I built some decks to teach newbies into EDH. They are all proactive and able to establish a board, with clean ways to close out a game and enough answers to keep opponents at bay.
Dragons are the best! This deck might have a slow start, but when it drops two dragons on the field, things start getting dicey. Everyone who played this loved it! Just beware newbies might need help to get all colors online to cast their spells.
Alternate commanders:
Links to all decks: || 7/15 || 7/15 || 5/15 || 7/15 || 9/15 ||
Special edition: || 5/5 || 2/5 || 2/5 || 2/5 || 2/5 ||
Leo's series: || 4/8 || 3/8 || 3/8 || 6/8 || 2/8 ||
Links to other decks I built:
Suggestions are welcome! I use this deck to teach newbies into EDH, but I want to make it as competitive as possible to match the other decks in my playgroup. Which is the best commander for Dragons: The Ur-Dragon, Scion of the Ur-Dragon or Jodah, Archmage Eternal?
Synergies:
Savage Ventmaw + Hellkite Charger for extra combat steps for only .
Nesting Dragon + The Ur-Dragon/Ojutai, Soul of Winter/Utvara Hellkite/Dragon's Hoard
Scourge of Valkas + Rite of Replication for a instant win.
Reasons to go over on Dragons (below $5):
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Multicolored:
: Dromoka, the Eternal, Rith, Liberated Primeval, Palladia-Mors, the Ruiner
: Dragonlord Ojutai, Numot, the Devastator
: Dragonlord Silumgar, Crosis, the Purger, Sivitri, Dragon Master
: Miirym, Sentinel Wyrm, Moritte of the Frost, Intet, the Dreamer
: Vaevictis Asmadi, the Dire, Hellkite Overlord
: Teneb, the Harvester
: Amareth, the Lustrous
: Kyodai, Soul of Kamigawa
Hello! I saw your deck help tag and wanted to give some insight.
I don't run Miirym as commander, but I do have her in the 99 in Smashing Faces with the Ur-Dragon, and she always pushes me to victory whenever she's allowed to stick on the battlefield.
Some areas you might want to change to improve your consistency:
1 - Ramp:
- Farseek and Fellwar Stone are great for fixing for multiple colors of mana. You might take out Birds of Paradise (dies so easily), Sakura-Tribe Elder (fixes for only one color) and Sword of Once and Future (no synergy with dragons) for them.
- Skyshroud Claim is great for the same reasons above. Frontier Siege never impressed me in a multicolor deck, because I often need colors outside of .
- If you run the suggestions above, you probably need more fetchable dual lands: Ketria Triome, Breeding Pool, Steam Vents, Stomping Ground, Sheltered Thicket, Wooded Ridgeline.
- If you run Into the North, you can also use Highland Forest, Rimewood Falls, Volatile Fjord and some snow basics (Snow-Covered Forest, Snow-Covered Island, Snow-Covered Mountain) to fetch.
2 - Draw/Haste:
3 - Removal/Boardwipes:
4 - Protection:
5 - Card draw:
6 - Better threats:
7 - Some utility lands you might want to run:
Hello! I saw your deck help tag and I wanted to give my two cents.
First of all, beware cloning effects: a single Clone on Karrthus, Tyrant of Jund can steal your whole board.
Secondly, I would put Hellkite Tyrant, Drakuseth, Maw of Flames and Crucible of Fire back. The Tyrant is greeeeeeat if you face players that rely on artifacts. Drakuseth is amazing in killing creatures or just dish out damage. Both are made even more reliable with the many haste enablers you have in the deck. Crucible is an undercosted pump effect, even better on tokens: Nesting Dragon.
Forgot to say what to take out for the three cards above: Green Sun's Twilight, Hull Breach, Lukka, Bound to Ruin. The Twilight is unrealiable until you spend a lot of mana into it. The Breach is sorcery-speed. The planeswalker does not do much here.
Now some small upgrades you can make:
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Assassin's Trophy and Tear Asunder are more versatile than Artifact Mutation and Putrefy.
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If graveyard decks are rampant on your playgroup, Baleful Mastery works better than Terminate.
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If you run fetchable lands (Ziatora's Proving Ground, Blood Crypt, Stomping Ground, Overgrown Tomb, Canyon Slough, Woodland Chasm, Sulfurous Mire, Highland Forest, Haunted Mire, Geothermal Bog, Wooded Ridgeline), consider running Three Visits, Farseek, Into the North and Skyshroud Claim instead of Sakura-Tribe Elder, Rampant Growth, Explosive Vegetation and Thran Dynamo.
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Since you run Crux of Fate, it might be better not depend on non-dragon creature ramp: Courser of Kruphix, Shaman of Forgotten Ways and Solemn Simulacrum could instead be Scaled Nurturer, Fellwar Stone and Coalition Relic.
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Garruk, Primal Hunter and Return of the Wildspeaker draw way more cards than Read the Bones and Dragonmaster Outcast (this last one is too slow to get going).
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You probably want to run Ash Barrens, Blighted Woodland and Myriad Landscape for more fixing and ramp. Exotic Orchard and Secluded Courtyard wouldn't hurt, either.
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If you're looking for cheap tutors, Dig Up is somewhat better than Diabolic Tutor. I would take Orb of Dragonkind out for that.
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Since you're running 37 lands, Temple of the False God might be a good inclusion.
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I believe Heroic Intervention, Overwhelming Stampede or Unnatural Growth do a better job than the 8-mana Stonehoof Chieftain.
Glancing through your cards, your deck's problem might be because you're building it based on best-case scenario, with tons of clones and blink synergies. (In my playgroup, Miirym always gets removed before her untap step, so the Miirym player does not rely on her sticking to the board.)
I'll suggest some upgrades for your deck based on making it more consistent and less dependant on Miirym:
1st. Ramp
Explosive turns with lots of cost reducers sound nice... if people don't blow up your dorks before you get any value from them.
- I would swap out Dragonlord's Servant, Goblin Anarchomancer, Bronze Walrus, Dragonspeaker Shaman, Open the Gates, Mind Stone, Lapis Orb of Dragonkind, Commander's Sphere, Gilded Lotus for Fellwar Stone, Farseek, Nature's Lore, Three Visits, Cultivate, Kodama's Reach, Chromatic Lantern, Coalition Relic, Herald's Horn.
2nd. You need more lands (36 lands + 13 ramp cards is a good starting point)
- Storage lands like Crucible of the Spirit Dragon are only worth it with proliferate shenanigans. Exotic Orchard serves you better.
- Forgotten Cave and Tranquil Thicket can be Sheltered Thicket and Ketria Triome instead. (Synergy with the landfetchers above.)
- Highland Lake, Swiftwater Cliffs, Temple of Epiphany, Timber Gorge and Woodland Stream could be these utility lands instead: Mosswort Bridge, Myriad Landscape, Blighted Woodland, Kessig Wolf Run, Littjara Mirrorlake.
- Bala Ged Recovery
, Valakut Awakening
and Glasspool Mimic
are three spells that can be played as a land. I would take out Dragonmaster Outcast, Delina, Wild Mage and Demanding Dragon for them.
- Evolving Wilds and Terramorphic Expanse could be swapped out for Unclaimed Territory and Secluded Courtyard.
3rd. Better counterspells
4th. Better removal
5th. Better boardwipes
6th. More card draw
7th. Better win conditions
- About this, please check deck: miirym , need recommendations build and the comment I made on that page. You have plenty of options in this regard.