I love dragons, and I've been playing this and other dragon decks for years.. This deck is meant to be fun and powerful with a heavy tribal focus, which got even better after Fate Reforged. The manabase is a lot cheaper than what you expect for a five color, but I've never been color screwed. In place of duals, I used budget alternatives (my Superfriends deck got all the manabase love). And the Lairs work great for flavor (each being the lair of a legendary dragon). Here's what I've been playing:
I finally got the list complete, by which I mean over 100 cards. Now I need help trimming it down to exactly 100. Also, I absolutely loved the Phyrexian VS The Coalition Duel Decks for giving me things like Living death and Coalition Relic. Oddly, I didn't include any of the dragons from it.
Played the deck last night, and it was EPIC. The deck did fairly well, popping out two Hellkite Overlords (Body Double, followed by Torrent of Souls) as well as several other dragons. I got stalled out because someone running my Brigid deck had Brigid out and equipped with Sword of Kaldra, so I couldn't attack without losing everything, so I sat a few turns hoping to draw an answer. Not even the mighty Planeswalker Nicol Bolas could help (though he did cause some ultimate pain to Uril), as Brigid was also sporting a Shield of Kaldra and a Whispersilk Cloak that was protected by a Fountain Watch. Finally, I drew Bladewing the Risen. I cast Standardize naming Dragon, which drew confused looks from two opponents and a groan from the third, fetched up Karrthus with my general, dropped Bladewing to reanimate Karrthus, and stole every creature on the board (25+). I lost my general and Karrthus, but man was it worth it. No one drew any board sweepers, and my massive four deck army pummeled everyone into the ground.
Considering it's a five color deck with only one rare land, it's doing really well mana-wise. It certainly helped that I drew both Prismatic Omen and Fist of Suns. They were both destroyed in short order, but the deck still managed to function.
Cryptic Gateway seems like it be good in here. Also just want to point out in addition to requiring heavy red, Kargan Dragonlord is never actually a dragon
I recommend Signets over the Chromatic Star, Fist of the Suns, Manamorphose, Pilgrim's Eye, Kaleidostone and Darksteel Ingot.
The Star, Manamorphose, and Pilgrim's Eye are mediocre (and the Signets are reusable). The Fist is rather irrelevant since you'd rather fetch your Dragons with Scion than hardcast them (and if you can't cast Scion you can't use the Fist either, so you may as well just hardcast the ones you can). The Ingot is multicolored, but I found the Signets more useful.
Have you considered running a Rite of Replication? It works well with Scion's copycat ability (turn him into a Hellkite Overlord, Rite him with or without Kicker, swing for 16-48 damage). It also acts as emergency General removal, or as mass Deck-Thinning with Farhaven Elf or Mulldrifter
hey funky, scion is a great general and loads of fun. i just wanna say that the number of lairs you have in there might be too much, becuase they set you back a land drop. not like the bounce lands that tap for two, those end up evening out. something to consider.
also, where is cauldron dance? why does no one play cauldron dance haha.
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"I will flay the skin from your flesh and the flesh from your bones and scrape your bones dry. And still you will not have suffered enough." -Greven il-Vec, to Gerrard
I recommend Signets over the Chromatic Star, Fist of the Suns, Manamorphose, Pilgrim's Eye, Kaleidostone and Darksteel Ingot.
The Star, Manamorphose, and Pilgrim's Eye are mediocre (and the Signets are reusable). The Fist is rather irrelevant since you'd rather fetch your Dragons with Scion than hardcast them (and if you can't cast Scion you can't use the Fist either, so you may as well just hardcast the ones you can). The Ingot is multicolored, but I found the Signets more useful.
In my playgroup, the signets are less than mediocre, as everyone is always looking for artifacts to destroy. Ingot is indestructible, not to mention it produces any color I need rather than just having a 40% chance of being the right color. Chromatic Star, Kaleidostone, and Manamorphose are one-shots, but they cantrip closer to my other lands. Pilgrim's Eye fetches a land that is reusable, and unlike most of my land fetches, it doesn't require green mana. Fist of Suns is most definitely not irrelevant. What do you do with all the expensive, hard to cast cards that you draw? Last game, Fist allowed me to drop Nicol Bolas, Planeswalker for only five mana. It let me drop a couple other dragons that I wouldn't otherwise have had the mana for. It accelerates you and keeps cards in hand from becoming useless.
