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Ur-Dragon's Multiverse Onslaught | *PRIMER*

Commander / EDH Dragons Flying Multiplayer Primer Reanimator


"The Ur-Dragon, Progenitor of Fire, is an enormous and immensely powerful Dragon Avatar. An entity from the dawn of time, it is the primordial essence of all Dragonkind in the Multiverse. With its wings, that extend across the eternities, it stirs the fabric of the cosmos. Its breath bellows over the the mortals, stealing the essence of life. With claws that rake the aether, it sunders ancient bonds. Thanks to its eyes, the Ur-Dragon perceives the deepest truths concealed in the wells of time. It's bellowing roar summons its brood, echoing through the blood of all dragonkind, for the Ur-Dragon is the progenitor from which the dragons of the Multiverse spawned."

Alt text

"After passing through the Nexus, Sarkhan finds himself in a half-familiar world, Tarkir, but not quite his Tarkir. Worse, the voices in his head have finally fallen quiet at the moment when he actually wants Ugin's guidance. Soon, however, he finds guidance of a different kind when he sees a dragon tempest, a storm that spawns dragons. He realizes the truth: he has traveled into Tarkir's past. 1,280 years. Though Sarkhan doesn't know the exact span back to before whatever calamity ended the tempests. Sarkhan witnesses the dragon Atarka assert dominance over her new broodlings, then sees a woman whom he will soon learn is the ancient Temur khan, Yasova Dragonclaw, attack the dragons and scatter Atarka's broodlings."

"She represents the strength of humans who must contend with dragons, and Sarkhan realizes that this is a new beginning, a chance for Tarkir to become the world he had always hoped for; and for Narset's fate, and Ugin's, to be reforged."

Deck Description

Dragon's was the first constructed deck that I ever made back in the day as well as the Khans block being my favorites sets. Slowly, the deck evolved into my Karrthus, Tyrant of Jund EDH deck for a few years. However, the deck had several problems. The dragons that were good for the deck cost so much mana so it was a very late game deck which meant playing only one spell per turn. Also, my strategy would get completely shut down by anything clone effect so most of the time it never felt right to play him.

Whenever the initial leak for the The Ur-Dragon came out, I immediately started buying each of the cards that related to dragons across every set and started constructing the deck. His Eminence ability makes the deck run at a much faster pace than before which is really helpful when you can start playing two dragons a turn quicker than normal. And after testing the interactions and usefulness of all the dragons before release, I've believe my list has the most effective dragons and will probably be my favorite EDH deck.

With this deck, you will never not be looked at as a threat due to any amount of dragons that can come out of nowhere, especially your Commander. This list is designed to not rely on making any friends during the game and being able to get an engine started to keep playing dragons to kill people that are most likely to stop you in the later game, namely control decks.

Cards in the maybeboard are cards currently considering adding to the deck. This deck will also be updated with new cards that come out with each set release!

  • Popular tribal theme
  • Choices of lots of different dragon interactions every game
  • Can quickly start swinging with big dragons
  • Does tons of damage
  • Relies mostly on combat
  • Access to every color
  • Not budget friendly mana base
  • Usually playing Archenemy with this deck
  • Can be shutdown effectively if you don't have anti-control cards or over extend yourself
  • No "combo" dependent strategy

Memorial For The Fallen

Card Choices

Dragon Broodmother: Generates a ton of chump blockers quickly as the turns go around the table. Also combos really well with the Ur-Dragon's ability to allow for a ton of card draw if this dragon ends up being your only creature.

Lathliss, Dragon Queen: Helps generates more dragons once we get going by casting out other dragons and having a cheap pump ability is nice with the amount of dragons we could potentially produce.

Dromoka, the Eternal: One of the questionable dragons that I thought wouldn't make the cut when I made the list. But as I played it, even with one or two dragons, my dragons were out of range of any sort of removal that didn't have the text DESTROY.

Nicol Bolas, the Ravager  : 3 Mana Dragon is quite good as well as making everyone discard a card. This also scales as the game goes on producing a planeswalker that can draw us back into game, reanimate cards and potential destroy someones library.

Kolaghan, the Storm's Fury: Decent dragon on its own but the anthem starts rolling hard once you keep playing more and more dragons.

Scourge of Valkas: The more dragons that come in, the more the damage scales with this dragon which can easily kill someone after playing and swinging with a few dragons. Add in mass graveyard recursions with other dragons for one shotting people.

Scourge of the Throne: Most of the time, there isn't a dethrone problem and we should usually be able to get an extra attack step out of this dragon. Damage and value can get crazy especially with the Ur-Dragon's extra combat step allowing for lots of card draw.

Zurgo and Ojutai: Provides a solid hexproof body that can be difficult to deal with. Connecting with a player is huge as it allows us to Anticipate for free each time which can help us pick and choose which dragons we want to follow up with. Also allow to bounce dragons to replay for additional etb effects.

Kindred Discovery: I still can't believe this is a card. I've was desperately needing this card in Karrthus but I've had comebacks and won because of this card just from playing one dragon while its out which is insane on how many cards you can end up drawing.

