

Temur Ascendancy: Here we have another haste enabler with a tougher casting cost (). Haste redundancy aside, drawing a card when almost any of our dragons enter the battlefield (we're looking at you Silumgar, the Drifting Death) is worth the three-colored investment.

Sneak Attack: Sneak Attack is amazing in this deck. Its only downside is our dragons are sacrificed at the beginning of the end step. However, with the slew of recursion throughout this deck Sneak Attack acts as more than just providing hasty one-time attackers or blockers. Each we tap is a way to stockpile our graveyard with large winged beasts which can later be recurred. DISCLOSURE: With a mass-recursion spell in-hand I have "end of turn" activated Sneak Attack multiple times to get dragons into the 'yard, untap, cast a recursion spell and bring them all to the battlefield. That's the sneakiest of attacks!

Quicksilver Amulet: Tap and tap Quicksilver Amulet to put any creature card from our hand onto the battlefield...at instant speed...AND IT STICKS AROUND! No sacrificing it at the beginning of the end step. This is another great card for an "at the end of your turn" activation. Oh, and if someone dares to attack into an untapped Quicksilver Amulet with mana available to activate it, be cautious! Throwing out a big blocker may be anticipated by our opponent.

Rite of Replication: WARNING: This is where we get deranged. Crooked. Absurd. Maniacal. As foreshadowed throughout the description of this deck, a kicked Rite of Replication, most times, should be game-ending. This spell is a part of how I've won many games with Scion. It's on the list of preferred ways to win: #1: Scion one-shots. #2: Mass-recurred hasty graveyard army. #3: Resolving a kicked Rite of Replication. We have numerous potential game-ending targets for this blue sorcery: Scourge of Valkas, Yosei, the Morning Star, Kokusho, the Evening Star, Bladewing the Risen and Dragon Tyrant. How scary is this spell in our Scion deck? Imagine this scenario: We have Mirrorwing Dragon on the battlefield with any number of other dragons. We cast a kicked Rite of Replication targeting Mirrorwing Dragon. Mirrorwing Dragon copies the kicked Rite of Replication exactly as it exists on the stack. If we resolve the spell each subsequent copy of it is also kicked and will target each of our other dragons. In the end we create five tokens of each dragon we control. Yes, some of our dragons are legendary without any enter the battlefield or death triggers. It's a good thing we play cards like Scourge of Valkas, Dragon Tempest and Temur Ascendancy. Of all 29 dragons in the deck (including Scion of the Ur-Dragon), 12 dragons would create tokens that die without providing any benefit by themselves. That means that there are 17 dragons that give us something. That's almost 60%. We're rolling with that percentage!! Epic dream scenario? Cast a kicked Rite of Replication targeting Mirrorwing Dragon and Scourge of Valkas in play. As the kicked Rite targets Mirrorwing Dragon, it then targets Scourge of Valkas. Two kicked Rite of Replication spells are on the stack. First the Scourge of Valkas Rite resolves, creating five tokens of the Scourge. Then the Mirrorwing Dragon Rite resolves and creates five tokens of the Mirrorwing. The original Scourge of Valkas and its five copies trigger we're dealing an unbelievable amount of direct damage!

Tutors

Vampiric Tutor: Instant-speed tutoring for and 2 life that puts any card from our library on top of it. This beauty from Visions was just made for: "at the end of your turn..."

Mystical Tutor: Instant-speed tutoring for that puts any instant or sorcery spell from our library on top of it. We must reveal the spell, unfortunately, so the "at the end of your turn" is usually best.

Demonic Tutor: Best tutor in EDH/Commander. I want the card NOW! for any card in your library straight to your hand. This is the bridge to the end-of-the-game many times or a sought-out answer for the current board state. Sometimes it's "I need a color-producing land." Sigh. Been there.

Grim Tutor: Here we have an additional tutor from a fortunate re-printing in Core 2021. For , in addition to losing three life. we Demonic Tutor. An additional and the loss of three life is acceptable for another form of Demonic Tutor.

SELF-PRESERVATION (2)

Pact of Negation: One. Just one. We include ONE counterspell to help Scion push through for the last remaining points of General/Commander damage. This spell is helpful, of course, if we're all tapped-out (shameless plug) and have a chance to close-out the game. The Pact can be a set-back, certainly. Paying at the beginning of our next upkeep shortens our turn. Not paying it makes us a spectator.

Teferi's Protection: Remember the reason for including Pact of Negation for the purpose of protecting Scion and his buddies? For we protect our entire board AND ourselves. Our life total can't change. We have protection from EVERYTHING. All of our permanents phase out. I love phasing! One of the first decks I ever created was a Phasewrath deck. I loved phasing even more after its rule change. Did you know that back-in-the-day if a token phased out it ceased to exist? Gone. Poof. Vanished. That's not optimal when we're running cards like Wasitora, Nekoru Queen, Utvara Hellkite, Lathliss, Dragon Queen and Rite of Replication. However, now, NOW we can phase out everything for a turn! We love us some Teferi's Protection!

RAMP (4)

Sol Ring: Best artifact in the format. for without a drawback. Can't be beat.

Arcane Signet: For the purposes of our Scion deck, this artifact for allows us to tap it for one mana of any color. No drawback. No restriction. Repeatable. No artifact in Magic's history does this for . This easily replaced Boros Signet from the deck's initial construction.

Farseek: Farseek replaced Orzhov Signet from the initial build of this deck based on the growing preference of "roots over rocks." In a deck with ten shock lands and a basic land of each type, as long as the land has Mountain, Plains, Island or Swamp in its type, this green sorcery puts one of those lands onto the battlefield tapped for just . We're playing the "roots are stronger than rocks" angle here.