Bladewing's Thrall, Dragonmaster Outcast, and Dragon Arch won't be leaving the deck. They're dragon-themed and all serve a purpose. More and more I'm drifting away from decks that "the best cards" in favor of fun and flavorful cards. Thrall has been a solid card in my dragon reanimator for years. Outcast is cool and makes dragons. Arch is another way to drop whatever I draw and allows for surprises. Dragon Breath is my weakest dragon-themed card, and I have considered cutting it a number of times.
As for increasing reanimation and ways to recur reanimation, what do you do when you have lots of reanimation but no targets? You are assuming Scion will hit play every time and dump a ton of dragons into the graveyard. But you're forgetting Hinder, Spin into Myth, Desertion, Condemn, Hallowed Burial, and about fifty graveyard-hate cards that would shut that strategy down fast. Reanimation is nice and can be powerful, but just one or two of these cards would absolutely neuter a deck that had to rely on reanimation.
Have you considered running a Rite of Replication? It works well with Scion's copycat ability (turn him into a Hellkite Overlord, Rite him with or without Kicker, swing for 16-48 damage). It also acts as emergency General removal, or as mass Deck-Thinning with Farhaven Elf or Mulldrifter
Rite of Replication is in my list of considerations. I want to put it in but need to figure out what to cut. Maybe Dragon Breath. More dragons equals more fun, and I could always copy an opponent's creature if I wanted.
hey funky, scion is a great general and loads of fun. i just wanna say that the number of lairs you have in there might be too much, becuase they set you back a land drop. not like the bounce lands that tap for two, those end up evening out. something to consider.
also, where is cauldron dance? why does no one play cauldron dance haha.
The lairs aren't as bad as you think, as they don't come into play tapped. You can tap a basic land for mana, drop a lair returning the basic to hand, and then tap the lair for mana. Next turn drop the basic again. Unless you had more lands in hand to drop, you haven't lost any tempo. The common bounce lands come into play tapped, slowing your mana that turn. And besides, the lairs are the dwelling places of five legendary dragons, so they stay for flavor. I'd cut the Alara tri-lands first, and that's not in my immediate plans. Cauldron Dance looks pretty cool. I'll have to get one next time I place an order.
A maelstrom nexus seems really fun here. cast dragon tyrant and cascade into nichol bolas, planeswalker.......seems good. Also, I would drop anger for fervor harder for edh to remove enchantments than creatures and g.y. I have seen more graveyard hate in edh than creaure removal enchantment removal and land removal combined. Its mainly to preveent just theese shennanigans.......lol
In my playgroup, the signets are less than mediocre, as everyone is always looking for artifacts to destroy. Ingot is indestructible, not to mention it produces any color I need rather than just having a 40% chance of being the right color. Chromatic Star, Kaleidostone, and Manamorphose are one-shots, but they cantrip closer to my other lands. Pilgrim's Eye fetches a land that is reusable, and unlike most of my land fetches, it doesn't require green mana. Fist of Suns is most definitely not irrelevant. What do you do with all the expensive, hard to cast cards that you draw? Last game, Fist allowed me to drop Nicol Bolas, Planeswalker for only five mana. It let me drop a couple other dragons that I wouldn't otherwise have had the mana for. It accelerates you and keeps cards in hand from becoming useless.
Bladewing's Thrall, Dragonmaster Outcast, and Dragon Arch won't be leaving the deck. They're dragon-themed and all serve a purpose. More and more I'm drifting away from decks that "the best cards" in favor of fun and flavorful cards. Thrall has been a solid card in my dragon reanimator for years. Outcast is cool and makes dragons. Arch is another way to drop whatever I draw and allows for surprises. Dragon Breath is my weakest dragon-themed card, and I have considered cutting it a number of times.
As for increasing reanimation and ways to recur reanimation, what do you do when you have lots of reanimation but no targets? You are assuming Scion will hit play every time and dump a ton of dragons into the graveyard. But you're forgetting Hinder, Spin into Myth, Desertion, Condemn, Hallowed Burial, and about fifty graveyard-hate cards that would shut that strategy down fast. Reanimation is nice and can be powerful, but just one or two of these cards would absolutely neuter a deck that had to rely on reanimation.