Two-Headed Hellkite: Excellent offensive dragon that is difficult to block as well providing great refuel potential through card draw. Any other card draw effect in the deck with this dragon can almost instantly refill your hand.

Greater Good: Gives some selection with the larger power dragons and fuels some recursion elements to be used later all at instant speed.

Garruk's Uprising: Provides some card draw, whether you currently have a big creature on the field or will cost more later down the line, and provides the dragons with trample which is huge for having such powerful creatures.

Selvala, Heart of the Wilds: Originally didn't have this in the list, but ready how insane the second ability is there's no reason why it shouldn't be in the deck. Will usually generate us 4 mana minimum and potential for even more with our Commander our with the added benefit of card draw for playing dragons which will most likely be the biggest creatures on the field.

Dragon's Hoard: Provides mana of any color while also functioning as card draw later after playing Dragons and getting counters on it when we might not need the mana after playing out our hand.

Frontier Siege: Utility in both the modes of the card, one providing up to 4 mana during the turn is nice if you fall behind on land drops.

Herald's Horn: Gives another Ur-Dragon effect in reducing our creatures by 1 but also allows for some incremental cards draw over the game which can add up to be a lot.

Farseek, Nature's Lore, Three Visits and Skyshroud Claim: Searchs out any dual lands in our deck which is huge for color fixing isn't that big of a problem usually with this deck.

Cultivate: Another solid ramp card to provide easy access with the basic land package to give you insurance for potential Blood Moon.

Mirari's Wake: Most efficient ramp enchantment that, if it can stick, can get us so far ahead by being able to cast two dragons a turn or our Commander the following turn.

Goldspan Dragon: Comes down very quickly and starts making double mana with the Treasure ability. If you're able to have this out with Smothering Tithe, you can cast a lot of mana worth of spells.

Old Gnawbone: Connecting with just one dragon will set you up for multiple turns with mana to be used later. Swinging with multiples just guarantees you’ll cast the rest of your spells for free the rest of the game.

Smothering Tithe: White EDH Staple.

Morophon, the Boundless: Helps reduce the cost on some the multicolor dragons but really helps power out Ur-Dragon as fast as possible.

Orb of Dragonkind: Nice mana fixing in the early turns while also providing the ability later to cash it in for a dragon.

The Great Henge: With how big the dragons are we can cast pretty early, this effect gets greatly reduced while also being a mana rock, getting some life, making dragons a little bigger and drawing cards is nuts.

Urza's Incubator: In addition to the Eminence ability, our dragons will mostly cost 3 mana of certain color combinations which starts getting our damage out as fast as possible.

Cavern of Souls: Not only does this make any mana color for a dragon that we're casting but it also makes them uncounterable which is crucial for this deck. If I'm paying 6+ for a dragon, especially the The Ur-Dragon, I'm not having it countered by some little 2 mana spells.

Dragonlord Dromoka: Prevents opponents from casting spells on our turn during combat and can be easily searched out with Scion of the Ur-Dragon to close out games against control players who are wanting to play their answers to their threats.

Scalelord Reckoner: While single target removal isn't a huge problem, this won’t make people want to target out dragons. Karmic Justice on a dragon is insane value which we will gladly trade a dragon to destroy one of their nonland permanents.

Hellkite Courser: Puts your opponents in a weird spot in cheating your Commander into play to where they are either forced to counter this dragon or waste a removal spell on your Commander which will not increase the command tax after it’s death.

Nicol Bolas, the Ravager  : 2 for 1s opponents with discard and having the need to answer before you’re able to flip to the back side and really outvalue them.

Sneak Attack: Not only can it provide huge killing potential but also allows to sneak dragons out through counter magic that can easily be recured later.

Balefire Dragon: Going wide, let alone just removing creatures, is something that this deck doesn't really do well against. With Balefire, hitting a player take care of any pesky tokens or bigger creatures that you want removed efficiently.

O-Kagachi, Vengeful Kami: One of my favorite dragons from the new Commander 2017 set. Not only does it have great stats and awesome art, it really is vengeful. Swinging back at someone who tries to mess with the Dragons will lose one of their nonland permanents when he connects each time.

Silumgar, the Drifting Death: Does a very excellent job of picking off 1 toughness creatures by itself and when you assemble a massive dragon army, you can wipe an entire person's board before they move to blocks.

Terror of the Peaks: Dragons providing direct damage for ETBs from either recursion or normal casting.

Invasion of Tarkir  : Great early removal and late game damage. Backside can lead to crazy board states where you can end the game on the spot.

Sarkhan's Unsealing: Excellent on cast enchantment that usually picks off key creatures when playing dragons but casting any big ones does a 4 damage wipe to everything our opponents control which is great.

Frontier Siege: Has dual function of ramping or having Dragons pick off problematic creatures before attacking.

Cyclonic Rift: "Blue EDH Staple".

Crux of Fate: Tribal dragon deck MVP.

