Looking for a heavy hitting aggro general? Atarka, World Render fits the bill with two forms of evasion and when she swings she gives herself double strike. Unblocked and by herself she hits for 12, so one hit is half way to general damage. However with extra combat phases or some pump we can make that two turn clock into a single shot kill.
Gisela, Blade of Goldnight can do what Atarka does. Gaka, the guy who made the Norin the Wary primer, demonstrated this. It might come in handy as an example for building Atarka.
One big problem I see with this deck is its lack of focus. On one hand, you run cards solely meant for Atarka to kill in one turn. Having an amusing strategy is excellent, but you really need to commit to it. You run cards that assume you will play until the very late game or that you will have a very big hand, but you run only three draw spells and a decent playgroup will be better able to answer your general later into the game. Some cards outright do nothing for the general kill strategy and each turn you wait drawing the pump you need and waiting for your general to be able to attack are more turns other players can prepare removal that you don't have the protection for, wipe some or all of your board presence, or disrupt your enablers. Unless your meta is full of durdly players, you will compete terribly against players that thrive in the mid to late game.
There are strengths to Red/Green for this kind of play that Red/White lacks. For one, you have some choice creature tutors, so tuck does not screw you over completely and you can easily fetch your best creatures like Xenagos, God of Revels quickly. You should also seriously consider running mana dorks. Yes, mana dorks like Llanowar Elves. Yes, they die to boardwipes, but if you are seriously worried about them being removed early in the game, then expect the consistent boardwiping to be a pattern. Mana dorks accelerate really fast and improve your chances of killing players before their answers come online in the first place. They have the very useful option to be fed to Skullclamp, and if you are feeling really friendly, run land hate like Winter Orb, Impending Disaster, and Boom // Bust.
Anyways, you should find a focus first (that works - I've never played Atarka) and then you can figure out a good deal of the gems yourself. Good luck.
Yes yes yes
This is the dragon that I will probably make my next commander deck based around. The thing hits like a freight train and dragons are always fun. However, I'm a little surprised there's no Genesis Wave in the deck, that card is bonkers.
Though for me, I'll probably take a more ramp route, like the other two guys before me said. Run a lot of artifact ramp and some mana dudes. I think it would be a fun deck to play in my more casual playgroup.
I think you are right, the focus needs to be more on her voltroning and not really bother with a backup plan that isn't all that great in the first place. Some of the other dragons are nice but they would fit more with a tribal dragons build. I think I will cut all of them except for Scourge of the Throne since he can easily drop the turn before her and his extra combat trigger is normally free. I know I had some bigger wipes in there but some of those were to deal with some of the pillowfort cards and the gravepact effects that are run all over my meta. However Reverent Silence or even Back to Nature would be more effective at clearing those out of the way.
Dorks to ramp her out faster does sound solid if I can get the right mix of them vs land ramp. Somberwald Sage seems strong since I can drop her and if I don't miss a land drop be right at 7 to drop Atarka. Some of the heavier handed mana rocks might be good to like Grim Monolith and Mana Vault. Other dorks that seem good are Birds of paradise, Joraga Treespeaker and Elvish Mystic/Llanowar Elves. With green's ramp I'm not sure if rituals are worth it or not. As for land destruction I might look into but I'm not sure with how my playgroups work if I can make it one sided enough to make it worth the time to use it. Dosan the Falling Leaf or City of Solitude might be better ways for me to make sure they can't mess with me when I go in for a kill and it does not affect me much since I won't have much to do on there turns normally.
As for pumping the magic number is 5. Anything 5 and above makes her deal 22 if unblocked. However Overwhelming Stampede looking back is pretty inefficient mana wise, Rush of blood is 2 less and gives the exact effect I want. Dictate of the Twin Gods, Inquisitor's Flail, and Overblaze also get the effect of doubling power without tripping over doublestrike. Another method I was considering was trying to give her infect for the kill through Triumph of the Hordes or Grafted Exoskeleton. Not sure Grafted Exoskeleton is worth it though since it gives them another way to remove her once it's on. That said the best card with her by far is Xenagos, God of Revels since it grants haste and a lethal amount of pump in one go. With enough mana dorks maybe I should reconsider Natural Order since it can fetch him into play.