Rite of Replication is in my list of considerations. I want to put it in but need to figure out what to cut. Maybe Dragon Breath. More dragons equals more fun, and I could always copy an opponent's creature if I wanted.
The lairs aren't as bad as you think, as they don't come into play tapped. You can tap a basic land for mana, drop a lair returning the basic to hand, and then tap the lair for mana. Next turn drop the basic again. Unless you had more lands in hand to drop, you haven't lost any tempo. The common bounce lands come into play tapped, slowing your mana that turn. And besides, the lairs are the dwelling places of five legendary dragons, so they stay for flavor. I'd cut the Alara tri-lands first, and that's not in my immediate plans. Cauldron Dance looks pretty cool. I'll have to get one next time I place an order.
Those are all good cards, but a couple are out of my budget range. Plus, as non-dragon themed cards, what would they replace?
i think dragon breath is great. gives your guys haste. firebreathing is nothing to scoff at, either.
and as for the lair lands, yeah you didn't lose any tempo, but you DO end up behind a land drop. and with like 5 of them in the deck (or however many you run) that's a lot of land drops to miss. now, i'll admit that missing a land drop or two in EDH is not as debilitating or game changing as it is in like standard or something, but it is something to consider.
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"I will flay the skin from your flesh and the flesh from your bones and scrape your bones dry. And still you will not have suffered enough." -Greven il-Vec, to Gerrard
Scion is my first and longest running EDH deck that I have been working with, and I have to say that I really enjoy the ideas I have seen in this thread. I am considering many for my deck, although I believe we have 2 different play styles for Scion. Heres what I have to offer...
I would say add more boardsweeps (Earthquake), then you can combo with karthus later, or any other 'graveyard to play' spells/abilities.
[CARD]
Hellkite Charger[/CARD] has won me plenty of games in the past, and can often lead to overkill or hitting multiple opponents.
Lurking predators is always a fun one to play in mid to late game, and gets you more stuff.
I love the combo you can do by double stacking scion's ability to use shivan hellkite, ping each opponent, and then make him nicol bolas... although there are mixed reviews on whether or not thats legal... but from what I understand it is.
These are just ideas that are bouncing around in my head that are in my deck. Maybe you will find these ideas useful and maybe you wont, but hey, I would like to say thank you very much for the ideas of changes to make in my deck.
[CARD]
Hellkite Charger[/CARD] has won me plenty of games in the past, and can often lead to overkill or hitting multiple opponents.
I didn't have a spare Hellkite Charger, but I am considering him. If I do, I may have to squeeze in Bear Umbra. That would just be too funny. Especially because I could put it on Scion and then fetch up the Charger and just beat everyone down with multiple combat phases. Yup, looks like I need to get a spare copy of each.
I love the combo you can do by double stacking scion's ability to use shivan hellkite, ping each opponent, and then make him nicol bolas... although there are mixed reviews on whether or not thats legal... but from what I understand it is.
As for the double stack - it does not work. When Scion becomes another dragon, he loses his fetch ability, so if you activate him once and let it resolve, he is stuck as that dragon. If you do activate him twice, you will be able to search two dragons, he will become the first briefly and then become the second, but your combo fails here. Let's say you activate him twice - first resolution makes him a Shivan Hellkite, at which point you activate his new ability (ping) and add it to the top of the stack. This will resolve without any way to turn him into Bolas, as the other activation is buried on the stack, and he no longer has the fetch ability. For a creature to retain that kind of ability when it becomes a copy of something else, it has to read like Dimir Doppelganger: "1UB: Exile target creature card from a graveyard. Dimir Doppelganger becomes a copy of that card and gains this ability." On the other hand, if Scion has fetched those two dragons and I have doppelganger on the field, he could perform your combo, but it would also exile those cards, eliminating any chance of reanimating them ever.
Bogardan is already in there. I had a Mordant and traded it away. I should get another but wouldn't know what to cut for it. And when I saw Vampiric Dragon in your list, I thought "isn't it already in there?" and then realized my copy somehow never made it in. It was supposed to be there. I'll have to find another card to cut.
I also run this in EDH and it it fantastic. It is an absolute beast and can always come back from any boardwipe they try to throw at you.