Sarkhan, Fireblood: First ability gives us looting which is good for filling the graveyard with Dragons or getting rid of land. Second ability helps us ramp which lets us play an originally 7 costed dragon on turn 4 which is awesome. The ultimate is nice if we can there to give us more dragons but isn't the purpose of this Sarkhan.

Sivitri, Dragon Master: Provides excellent protection against go wide strategies, can be used as a 4 mana Sarkhan's Triumph if there’s a specific dragon you need to close the game and an easy enough to reach ultimate that’s a Crux of Fate.

Dragon Tempest: Gives all of our fliers haste (essentially all Dragons) and has a Scourge of the Valkas ability that scales with the more dragons we play.

Rhythm of the Wild: Gives flexibility in haste or more power through the Riot mechanic AND makes your creature's uncounterable.

Karrthus, Tyrant of Jund: Just trying him out to see how he performs. PLAY AT YOUR OWN RISK AGAINST CLONE EFFECTS.

Temur Ascendancy: All of our big dragons have haste and allows us to draw a card for each one that enters the battlefield which is necessary for keeping the engine going.

Scion of the Ur-Dragon: Originally, I automatically didn't include this guy because he was reduced in mana cost with the Eminence ability. But after playing a few times, I've realized that being able to search for any dragon is huge. Either bringing out double strike, anthems or anti-control dragons is huge. Plus, he fills up the graveyard for later recursion.

Hellkite Courser: At 5 mana, being able to cheat in Ur-Dragon for a turn when your opponents aren't expecting it and cheat something into play can help get the ball rolling quickly.

Sarkhan, Soul Aflame: Helps dragons cost less and allows for doubling of dragons for double effects and not be held back by legendary clause.

Rith, Liberated Primeval: Provides mini hexproof through the Ward ability to all our dragons which is nice for protecting specific dragons with game ending abilities for swinging. The excess damage won’t come up super often as you would like to but making them think twice about chump blocking creatures helps guaranteeing more damage or adding more creatures to your board.

Rivaz of the Claw: Not only provides early ramp for dragons but also can feed into recursion of dragons through the various discard outlets in the deck. It is unfortunate that once the dragon you bring back is permanently gone once it dies again but this card is still very strong for that alone.

Immersturm Predator: Early dragon that can come down and provide some graveyard hate and has the ability to grow even bigger than some of the other dragons.

Hellkite Tyrant: Helps steal other peoples artifacts to ramp out more dragons and start casting Ur-Dragon for more mana if he ends up costing 11+ mana which has happened before. Also, could have potential to win the game against artifact deck if we can survive with them to the next upkeep.

Wrathful Red Dragon: Provides insurance against popular damage based wipes as well as make combat difficult for your opponents for you blocking their things that may be bigger.

Sylvia Brightspear: Double strike on all our Dragons for 3 mana is insane. Curving out and playing dragons every turn and then dropping this creature at the end out of nowhere will leave opponents speechless as you clean up and remove them from the table.

Thrakkus the Butcher: Doubling power is great because you’re able to take advantage of other effects through double strike or buffing their power.

Atarka, World Render: Huge dragons were already a scary problem to deal with. Now they have double strike? If you can be able to swing with a few dragons with Atarka out, they definitely will be in fear if they don't die that combat phase.

Miirym, Sentinel Wyrm: Providing double dragons, especially legends, opens up so many cool and explosive possibilities with the deck whether that’s creating a powerful board state from 1 or 2 dragons or just doing insane over the top plays.

Utvara Hellkite: Dropping this at the top of your curve with a couple dragons already out forces your opponents to deal with them with a field wipe or they're dead. Get's crazy of dragons especially with extra combat steps and smaller tokens being generated.

Patriarch's Bidding: Won quite a few number of games with this card. Having all your dragons come back usually means they either have haste and we can kill the table through combat, or they all come back with Scourge of Valkas or Terror of the Peaks which means however many dragons came back we get to deal that much damage that many times.

Haunting Voyage: Same idea as above but can be safely secured in exile and can’t be touched by your opponents until you’re ready to go for it.

Tiamat: If you’re able to have the mana necessary the next turn to cast what you tutor for, you can do some crazy things. Typically, I tutor out Morophon, the Boundless to make everything cheap, O-Kagachi, Vengeful Kami and Scion of the Ur-Dragon because they’ll be free to cast, Scion of Draco to give everything key words, and Atarka, World Render for double strike. Then use Scion’s ability to make himself into one of the dragons that provide haste and fully swing for massive damage.

Acid-Spewer Dragon: Too expensive for a bad body and irrelevant ability.

Akoum Hellkite: Not enough Mountains in the deck to make use of the ability frequently and the minimal damage is insignificant.

Alabaster Dragon: Ability might as well be flavor text with how useless this is.

Amareth, the Lustrous: Hard to get enough value with top of deck manipulation for such an expensive dragon that can draw cards.

Ambitious Dragonborn: Non flying dragon common that gets walled pretty easily by anything.

