Ur-Dragon's Multiverse Onslaught | *PRIMER*

Commander / EDH MattN7498

SCORE: 293 | 236 COMMENTS | 88452 VIEWS | IN 208 FOLDERS


ICONIC MASTERS UPDATE —Nov. 17, 2017

Haven't really had a chance to update recently, so finally get a chance to with the new Iconic Masters set. Ixalan brought some fun, new cards to try out as well as Iconic Masters bringing in some cool Dragon reprints.

Teferi's Protection > Rampant Growth

  • With the amount of basics decreasing as time goes on, this card is essentially dead and can't search for the less frequent colors in the deck. Teferi's is a huge blowout card that you can save when you trying to kill everyone and save all your dragons.

Kokusho, the Evening Star > Thundermaw Hellkite

  • Thundermaw's ability was never relevant or important so it was just a 5/5 haste creature which wasn't worth. Kokusho makes it hard for opponents to board wipe at the risk of giving us lots of life back. Also combos well with Sneak Attack.

Karrthus, Tyrant of Jund > Sunbird's Invocation

  • I know I praised this card before and still think it's very good but felt more like a win more card but was equally as hard to get stuff going, especially if they tried to kill it immediately. Just trying Karrthus to see if he does anything useful.

Sphinx's Revelation > Painful Truths

  • Has better scaling the later the game goes on and gains a ton life. Doing this at the end of the person before yours will give you a full hand to go with which they don't expect.

Ryusei, the Falling Star > Teneb, the Harvester

  • Teneb required too much setup and the ability wasn't usually a blowout and both creatures would usually die. Ryusei makes it hard for opponents to start killing our creatures in fear of losing theirs. Also can block to purposefully have him die.

Yosei, the Morning Star > Kolaghan, the Storm's Fury

  • Didn't have enough tokens or dragons fast enough to make use of the ability so it would usually be a dead card. Yosei makes it very difficult to spend lots of mana to kill all of your stuff and make them skip their untap step which is really good for this deck.

Hellkite Tyrant > Wasitora, Nekoru Queen

  • Seems better as a commander than a creature in this 99 to build around. Her ability isn't too relative most of the time. Hellkite I think is needed because stealing mana rocks helps cast Dragons and Ur-Dragon quicker and can hose artifacts decks.

Monastery Siege > Growing Rites of Itlimoc  Flip

  • While I think this card is very good in green, I think it's a little ambitious for this deck. It doesn't produce a lot of creatures quickly so flipping is hard the mana you get off of it isn't super relevant. Adding more protection for single targeting the dragons and card draw is nice.

Nissa, Steward of Elements > Nahiri, the Harbinger

  • Nahiri's abilities didn't feel right for the deck because I never liked discarding stuff without using it and the other ability was okay but not what I wanted. Nissa provides a lot of utility in setting up draws with Ur-Dragon, scaling with the game and can have 10 damage out of no where with enough mana.

Watery Grave > Forest

  • Mana pie chart shifted and working on getting every shock in the land base.