I was actually at a tournament with this deck and won via this play: Two opponents remaining and I had a lone Scion in play. I had already cast it three times.
One opponent, who was at 8 life, started a Magistrate Scepter infinite turn combo and killed my other opponent with an 8/5 flyer. He then turned on me and I activated scion which became my saving grace, Yosei, the Morning Star.
The dying dragon tapped his combo down and stopped stopped him giving me one more turn. I drew into another land. I cast Scion for the fourth time and activated it, searching for the only dragon with haste left in my library, Hellkite Overlord.
OMG what an Epic win.
Some cards that I have in mine that make this deck a multiplayer house.
Austere Command. This spell works wonders against artifacts and enchantments that you can't deal with as well as weeney armies that might try to swarm under your dragons.
Terminate/Executioner's Capsule/Path to Exile. Early removal is key I have found. Since we have a slower clock, we need to have outs to Arcum Daggson, Joyra, and Rofellos engines. A good selection of spot removal spells helps quite nicely and gives you something to do with early mana.
Journeyer's Kite. This little artifact helps soooooo much. No one ever wastes a spell to kill it in it gets you the mana and colors you need to play your top end spells. Automatic inclusion in any four or five color EDH deck.
As far as mana fixing goes, I don't own duals either. Lands that have worked out really well for me are the Vivid lands from Lorwyn. They provide the early mana I need and the colors when I need it.
The best combo in my deck is Hell's Caretaker/Bladewing the Risen. Sacrifice the Risen to Hell's Caretaker and return Bladewing back to the battlefield. He will fetch another dragon. Hell's Cartaker becomes "Tap: Return big-fatty-mean-looking-fire-breathing-pissed-off-undead-treasure-hoarding-bone-crushing-dinosaur to the battlefield.
Would this actually work? If you make Scion into Yosei, the Morning Star and block in order for Yosei's ability to activate you would have to let Scion (who is currently Yosei) go into the graveyard (not the command zone). Which means that you wouldn't have been able to cast it for the fourth time next turn without some kind of reanimation.
I've been wrong before, but I just want to make sure I understand General's "enter the graveyard" abilities and their triggering.
You have to declare that you are not putting him in your command zone in order for the Yosei trigger to happen. If he had a way to exile Scion later (Relic of Progenitus or Scrabbling Claws), he could recast the Scion, but he would need a reanimator spell otherwise.
Huh. Good point. Never thought about that. No one at the table caught that. Not even the judge. Bugger. Now my super cool awesome play isn't nearly as super cool awesome.
Sad for the Vampiric. Another dragon I really like is Draco. He is faily easy to keep in play with all of the basic lands that we need anyway and he becomes pretty cheap to cast. One thing I noticed about your list is that none of your creatures can successfully block Akroma, Angel of Wrath, AKA dragon's bane. Draco fits that role nicely and a 9/9 flying beater is nothing to scoff at.
Sad for the Vampiric. Another dragon I really like is Draco. He is faily easy to keep in play with all of the basic lands that we need anyway and he becomes pretty cheap to cast. One thing I noticed about your list is that none of your creatures can successfully block Akroma, Angel of Wrath, AKA dragon's bane. Draco fits that role nicely and a 9/9 flying beater is nothing to scoff at.
Jugan, Keiga, and Yosei all get the job done there. Keiga is the most optimal way to block an Akroma.
Baneslayer, on the other hand, is simple to deal with. Just kill it for not haviong ProB/
Agreed on the baneslayer. Terminate eats it for breakfast. I love the kami dragons as well. Just remember that you will lose your scion to the graveyard as I unfortunately found out. You will need a rez spell to get it back out.
Has anyone mentioned Treva, the Renewer, or Rith the Awakener? These, IMO, are the two best "shiny dragons" after Teneb, the Harvester. Treva provides some much needed life gain if we are in a tight spot. I use Rith to generate some chump blockers against swarms of ground armies when I want to attack in the air.
Agreed on the baneslayer. Terminate eats it for breakfast. I love the kami dragons as well. Just remember that you will lose your scion to the graveyard as I unfortunately found out. You will need a rez spell to get it back out.