Amethyst Dragon: Decent utility removal spell but not for EDH.

Ancestor Dragon: Not too terrible a dragon. Usually, can’t make enough creatures to justify the life gain ability but possible to help if you deck build correctly.

Ancient Hellkite: Too red mana dependent for insignificant ability.

Ancient Brass Dragon: Any of the lower rolls will most likely not net you any creatures on top of having to connect with an attack.

Ancient Bronze Dragon: Good for growing power but hard to take advantage of counters other than just making large power dragons.

Ancient Copper Dragon: Powerful ramp but felt unnecessary now space wise with everything else going, including current price tag.

Ancient Gold Dragon: Difficult to leverage the tokens immediately for damage and expecting them to live a full turn.

Ancient Silver Dragon: The card draw is nice but expensive as well as expecting to cast all the cards you draw efficiently.

Ao, the Dawn Sky: More low cmc or token based dragon to use either ability.

Arashin Sovereign: Recurable but very difficult to punch through in attacking which makes it hard to justify.

Arcades Sabboth: Always want to be swinging with dragons making the static ability worthless and upkeep cost is always hard with how mana hungry the deck is.

Arcades, the Strategist: Better as Commander of a defender deck than part of a dragon deck.

Archwing Dragon: Want to keep dragons on the board to keep swinging rather than bouncing it every turn which isn’t necessary.

Atsushi, the Blazing Sky: Too generic for card drawing and better ramping options to justify over competition.

Astral Dragon: Cool art but don’t have fodder permanents to make use of the ability that I feel comfortable throwing away.

Avaricious Dragon: Not good on curve and only good when you’re out of cards in which case you’re probably losing anyway.

Avenging Hunter: Not enough Dungeon support to be worth including.

Backdraft Hellkite: Not enough instants and sorceries in the deck to make use of.

Beledros Witherbloom: Life total payment is too step in this deck that isn't abusing it.

Belltoll Dragon: Too expensive for a bad body and irrelevant ability.

Bhaal's Invoker: If you're pouring the mana into this ability, you probably aren't winning the game in anyway.

Bladewing the Risen: Recursion isn’t that bad with him and the pump ability may come up but would much rather have mass recursion than single target.

Bogardan Hellkite: Too expensive of a dragon with a low impact ability at that mana cost.

Boltwing Marauder: Better in a deck that makes a lot of creatures to pump the ability with.

Bone Dragon: 10/10 art. 0/10 ability. Pretty much a vanilla dragon.

Boneyard Scourge: Ability very easy to trigger but the body is too small to matter.

Brainstealer Dragon: Better in a theft/exile focused deck.

Brimstone Dragon: Better dragons at this cost with better abilities than just haste.

Broodmate Dragon: Splitting threats into two bodies is nice but not necessary to me.

Canopy Dragon: Why can’t the card have both trample AND flying?

Catacomb Dragon: Dragons are usually to big for the reduction ability to matter.

Chaos Dragon: Fast and efficient beater but random attacks can end up not letting you do what you want when you need to kill someone specifically.

Chardalyn Dragon: Common expensive dragon not really worth anything.

Chromium: Big expensive flyer that is difficult to get through chump blockers

Chromium, the Mutable: Better in a control heavy meta and discard can help with more graveyard-oriented cards.

Clockwork Dragon: Too many hungry to keep counters on him

Cloud Dragon: Not blocking non-flying creatures is pretty bad.

Covetous Dragon: Needs artifacts for a vanilla dragon? No thanks.

Crimson Hellkite: Red mana restrictive for a single target ability.

Crosis, the Purger: Only hits one player and hard to name colors to get the payoff every time against non mono colored decks.

Crystal Dragon: Nice utility for some recursion but would rather be running mass recursion than single target.

Cunning Breezedancer: Not enough non creatures and pumping a creature without trample isn’t good enough.

Darigaaz Reincarnated: Very good at being a recurable beater without an investment but with so many already in the deck and for not recurring himself immediately, he wasn’t necessary now.

Darigaaz, the Igniter: Only hits one player and hard to name colors to get the payoff every time against non mono colored decks.

Deathbringer Regent: Great as a utility creature for field wiping as a dragon but usually we’re the aggressor causing the field wipe to happen so we would want it one sided.

Demanding Dragon: Only hurts one opponent and there’s usually a lot of free permanents for players to sac in Commander for the ability to be effective.

Destructor Dragon: One time removal spell dragon for such a high cost isn’t worth it. Would much rather have a different removal spell.

Draco: Hilarious and can usually cost 7 mana but will most likely just be a vanilla 7/7.

Draconic Muralists: Would rather have actual and cheaper tutors that are more reliable.

Dragon Broodmother: Not aggressive enough and takes too long to see up tokens to make impactful swings even though the Ur-Dragon synergy is good.

Dragonborn Looter: Would rather be playing efficient card draw/looter effects than stapled to a creature.

Dragon Egg: Extremely small dragon. No room for babies.

Dragon Hatchling: Smaller dragon. See above.