I have only tested it a few times so I'm not sure I have enough haste outlets but at the moment I think I have enough. I think I might also swap out Greater Good for Sylvan Library and add in the other 6 fetchlands I can run to make it and Sensei's Divining Top more powerful with that many shuffle effects.
@Trivmvirate and Schutzwald
Doing dragon tribal with her is another good approach but that is more of a midrange deck. Not gonna lie I like the idea building her that way to but this build is more focused on using her ability to voltron and cranking it up for instant kills that are hard to stop. If I get so more time later I'll probably brew up a more tribal themed list for her as well.
These changes should keep the deck more on it's main game plan of getting her out quick and hitting to kill. Anything still feel out of place or do you think I have any better options for ramp?
Also here is a quick list for a dragons focused build.
Surge of Strength pushes Atarka over the edge to deal lethal, and is the cheapest card mana-wise that can do so iirc. (Well, Berserk is cheaper, but SoS doesn't kill Atarka.)
Good start! You should also edit your initial post so it reflects your current build. Makes it easy for interested players to see the actual deck at first glance. Also makes it easier for me to recommend cards that could be taken out still!
Though, you seem to be doing very well at building this deck. Maybe you don't need much assistance. I wish you best of luck! Try and work for that primer status - this would be the first red/green deck on the primer list!
You want Into the Web of War. Ogre Battledriver is nuts in this deck, and Into the Web of War, though a bit higher in mana cost, is the same perk. Both let you use your mana dorks right away, and bolster your whole team. I'm also a fan of Paragon of Fierce Defiance. He might seem low octane, but he synergizes with Atarka beautifully (+1 Power, tap for haste). Every static bonus you can get out there lessens the crud you have to go through to pump up Atarka on that final swing.
Ooh, what about Wolfir Silverheart? If Atarka's hasted, ol' Wolfie's Soulbond puts him one point of power away from an instant kill.
call me crazy, but i would suggest scion of the ur-dragon discarding atarka before attack, hellkite overlord before blockers and use rrr (thus 4rrr altogether) to give the +3/0 = 22 dmg. with 5 color ramp this could be done on turn 6 somewhat reliably, but more importantly, you have 97 more cards to use.
Surge of Strength pushes Atarka over the edge to deal lethal, and is the cheapest card mana-wise that can do so iirc. (Well, Berserk is cheaper, but SoS doesn't kill Atarka.)
Surge of Strength does seem like a better buff then some of the ones I have now I'll have to test it out, I will try and do the same with Screaming Fury since it and her are all that is needed for a kill. Thanks for the suggestion I've never heard of that card and it escaped me on my gather searches haha. Also with searching with similar language I found Blazing Shoal which I don't think I'm running enough to make use of it's free mode and it costs 5RR to pay for it upfront. Another card I overlooked before is Become Immense might be worth it since it can cost as low as G.
Good start! You should also edit your initial post so it reflects your current build. Makes it easy for interested players to see the actual deck at first glance. Also makes it easier for me to recommend cards that could be taken out still!
Though, you seem to be doing very well at building this deck. Maybe you don't need much assistance. I wish you best of luck! Try and work for that primer status - this would be the first red/green deck on the primer list!
Thanks I got the list up to date for now and I'm testing it out some. I think I need to compare some of the pump spells and see if I could be using anything cheaper. Also thanks for the list to Gaka's list it helped me gets some ideas for going all in with the aggro plan. First time doing a deck like this, usually I play midrange or control so this is defiantly a learning experience.
You want Into the Web of War. Ogre Battledriver is nuts in this deck, and Into the Web of War, though a bit higher in mana cost, is the same perk. Both let you use your mana dorks right away, and bolster your whole team. I'm also a fan of Paragon of Fierce Defiance. He might seem low octane, but he synergizes with Atarka beautifully (+1 Power, tap for haste). Every static bonus you can get out there lessens the crud you have to go through to pump up Atarka on that final swing.
Ooh, what about Wolfir Silverheart? If Atarka's hasted, ol' Wolfie's Soulbond puts him one point of power away from an instant kill.