Has anyone mentioned Karrthus, Tyrant of Jund? He is a beast, gives dragons some much needed haste, and takes back dragons that people steal from you or try to play. I have run into numerous decks where people have stolen my dragons and sat back smugly with my Scion and my hellkite. Karrthus slams down and I attack a very sad and defenseless opponent.
Most decks using Scion of the Ur-Dragon as a general will have a reanimator spell to spare for him. Failing that, Scrabbling Claws?
What is everyone's opinion on Malfegor? I have been having a lot of trouble with indestructible or protection creatures that I can't kill with Scourge of the Ker Ridges. Seems like Malfegor would be good at that as well as getting stupid Dragon Tyrant (which I have drawn into my hand the past three games) into the yard.
What is everyone's opinion on Malfegor? I have been having a lot of trouble with indestructible or protection creatures that I can't kill with Scourge of the Ker Ridges. Seems like Malfegor would be good at that as well as getting stupid Dragon Tyrant (which I have drawn into my hand the past three games) into the yard.
I never had a problem with those because I could afford a Path and an STP. Malfegor has a major problem though: Discarding your entire hand is a bad idea in any format, but EDH especially. Unless you have a way to save your cards or refresh your hand, I'd recommend See Beyond to get the Dragon Tyrant out of your hand (or Compulsion)
1 Scion of the Ur-Dragon
Dragons
1 Atarka, World Render
1 Balefire Dragon
1 Bladewing the Risen
1 Destructor Dragon
1 Dragon Broodmother
1 Dragonlord Dromoka
1 Eternal Dragon
1 Kokusho, the Evening Star
1 Nicol Bolas
1 O-Kagachi, Vengeful Kami
1 Ojutai, Soul of Winter
1 Scalelord Reckoner
1 Scourge of Kher Ridges
1 Scourge of the Throne
1 Scourge of Valkas
1 Silumgar, the Drifting Death
1 Steel Hellkite
1 Stormbreath Dragon
1 Teneb, the Harvester
1 The Ur-Dragon
1 Thunder Dragon
1 Thunderbreak Regent
1 Utvara Hellkite
Cheating Them In
1 Defense of the Heart
1 Elvish Piper
1 Grave Upheaval
1 Kaalia of the Vast
1 Living Death
1 Lurking Predators
1 Patriarch's Bidding
1 Quicksilver Amulet
1 Sarkhan Unbroken
1 Sneak Attack
1 Anger
1 Burnished Hart
1 Clever Impersonator
1 Dragonlord's Servant
1 Dragonmaster Outcast
1 Dragonspeaker Shaman
1 Eternal Witness
1 Farhaven Elf
1 Joiner Adept
1 Sakura-Tribe lder
1 Solemn Simulacrum
1 Wood Elves
Other Cards
1 Aura Shards
1 Champion's Helm
1 Commander's Sphere
1 Crux of Fate
1 Darksteel Ingot
1 Dragon Tempest
1 Elixir of Immortality
1 Farseek
1 Herald's Horn
1 Heroic Intervention
1 Kodama's Reach
1 Land Tax
1 Lightning Greaves
1 Reito Lantern (Scion-combo)
1 Sarkhan the Mad
1 Swiftfoot Boots
1 Tempt with Discovery
1 Temur Ascendancy
1 Bojuka Bog
1 Command Tower
1 Crosis's Catacombs
1 Darigaaz's Caldera
1 Darkwater Catacombs
1 Dragonskull Summit
1 Dromar's Cavern
1 Drowned Catacombs
1 Evolving Wilds
1 Exotic Orchard
1 Fetid Pools
1 Haven of the Spirit Dragon
1 Homeward Path
1 Irrigated Farmland
1 Mistveil Plains
1 Path of Ancestry
1 Rith's Grove
1 Scattered Groves
1 Sheltered Thicket
1 Sungrass Prairie
1 Terramorphic Expanse
1 Treva's Ruins
5 Forest
1 Island
6 Mountain
1 Plains
1 Swamp
2023 Average Peasant Cube|and Discussion
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Considering it's a five color deck with only one rare land, it's doing really well mana-wise. It certainly helped that I drew both Prismatic Omen and Fist of Suns. They were both destroyed in short order, but the deck still managed to function.
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True, but it's banned.