Dragonlord Atarka: Cost is a bit too expensive now for the amount of damage for a one-time removal spell can be.

Dragonlord Kolaghan: Overcosted mass haste dragon with niche use against decks that can run multiple of the same creatures.

Dragonlord Ojutai: Power crept dragon that's difficult to make effective use of consistently in the 99 versus other options now.

Dragonlord Silumgar: The steal effect is nice but this dragon usually is never wanting to attack and if there’s a problematic walker/creature, taking the permanent isn’t going to help you that much to where you’re already losing or you could just kill them.

Dragon Mage: Refilling our hand is nice but filling 3 other player’s hand isn’t good for us.

Dragon Tyrant: Excellent beater but the upkeep cost is very real with 4 red mana.

Dragon Whelp: Medium sized dragon. Not good enough to make the cut.

Drakuseth, Maw of Flames: Cool payoff of being able to swing but very expensive to throw out without guarantee of swinging.

Dream Pillager: Colored mana restriction at any point and having enough in general to cast their cards is very difficult to achieve.

Dread Linnorm: Nice combat trick and provides some protection/surprise blocking but there are better effects for cheaper mana cost.

Dromar, the Banisher: Bounces your own creatures sometimes which isn’t good. Would rather have a dragon that kills opponents or mass wipes their creatures.

Earthquake Dragon: Very difficult to make use if you’re behind and can’t get the cost reduction which will probably come up a lot of the time.

Ebon Dragon: Single target discard is very bad in Commander.

Elder Land Wurm: Weird ability for a dragon but there’s better abilities at 6 mana.

Emerald Dragon: An unnecessary effect for this deck as there's too many things going on in a game to leverage a one time Stiffle.

Enduring Scalelord: Don’t put enough counters on dragons for the ability to matter.

Eternal Dragon Good recursive ability and ramping with plainscycling but requires a lot of mana to get going and you only have so many plains in the deck.

Exalted Dragon: Don’t want to be sacrificing lands and not progressing your game plan.

Fallaji Dragon Engine: Pretty weak prototype card for an ever more mediocre actual creature.

Fang Dragon: Better field wipes for Dragon decks.

Fire Dragon: Not enough mountains and times to keep reusing the ability to make use of.

Firestorm Hellkite: Great beater but Cumulative Upkeep starts getting expensive really quick.

Firkraag, Cunning Insitigator: Better suited as the leader of a Goad deck instead in a dragon deck.

Flameblast Dragon: Very mana intensive for single target removal.

Fledgling Dragon: Too small of a Dragon.

Foe-Razer Regent: Not enough fighting synergies with all dragons to justify the abilities.

Forgestoker Dragon: Most creatures that can block dragons usually kill so spending the mana to stop that isn’t worth it.

Freejam Regent: Not enough artifacts to reduce to cost and pump ability isn’t relevant.

Furnace Dragon: Better in a big artifact meta. Not enough artifacts to reduce the cost sufficiently.

Furnace Whelp: Too small of a dragon.

Furyborn Hellkite: Very easy to get Bloodthirst effect but also very difficult to get through consistently.

Galazeth Prismari: Better to lead a deck for more artifacts to tap for mana. Perfectly reasonable for budget build as its a cheap dragon that slightly ramps you.

Ganax, Astral Hunter: Good budget dragon for ramp but there are more powerful options.

Glorybringer: Very mana efficient for all aspects but getting use every other turn can be slow at times.

Harbinger of the Hunt: Very efficient in a token meta but not necessary with other options available.

Hellkite Charger: Would rather runways to guarantee a second combat or even more for cheaper mana cost.

Hellkite Hatchling: Not enough creatures to sac most of the times to make it big enough.

Hellkite Igniter: Not enough artifact synergy.

Hellkite Overlord: Another very expensive but good beater that just couldn’t make the cut.

Hellkite Whelp: Insignificant ability on an insignificant body.

Henge Guardian: I wouldn’t even count this as a dragon.

Herdchaser Dragon: Too expensive for a bad body and irrelevant ability.

Hoarding Broodlord: Better in an exile focused deck than Dragons.

Hoarding Dragon: Not big artifacts that are worth tutoring for the in deck.

Hoard-Smelter Dragon: Artifact removal is nice but would much rather cast a big dragon to kill the player instead as there are very few artifacts that prevent us from attacking.

Hunted Dragon: Nice stats but depending on the group giving the knights to someone may never be a good strategy.

Hypersonic Dragon: Not enough instants/sorceries we care about having flash for.

Icefall Regent: Only makes itself harder to interact with rather than all the dragons we have.

Imperial Hellkite: One-time tutor on a stick is nice but would rather have a cheaper tutor than 8 mana.

Intet, the Dreamer: Without any top manipulation, there’s chances where you can completely miss casting spells

Jugan, the Rising Star: If this dragon dies, that usually means the rest of the board is getting destroyed too making the counter’s irrelevant.

Junji, the Midnight Sky: Discard can sometimes enable opponents and depending on your opponents to have creatures worth reanimating isn’t as often as you’d like.