In the Web of War would be a backup to battle driver so I will add it to the list to test out, still trying to figure out the best balance for haste enablers. The permeate ones are nice but if I used spell ones they are harder to disrupt. As for pumping I'm trying to make sure that anything that pumps gets to the grand total of 5 or higher by itself Wolfir Silverheart gets close but the more pieces that need to come together for a kill the easier it is to stop.
call me crazy, but i would suggest scion of the ur-dragon discarding atarka before attack, hellkite overlord before blockers and use rrr (thus 4rrr altogether) to give the +3/0 = 22 dmg. with 5 color ramp this could be done on turn 6 somewhat reliably, but more importantly, you have 97 more cards to use.
Scion of the Ur-Dragon definitely wants to run Atarka but that interaction dosen't quite work since once Scion becomes a different dragon he loses his ability to become another. However what you could do is activate his ability twice have the first one that resolves get a dragon that pumps, best one I know of for this would be Moltensteel Dragon but with enough artifacts Hellkite Igniter is good to, and pump for +5/+0 and then have the second ability resolve for him to become Atarka. Dragon Tyrant can also make you only have to pay 2RRRRR or instead of Atarka you can have Skithiryx, the Blight Dragon go in for the kill if you make the first activation pump for 6 instead of five.
Scion of the Ur-Dragon definitely wants to run Atarka but that interaction dosen't quite work since once Scion becomes a different dragon he loses his ability to become another. However what you could do is activate his ability twice have the first one that resolves get a dragon that pumps, best one I know of for this would be Moltensteel Dragon but with enough artifacts Hellkite Igniter is good to, and pump for +5/+0 and then have the second ability resolve for him to become Atarka. Dragon Tyrant can also make you only have to pay 2RRRRR or instead of Atarka you can have Skithiryx, the Blight Dragon go in for the kill if you make the first activation pump for 6 instead of five.
Not to take away from the cmdr, but don't you this card more supplemental than cmdr.
Not to take away from the cmdr, but don't you this card more supplemental than cmdr.
Not really Atarka is one of the only legends that has, or in this case grants, double strike. Double strike on a commander makes for a really nice way to voltron out. Scion can pull the trick but without ways to reset it, or ways to prevent you from drawing the pieces, you can only really pull it off once maybe twice. Rafiq of the Many is probably the strongest general that gives himself double strike but unlike Atarka he does not have any form of evasion built in and Atarka has two. Plus since the colors are so different the cards that get them to the one shot range are different. Gisela, Blade of Goldnight is probably the next closest but trades green for white but without trample she still needs a bit of a different setup or it can be easy to chump her plus without green tuck can really hurt the game plan.
So I feel the each bring their own unique form of aggro to the table and each can have a build set for that.
Are enchantments such a huge problem in your meta that you need to run wipes for them? I am a little skeptical about running them as I imagine you would prefer spot removal for the few cards that really hinder you or more cards to get Atarka going.
If you expect to see enchantments, Decimate should be something pretty potent to consider.
Whirlwind seems kind of hilarious to run, but I am sure it is not an optimal card for the list.
Signal the Clans could be a really fun and effective tutor! Xenagos, or two other creatures that fit in with what I have already? And dat instant speed. WOW!
Looks like I can work best by deck-teching for you and you can be the lab rat! Still, I will try to build my own version of Atarka if I can find a foil copy of her. Seems budgety enough and I like it more than Gisela! +1/+1, double strike, AND haste in Boros is harder to get than +5/+X and haste in Gruul because of the mana dorks and tutors. And I really don't like the control options for Gisela either, so I might just trade her away...
Are enchantments such a huge problem in your meta that you need to run wipes for them? I am a little skeptical about running them as I imagine you would prefer spot removal for the few cards that really hinder you or more cards to get Atarka going.
If you expect to see enchantments, Decimate should be something pretty potent to consider.
Whirlwind seems kind of hilarious to run, but I am sure it is not an optimal card for the list.
Signal the Clans could be a really fun and effective tutor! Xenagos, or two other creatures that fit in with what I have already? And dat instant speed. WOW!
Looks like I can work best by deck-teching for you and you can be the lab rat! Still, I will try to build my own version of Atarka if I can find a foil copy of her. Seems budgety enough and I like it more than Gisela! +1/+1, double strike, AND haste in Boros is harder to get than +5/+X and haste in Gruul because of the mana dorks and tutors. And I really don't like the control options for Gisela either, so I might just trade her away...