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Sharuum the Hegemon
Mayael the Anima
Wort, Boggart Auntie
Sliver Overlord
Drana Kalastria Bloodchief
99 mountain Ashling
Ah, I'm stupid. Magiccards.info needs to have an EDH legality info thing.
Rith, The Awakener? Mass saprolings seems fun. Treva, the Renewer maybe? They get better the more people are playing.
There are 3 other Invasion dragons that might be good for you.
The Star, Manamorphose, and Pilgrim's Eye are mediocre (and the Signets are reusable). The Fist is rather irrelevant since you'd rather fetch your Dragons with Scion than hardcast them (and if you can't cast Scion you can't use the Fist either, so you may as well just hardcast the ones you can). The Ingot is multicolored, but I found the Signets more useful.
Drop the Bladewing's Thrall, Dragon Breath, Dragonmaster Outcast in favor of Primal Command, Eternal Witness, and Recollect. Use those to get your reanimator effects back.
Cut the Dragon's Arch for a Twilight's Call or Stitch Together.
Have you considered running a Rite of Replication? It works well with Scion's copycat ability (turn him into a Hellkite Overlord, Rite him with or without Kicker, swing for 16-48 damage). It also acts as emergency General removal, or as mass Deck-Thinning with Farhaven Elf or Mulldrifter
Driving Stick with Isochron Scepter.
Trinkets and Treasure: An Artificer's Toolbox.
Proc Drops: Playing with One Drops.
Deck Primer: Toshiro Umezawa
also, where is cauldron dance? why does no one play cauldron dance haha.
EDH
GUBVorosh, the HunterGUB
BRGKarrthus, Tyrant of JundBRG
GMolimo, Maro-SorcererG
UThada Adel, AcquisitorU list soon
BEndrek Sahr, Master BreederB
I too must recommend this. It ends up being Tooth and Nail #2 most of the time. Speaking of which, you need to get a T&N in there somehow. Hehe.
I also recommend Debtors' Knell. Snatches from any graveyard. And if you can get one, Volrath's Stronghold is a house. Haunted Crossroads is a good budget alternative.
In my playgroup, the signets are less than mediocre, as everyone is always looking for artifacts to destroy. Ingot is indestructible, not to mention it produces any color I need rather than just having a 40% chance of being the right color. Chromatic Star, Kaleidostone, and Manamorphose are one-shots, but they cantrip closer to my other lands. Pilgrim's Eye fetches a land that is reusable, and unlike most of my land fetches, it doesn't require green mana.
Fist of Suns is most definitely not irrelevant. What do you do with all the expensive, hard to cast cards that you draw? Last game, Fist allowed me to drop Nicol Bolas, Planeswalker for only five mana. It let me drop a couple other dragons that I wouldn't otherwise have had the mana for. It accelerates you and keeps cards in hand from becoming useless.
Bladewing's Thrall, Dragonmaster Outcast, and Dragon Arch won't be leaving the deck. They're dragon-themed and all serve a purpose. More and more I'm drifting away from decks that "the best cards" in favor of fun and flavorful cards. Thrall has been a solid card in my dragon reanimator for years. Outcast is cool and makes dragons. Arch is another way to drop whatever I draw and allows for surprises. Dragon Breath is my weakest dragon-themed card, and I have considered cutting it a number of times.
As for increasing reanimation and ways to recur reanimation, what do you do when you have lots of reanimation but no targets? You are assuming Scion will hit play every time and dump a ton of dragons into the graveyard. But you're forgetting Hinder, Spin into Myth, Desertion, Condemn, Hallowed Burial, and about fifty graveyard-hate cards that would shut that strategy down fast. Reanimation is nice and can be powerful, but just one or two of these cards would absolutely neuter a deck that had to rely on reanimation.
Rite of Replication is in my list of considerations. I want to put it in but need to figure out what to cut. Maybe Dragon Breath. More dragons equals more fun, and I could always copy an opponent's creature if I wanted.
The lairs aren't as bad as you think, as they don't come into play tapped. You can tap a basic land for mana, drop a lair returning the basic to hand, and then tap the lair for mana. Next turn drop the basic again. Unless you had more lands in hand to drop, you haven't lost any tempo. The common bounce lands come into play tapped, slowing your mana that turn. And besides, the lairs are the dwelling places of five legendary dragons, so they stay for flavor. I'd cut the Alara tri-lands first, and that's not in my immediate plans.