Juvenile Mist Dragon: Only stopping 3 creatures isn’t enough for Commander.

Kairi, the Swirling Sky: Better in a spellslinging or mill deck that you can rebuy and reuse multiple times.

Keiga, the Tide Star: If this dragon dies, that usually means the rest of the board is getting destroyed too making the gain control have no targets.

Khorvath Brightflame: I’m ashamed this card has the creature type Dragon.

Kilnmouth Dragon: Very expensive pinger but sometimes difficult to have enough Dragon cards in hand to consistently give it a bunch of counters.

Klauth, Unrivaled Ancient: Felt a little top heavy on top of the other staples and more of a build around dragon than inclusion.

Knollspine Dragon: Either draw too many cards or can’t draw any cards with how the deck sequences.

Kyodai, Soul of Kamigawa: More budget friendly and single target indestructible isn't impactful enough.

Kokusho, the Evening Star: Without recursion effects to constantly abuse the dying trigger, the life gain is irrelevant.

Korlessa, Scale Singer: Having only 25% percent of your deck be actual dragons make this card dead the other 75% of the time.

Korvold, Fae-Cursed King: Great value engine as a Commander but as a Dragon you usually don’t have a lot of other permanents you want to be sacrificing.

Kura, the Boundless Sky: Better suited for a lands/token deck strategy than just getting more generic land drops to make.

Lava-Field Overlord: Assist doesn’t justify a one-time effect to hit a creature and mediocre body.

Lightning Dragon: Ain’t nobody got time to pay Echo cost.

Lightning Shrieker: Great keywords, awful ability.

Livaan, Cultist of Tiamat: Not running enough non creature spells to make use of a creature that also be easily chump blocked.

Loch Dragon: No cost reduction and a small body with a draw effect we have better cards for.

Lotus Guardian: 6 mana signet? No thanks.

Lozhan, Dragons' Legacy: Not being able to pick off Commanders is pretty big and there is harder to remove permanents that offer the same type of effect.

Lurking Green Dragon: Draft common that basically can’t attack until your opponent’s let you.

Malfegor: Discarding your hand is never good and sometimes the opponents don’t have any or too many creatures to sacrifice.

Mana-Charged Dragon: Great for Politics but when you end up being the Raid Boss, nobody wants to pay mana, so the effect doesn’t happen.

Mindscour Dragon: Milling opponents isn’t the game plan with this deck.

Mirrorwing Dragon: Not enough instants to abuse the ability with and too much risk of getting blown out from other instants opponents have.

Manaform Hellkite: Better in a spellslinger type of deck than creatures.

Mist Dragon: Weird art. Weird combination of abilities. Not needed.

Moltensteel Dragon: More of a combo dragon usually for paying the life to buff which isn’t what the deck is about.

Moonveil Dragon: Better and cheaper costed buffs for dragons out there than this.

Moonveil Regent: Card draw usually isn’t consistent enough and the damage ability isn’t impactful enough.

Mordant Dragon: Great ability but for only being on itself, usually isn’t relevant.

Murktide Regent: Better in an instant/sorcery deck.

Nalathni Dragon: Too much text on the card for me to consider.

Necromaster Dragon: The zombies and milling are unnecessary for the main strategy.

Nesting Dragon: Fetch lands make token creation easy but not being able to really abuse these extra tokens for extra value.

Nicol Bolas: Great payoff for hitting an opponent if you manage to get through. Hard mana requirement and upkeep cost.

Nimbleclaw Adept: Better and cheaper effects than untap only two things.

Niv-Mizzet Reborn: Not enough dual color cards to consistently net cards all the time.

Niv-Mizzet, Dracogenius: Better ways to draw cards off dragons in the deck than his personal ability.

Niv-Mizzet, the Firemind: More combo-oriented Dragon than a normal one.

Niv-Mizzet, Parun: Excellent payoff but the mana cost as well as no cost reduction from Ur-Dragon makes it really hard to justify in the deck.

Noxious Dragon: Very few creatures we care about destroying less than 3 mana.

Numot, the Devastator: Only blowing up one person’s lands doesn’t help you win.

Oceanus Dragon: One time goad effect is pretty low impact.

Obsidian Charmaw: More budget friendly and not enough abuse of ETB to hit multiple lands that could be problematic.

Ojutai, Soul of Winter: If you’re swinging with enough dragons to tap a lot of permanents, you usually kill them in the air already.

Opportunistic Dragon: Humans can’t block dragons and gaining control of artifacts isn’t necessary if we can’t even use them.

Ore-Scale Dragon: A sometimes cheaper vanilla dragon isn’t worth it.

Oros, the Avenger: Better dragons that can wipe all creatures than specific ones.

Palladia-Mors: Great beater but restrictive and high mana cost along with upkeep cost.

Palladia-Mors, the Ruiner: Great beater but hexproof never really matters which is the reason to run this card.

Pardic Dragon: No point of putting this on suspend so what’s the upside here?