Skyshroud Claim: For an additional this is a more powerful version of Farseek but a bit more restrictive in this deck. There are 14 targets for Farseek in this deck and the land enters the battlefield tapped. There are just five targets for Skyshroud Claim and the two lands enter the battlefield untapped (keep in mind these targets are most likely shock lands, so they will enter tapped unless you pay 2 life per land). As long as there are at least two of these lands in our library than Skyshroud Claim is an awesome inclusion. This sorcery replaced Golgari Signet from Scion's initial deck build. Echoing the reason for favoring Farseek over Orzhov Signet, "roots are stronger than rocks."

And that's the way the news goes. One EDH General/Commander, 28 creatures and 31 other spells. We're left with 40 cards. Of course, these 40 cards will be our lands. In true singleton fashion, let's examine these lands:

LANDS (40)

One basic land of each color: Plains, Island, Swamp, Mountain, Forest.

The full set of ten fetch lands: Flooded Strand, Polluted Delta, Bloodstained Mire, Wooded Foothills, Windswept Heath, Marsh Flats, Arid Mesa, Scalding Tarn, Misty Rainforest, Verdant Catacombs.

The full set of ten shock lands: Hallowed Fountain, Watery Grave, Blood Crypt, Stomping Ground, Temple Garden, Godless Shrine, Sacred Foundry, Steam Vents, Breeding Pool, Overgrown Tomb.

The full set of ten check lands: Glacial Fortress, Drowned Catacomb, Dragonskull Summit, Rootbound Crag, Sunpetal Grove, Isolated Chapel, Clifftop Retreat, Sulfur Falls, Hinterland Harbor, Woodland Cemetery.

That's 35 lands. The last five:

Command Tower: For the purposes of our Scion deck, this land is T: Add one mana of any color to our mana pool. No restrictions. No limitations. No inclusions. No drawbacks. No land in the history of Magic can do what Command Tower does. Best land in the format.

Path of Ancestry: DISCLOSURE: I do not favor lands that enter the battlefield tapped. With each successive color needed in an EDH/Commander deck I favor ETB tapped lands less and less. In a five color deck like Scion of the Ur-Dragon an ETB tapped land is an easy omission. For Path of Ancestry, I convinced myself to make an exception. Entering the battlefield tapped is the only detriment of this land. However, it taps for one mana of any color and if we use this mana to cast a creature spell that shares a creature type with Scion, and they all do, we can scry 1. Let's not minimize the potential of scrying 1. There are some dragons I prefer in the library more than our hand (Dragon Tyrant, Nicol Bolas, The Ur-Dragon, Moltensteel Dragon). Additionally, scrying 1 can set-up more favorable draws. Path of Ancestry will be my only exception to the "land entering the battlefield tapped" rule.

Reflecting Pool: Honestly, we are running a full set of shock lands and check lands and a basic land of each type. It's very reasonable to assume that Reflecting Pool is just another Command Tower. With Command Tower or Path of Ancestry on the battlefield, or either of the lands below, Reflecting Pool IS Command Tower #2.

Haven of the Spirit Dragon: This is a restrictive Command Tower in that our one mana of any color can only be used to cast dragon creature spells. The Haven does provide , which can be useful of course. However, in a five color deck I do not favor lands that provide colorless mana or restrictive colored mana. The exception for this land is its ability to bring a dragon from our graveyard to our hand by tapping and sacrificing Haven of the Spirit Dragon. Through the construction of our Scion deck, no other land in Magic's history allows us to tap only , sacrifice the land to return any creature card from our graveyard to our hand. There are only three lands in Magic's history that does this, and, for the purposes of this Scion deck, no land does it better than Haven of the Spirit Dragon. We can think of Haven as a better version of Unclaimed Territory.

Cavern of Souls: From a mana-generating perspective, Cavern of Souls is identical to Haven of the Spirit Dragon. After the aforementioned drawn-out explanation about not favoring lands that provide colorless mana or restrictive colored mana, why in the Multiverse would we include a second? The answer to that question is easy. With Cavern of Souls in play as "dragons," of course, our dragon creature spells can't be countered. There are few worse feelings in EDH/Commander than investing 5+ mana in a spell and have it countered. Cavern of Souls allows us to cast our dragons care-free of counterspells. Aside, of course, for the spells that exile target spells. Those are few and far between. Cavern of Souls is an auto-include in a Scion build, and, quite frankly, any tribal build. We can think of Cavern as a much better version of Unclaimed Territory.

And that's the way the news goes. I hope you enjoyed perusing this build. I would appreciate some comments about how you would build Scion of the Ur-Dragon and/or pilot it. Additionally, I included links to some MTG Burgeoning YouTube videos that explain more in-depth the decision-making processes for this deck.

This is MTG Burgeoning's original EDH/Commander Deck Tech of Scion of the Ur-Dragon:

This is MTG Burgeoning's Scion of the Ur-Dragon Deck Tech Upgrade:

Which dragon(s) are YOUR EDH General/Commander and why?

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Top Ranked
  • Achieved #7 position overall 5 days ago
  • Achieved #5 position in Commander / EDH 3 days ago
Date added 3 months
Last updated 1 week
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

18 - 0 Mythic Rares

61 - 0 Rares

11 - 0 Uncommons

5 - 0 Commons

Cards 100
Avg. CMC 4.58
Tokens 3/3 Elephant, 3/3 Beast, None Copy Clone, 3/3 Cat Dragon, 6/6 Dragon
Folders MTG Burgeoning's EDH/Commander Decks
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Revision 1 See all

1 week ago)

+1 Grim Tutor main
-1 Mirrorwing Dragon main
+1 Terror of the Peaks main
-1 Vivien's Arkbow main