Cauldron Dance looks pretty cool. I'll have to get one next time I place an order.
Those are all good cards, but a couple are out of my budget range. Plus, as non-dragon themed cards, what would they replace?
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i think dragon breath is great. gives your guys haste. firebreathing is nothing to scoff at, either.
and as for the lair lands, yeah you didn't lose any tempo, but you DO end up behind a land drop. and with like 5 of them in the deck (or however many you run) that's a lot of land drops to miss. now, i'll admit that missing a land drop or two in EDH is not as debilitating or game changing as it is in like standard or something, but it is something to consider.
EDH
GUBVorosh, the HunterGUB
BRGKarrthus, Tyrant of JundBRG
GMolimo, Maro-SorcererG
UThada Adel, AcquisitorU list soon
BEndrek Sahr, Master BreederB
I would say add more boardsweeps (Earthquake), then you can combo with karthus later, or any other 'graveyard to play' spells/abilities.
[CARD]
Hellkite Charger[/CARD] has won me plenty of games in the past, and can often lead to overkill or hitting multiple opponents.
Lurking predators is always a fun one to play in mid to late game, and gets you more stuff.
If you have the money or the card, get sensei's divining top for sure!!!
I love the combo you can do by double stacking scion's ability to use shivan hellkite, ping each opponent, and then make him nicol bolas... although there are mixed reviews on whether or not thats legal... but from what I understand it is.
Mordant Dragon, Bogardan Hellkite, Kilnmouth Dragon, Vampiric Dragon are some other ideas for dragons to put in this deck.
Myojin of Seeing Winds, Myojin of Life's Web, Marshal's Anthem, Teferi's Moat are all others that I enjoy playing with in my deck, they seem to have some some synergy, or not, but they are fun!!!
Sarkhan the Mad, Sarkhan Vol, Dragonstorm, Elvish Piper, Zerilan of the Claw are all good ways to get dragons out there or have great synergy with dragons.
These are just ideas that are bouncing around in my head that are in my deck. Maybe you will find these ideas useful and maybe you wont, but hey, I would like to say thank you very much for the ideas of changes to make in my deck.
WUBRGScion of the UR-Dragon WUBRG
I didn't have a spare Hellkite Charger, but I am considering him. If I do, I may have to squeeze in Bear Umbra. That would just be too funny. Especially because I could put it on Scion and then fetch up the Charger and just beat everyone down with multiple combat phases. Yup, looks like I need to get a spare copy of each.
As for the double stack - it does not work. When Scion becomes another dragon, he loses his fetch ability, so if you activate him once and let it resolve, he is stuck as that dragon. If you do activate him twice, you will be able to search two dragons, he will become the first briefly and then become the second, but your combo fails here. Let's say you activate him twice - first resolution makes him a Shivan Hellkite, at which point you activate his new ability (ping) and add it to the top of the stack. This will resolve without any way to turn him into Bolas, as the other activation is buried on the stack, and he no longer has the fetch ability. For a creature to retain that kind of ability when it becomes a copy of something else, it has to read like Dimir Doppelganger: "1UB: Exile target creature card from a graveyard. Dimir Doppelganger becomes a copy of that card and gains this ability." On the other hand, if Scion has fetched those two dragons and I have doppelganger on the field, he could perform your combo, but it would also exile those cards, eliminating any chance of reanimating them ever.
Bogardan is already in there. I had a Mordant and traded it away. I should get another but wouldn't know what to cut for it. And when I saw Vampiric Dragon in your list, I thought "isn't it already in there?" and then realized my copy somehow never made it in. It was supposed to be there. I'll have to find another card to cut.
2023 Average Peasant Cube|and Discussion
Because I have more decks than fit in a signature
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I was actually at a tournament with this deck and won via this play: Two opponents remaining and I had a lone Scion in play. I had already cast it three times.
One opponent, who was at 8 life, started a Magistrate Scepter infinite turn combo and killed my other opponent with an 8/5 flyer. He then turned on me and I activated scion which became my saving grace, Yosei, the Morning Star.
The dying dragon tapped his combo down and stopped stopped him giving me one more turn. I drew into another land. I cast Scion for the fourth time and activated it, searching for the only dragon with haste left in my library, Hellkite Overlord.