Patron of the Arts: Better and easier token producers in other dragons.

Pearl Dragon: White dragons don’t do a whole lot I’ve noticed.

Phantasmal Dragon: Any small abilities targeting and making us removal this dragon sounds not worth the risk.

Phyrexian Dragon Engine  : Only really works if you're constantly pairing it with Mishra, Claimed by Gix  .

Predator Dragon: Usually don’t have a lot of creature to devour.

Preyseizer Dragon: See above.

Pristine Skywise: Don’t have a lot of instant speed cards to untap and surprise people with this dragon as that’s the main purpose of running it.

Prossh, Skyraider of Kher: Great commander, not great in the 99.

Pseudodragon Familiar: Common bulk trash.

Quicksilver Dragon: Targeted removal usually is hitting other dragons so the ability doesn’t become used.

Ramos, Dragon Engine Building up counters to create mana takes too long or sometimes isn't possible with some draws of multiple mono color spells.

Rakdos Pit Dragon: Never want to be Hellbent and a dragon you must pay mana to make fly is bad.

Rapacious Dragon: Small body that’s inherently cheap with treasure you get back but not worth the space.

Rathi Dragon: Never want to be sacrificing lands.

Reckless Barbarian: There are a million better ramp spells than this creature.

Renari, Merchant of Marvels: Flash dragons are cool but only having one effect in your deck to run it doesn’t make it consistent.

Rimescale Dragon: Not in the snow theme to make use of the ability.

Rith, the Awakener: Saplings are nice but not necessary usually.

Rorix Bladewing: Big LEGENDARY vanilla creature. Meh.

Runehorn Hellkite: Don’t like giving opponent cards even if you can do it from your graveyard at instant speed.

Ruthless Deathfang: If we’re sacrificing creatures, it’s usually a bad time for us.

Ryusei, the Falling Star: If this dragon dies, the board is getting wiped which invalidates the wipe attached to him.

Sailors' Bane: Interesting if you're able to run enough effects to make him cheaper but this isn't the deck for it.

Sarkhan's Whelp: Small dragon and requiring a Sarkhan on the field doesn’t make this good.

Sapphire Dragon: Offers some utility in Adventure card but not impactful enough

Savage Ventmaw: Usually used in extra combat combos and only having 2/5 mana requirements for casting cards might not let you cast anything.

Scaled Nurterer: Nice budget mana dork but there are better options.

Scion of Ugin: No.

Scourge of Kher Ridges: Great abilities if you have the mana to use them whenever you need to.

Scourge of Nel Toth: Better in a sacrifice/graveyard deck.

Shieldhide Dragon: Too expensive for a bad body and irrelevant ability.

Shimmer Dragon: Not enough artifacts to give hexproof or draw cards consistently.

Shivan Dragon: OG Vanilla dragon.

Shivan Hellkite: Vanilla pump dragon.

Shockmaw Dragon: Better wiping dragons to kill a mass number of small creatures’ opponents have.

Siege Dragon: Great in a wall/small creature meta.

Silvanus's Invoker: If you're spending 8 mana on this ability, you are losing the game.

Skanos Dragonheart: Needing to swing and have dragons and somehow have this be able to get through is asking a lot.

Skarrgan Hellkite: 10/10 mammoth hat. Too mana intensive of an ability when there’s better things to do instead.

Skithiryx, the Blight Dragon: Multiple combats to kill someone with infect ain’t going to happen.

Skyline Despot: Monarch is a great mechanic, but you’ll instantly become targeted and then find it difficult to grab the monarch back.

Skyship Stalker: Dragon too small and too much pumping required.

Slumbering Dragon: If you don’t play on T1, card gets significantly worse the later in the game you draw it.

Sparktongue Dragon: Too mana intensive cost for an ability to shoot one thing.

Spawn of Thraxes: Not enough mountains/recursion to be able to reuse the ability.

Spellbound Dragon: Anything big worth discarding to pump this dragon enough assuming it doesn’t get chumped only denies us more resources.

Sprite Dragon: Better in a spellslinger type of deck.

Steel Hellkite: There are better mass removal options that don’t require connecting through combat.

Stirring Bard: Interesting ability but there are better ways to ensure dragons can get through in the air.

Stormbreath Dragon: Ability can sometimes not matter and opponents have very few cards. Protection usually irrelevant as well.

Stormwing Dragon: Too expensive for a bad body and irrelevant ability.

Sunscorch Regent: Nice life buffer if there are a lot of aggressive decks.

Swasbuckler Extraordinaire: Interesting ability but need enough token producers to sac for double strike as well as there being better cards to give double strike.

Swift Warkite: No/minimal creatures to bring back form graveyard.

Sword Coast Serpent: Not enough non creature spells to reliably swing.

Tanazir Quandrix: No +1/+1 counter synergies in the deck and not able to make a lot of smaller creatures to get an effect out of boosting their base power and toughness.

Tarox Bladewing: Not good in singleton format.

Teeka's Dragon: Too big and expensive to make a big enough impact on the game.