OMG what an Epic win.
Some cards that I have in mine that make this deck a multiplayer house.
Austere Command. This spell works wonders against artifacts and enchantments that you can't deal with as well as weeney armies that might try to swarm under your dragons.
Naturalize. Why? Cuz
Lightning Greaves. Hasty dragons and shroud from jank like Path to Exile.
Oblivion Ring. My Savior in the above game because it was the only thing that anybody at the table was packing to deal with a Darksteel Forge.
Darksteel Ingot. I mention this cuz someone said cut it. Don't. It doesn't die to Akroma's Vengeance, Fracturing Gust, Nevinyrral's Disk, and Jokulhops. It is excellent mana ramp and fixes colors too.
Damnation/Decree of Pain/Wrath of God. Mass removal is critical in Multiplayer.
Urza's Incubator. Non creature dragonspeaker anyone?
Terminate/Executioner's Capsule/Path to Exile. Early removal is key I have found. Since we have a slower clock, we need to have outs to Arcum Daggson, Joyra, and Rofellos engines. A good selection of spot removal spells helps quite nicely and gives you something to do with early mana.
Journeyer's Kite. This little artifact helps soooooo much. No one ever wastes a spell to kill it in it gets you the mana and colors you need to play your top end spells. Automatic inclusion in any four or five color EDH deck.
Looking at your list, I'd say to add more rez spells. Zombify. Makeshift Mannequin (which is an instant btw) Vigor Mortis. Exhume. And Cauldron Dance, the funnest dragon rez card of them all.
As far as mana fixing goes, I don't own duals either. Lands that have worked out really well for me are the Vivid lands from Lorwyn. They provide the early mana I need and the colors when I need it.
The best combo in my deck is Hell's Caretaker/Bladewing the Risen. Sacrifice the Risen to Hell's Caretaker and return Bladewing back to the battlefield. He will fetch another dragon. Hell's Cartaker becomes "Tap: Return big-fatty-mean-looking-fire-breathing-pissed-off-undead-treasure-hoarding-bone-crushing-dinosaur to the battlefield.
You have to declare that you are not putting him in your command zone in order for the Yosei trigger to happen. If he had a way to exile Scion later (Relic of Progenitus or Scrabbling Claws), he could recast the Scion, but he would need a reanimator spell otherwise.
Driving Stick with Isochron Scepter.
Trinkets and Treasure: An Artificer's Toolbox.
Proc Drops: Playing with One Drops.
Deck Primer: Toshiro Umezawa
2023 Average Peasant Cube|and Discussion
Because I have more decks than fit in a signature
Useful Resources:
MTGSalvation tags
EDHREC
ManabaseCrafter
Jugan, Keiga, and Yosei all get the job done there. Keiga is the most optimal way to block an Akroma.
Baneslayer, on the other hand, is simple to deal with. Just kill it for not haviong ProB/
Driving Stick with Isochron Scepter.
Trinkets and Treasure: An Artificer's Toolbox.
Proc Drops: Playing with One Drops.
Deck Primer: Toshiro Umezawa
Has anyone mentioned Treva, the Renewer, or Rith the Awakener? These, IMO, are the two best "shiny dragons" after Teneb, the Harvester. Treva provides some much needed life gain if we are in a tight spot. I use Rith to generate some chump blockers against swarms of ground armies when I want to attack in the air.
Most decks using Scion of the Ur-Dragon as a general will have a reanimator spell to spare for him. Failing that, Scrabbling Claws?
Fact: Karrthus+Sarkan the Mad=Evil.
Driving Stick with Isochron Scepter.
Trinkets and Treasure: An Artificer's Toolbox.
Proc Drops: Playing with One Drops.
Deck Primer: Toshiro Umezawa
I never had a problem with those because I could afford a Path and an STP. Malfegor has a major problem though: Discarding your entire hand is a bad idea in any format, but EDH especially. Unless you have a way to save your cards or refresh your hand, I'd recommend See Beyond to get the Dragon Tyrant out of your hand (or Compulsion)
Driving Stick with Isochron Scepter.
Trinkets and Treasure: An Artificer's Toolbox.
Proc Drops: Playing with One Drops.
Deck Primer: Toshiro Umezawa