Tek: Weird dragon with a lot of abilities to read so too much effort.

Teneb, the Harvester: Good reanimator but too slow to start reanimating dragons versus what is available.

Territorial Hellkite: The best early aggressor for Dragons but would end up in scenarios of wanting to attack specific players but unable to.

Terror of Mount Velus: Decent creature if looking for more double striking abilities but one time use seems too situational.

Thunder Dragon: Field wipe not needed as there are better options that only hurt opponents.

Thunderbreak Regent: Single targeted removal wasn’t present enough to justify.

Thundermaw Hellkite: Better in a flying token meta.

Tiamat Fanatics: No way to make use of the tokens and will likely die when it attacks.

Topaz Dragon: Deathtouch for one dragon doesn't matter in a game of EDH.

Treva, the Renewer: Good if lifegain is a necessity. Otherwise, usually irrelevant as you end up with no creatures and a lot of life.

Two-Headed Dragon: Weird interactions for combat but usually not necessary.

Tyrant of Valakut: There are no teammates in Magic and there’s better dragons that deal damage when they enter.

Tyrant's Familiar: We have a 9 cmc general so having both in play at the same time is a challenge for sure.

Vaevictis Asmadi: Pumping himself is irrelevant and having an upkeep cost strains the mana.

Vampiric Dragon: A lot of setup required to have creatures die in order to get counters on him.

Velomachus Lorehold: Better in a build with bigger and more instants and sorceries to have more hits of the ability.

Verix Bladewing: Scales to be played at any point in the game but splitting up threats between bodies isn’t really needed.

Viashivan Dragon: Expensive cost for a bad body.

Volcanic Dragon: Vanilla haste dragon yawn.

Voracious Dragon: Deck doesn’t have goblins nor an abundance of creatures to sacrifice.

Vorosh, the Hunter: Better as a Commander as the ability only helps himself.

Wardscale Dragon: Players can usually ignore this ability and still deal with the board before combat.

Warmonger Hellkite: Funny political card if you’re looking to get other people to start swinging too.

Wasitora, Nekoru Queen: Making people sac creatures was irrelevant as usually you want to get a token off each combat which won’t always happen.

Worldgorger Dragon: Combo dragon only.

Yosei, the Morning Star: Deterrent for field wiping you but hard to have immediate follow up to punish them for missing their untap.

Young Blue Dragon: Better utility for Limited than EDH.

Young Red Dragon: Not impactful enough of a dragon for EDH.

Zodiac Dragon: Expensive vanilla dragon.


Updates Add

Sorry for the long waited update. New Phyrexia wasn't looking like it would bring a ton of dragon cards and then Mother of Machines came out of nowhere and dropped some bombs so figured I waited til the whole "block" was finished. With these characters coming back and Tarkir being mentioned in the Multiverse fight, I can only imagine at this point we're a few years away from a return to Tarkir which will be very exciting! We also hit over 80k views and are closing in on the top 50 decks for commander on the website which is sweet!

Ancient Copper Dragon > Brainstealer Dragon

It was time for the switch. Brianstealer was hard to make work just by himself to make the second ability worth running. Ancient Copper has become a pretty big dragon staple at this point with the high roll chance of producing a bunch of mana to be able to instantly cash in.

Invasion of Tarkir  Flip > Dragonlord Kolaghanfoil

This is the coolest card of the set by far. Decent front side that can act as a removal spell for most things or even go face at any point in the game. Flipping the battle is not that difficult since we're a dragon deck and the backside is absurd with a large board state. Can instantly kill opponents before they even get a chance to block. Kolaghan has been a little overcosted for only his ability to granted everything haste. The Tiamat piles will change now to find a new combination of 5 dragons that destroy on the spot but it's still worth it.

Zurgo and Ojutai > Dragonlord Ojutai

Original Ojutai was a good card but this new one is a strict upgrade. Not only haste to guarantee instant card draw but also gives added benefit off bouncing to recast dragons after combat for additional etb effects which the deck has a lot of.

Sarkhan, Soul Aflame > Mana Confluence

Hard to find a cut right now as everything has felt really good. But with the average cmc of the deck constantly going down, just cutting a land for this new Sarkhan. One of the few creature cost reducers I'd run because of the outstanding effect. Effectively lets you double up on dragons and can lead to some pretty crazy board states, especially if you have Miirym, Sentinel Wyrm.

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96% Casual


Top Ranked
Date added 7 years
Last updated 1 year

This deck is Commander / EDH legal.

Rarity (main - side)

30 - 0 Mythic Rares

54 - 0 Rares

6 - 0 Uncommons

5 - 0 Commons

Cards 100
Avg. CMC 4.31
Tokens Copy Clone, Dragon 4/4 R, Dragon 5/5 R, Dragon 6/6 R, Treasure
Folders EDH (Tribal), Sounds Fun - EDH, Dragon decks, Dragons are the Best, Potential Commander Decks, Playgroup plans, EDH options, Interesting Commander Decks, Dragons!, decks
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