I could very well be overvaluing the removal, in fact I may be better off looking at protection instead. I was giving some thought to Dosan the Falling Leaf and City of Solitude. City is the stronger of the two but is also harder for me to go find. Might be something better to run then the blanket enchantment removal. Decimate is pretty nice removal in that hits a lot but I generally I like instant speed spot removal over sorcery and I think overall it might be overkill. Whirlwind would be kind of funny but something like Might of Oaks might be better since for the same investment you have an instant speed way of plowing through 5 toughness of flying blockers and still killing them and it's pretty rare for someone to have more than that in the air at once.
Signal the Clans looks great in a lot of situations, I had considered using gamble but this seems stronger since through creatures we can answer most problems and thanks to bloodrush it even gives access to pump. Thats I great find and I will start looking for a place to throw it in the deck. I will probably cut some of the enchantment removal for it.
Also the more eyes on a deck the better it gets Also overall yea the deck is pretty cheap and some of the more expensive options could probably be swapped out without the deck slowing down much, if I had no budget I would add in Mana Crypt. Maybe one day
I am strictly agains removing Dragon broodmother!! She is a very fascinating card that can draw out immediate removal spell that might've befallen you general and if she lingers she can still be very threathening with Atarka. Now, I'm not a huge fan of decks that rely on a single creature to win,as it can be easy to disrupt. Thuck effects and removal,mind control and etc. Tutoring is essential,as well as additional protection. I am thinking that having alterante win cons can be a bit better for you. Of course my oppinion is heavily influenced by what I see in my play group and they are all turning to the powerhouse ways. I'd like to hear your own experience with this General in particular
In the right build I agree Dragon broodmother would be my second or third dragon I'd choose for the deck, Scourge of the Throne is just a bit ahead of her, but this build is intended to be more focused on winning with the general. While Broodmother may pull removal to her after a game or two everyone will know that's the wrong target and that the general is where the removal should be pointed. I agree that this isn't the hardest strategy to stop but the game plan is to make it happen asap so that it doesn't give the chance to disrupt. Come to think of it Sylvan Safekeeper might be another good way to help her dodge spot removal. Also with the number of creature tutors it should not be to hard to dig her back out if she gets tucked. Also so far in testing the general out the second she hits she is a target the damage she does even without other support cards make her a huge focus of removal. The best way to play her is to try and setup before hand and takeout the person who is most likely to have an answer but can't use it right when you drop her. With the amount of ramp in the deck it can be pretty easy to have 10 mana or more by turn five and with a presetup haste outlet you can play her and a pump that will take someone out, or in a few situations I've gotten Scourge of the Throne or Xenagos, God of Revels to stick the turn before I dropped her. If the games go to far into the midgame then it can be harder to pull out a win, at that point it takes a little bit of luck and guess work of when it's okay to try and go for a kill.
And Stomping Ground and Wooded Foothills as well. Also, Dryad Arbor is subject to summoning sickness, so consider replacing that as well. Don't replace them with tap lands!
And Stomping Ground and Wooded Foothills as well. Also, Dryad Arbor is subject to summoning sickness, so consider replacing that as well. Don't replace them with tap lands!
Wow my land list was all over the place, guess I need to be more careful when I edit :p. Dryad Arbor Arbor was in there as a way to to make green sun's zenith have extra utility as a ramp spell for G and for another Natural Order target. However between it coming in with summoning sickness and Natural Order only really having one good target I will pull it for something else.
The flash on Dictate of the Twin Gods has actually been a huge boon. Dropping at the end of turn on the player right before my turn has served pretty well. Gratuitous Violence might make the list with it but I'm not sure yet, it's hard to judge which is better than one off pump spells or permanents that pump her up. On one hand the permanents last for longer but they can be removed more easily then the pump spells and if I don't draw them until the turn I want to play her on it's harder to pay the mana for her and them. Also for longevity I'm not sure how much it matters since if either sticks someone will go down. On the other hand it lets me have a setup turn and not have to spend that much more mana on her once I go in for the kill and if she sticks longer than one turn they can be used to finish off someone else without using more resources.
As for the sword it's good with Aggravated Assault but outside of that it does not get me much, the buff isn't enough on it's own and I have no way to tutor for Assault.
Deck changes
OUT Overblaze - for 4 there are better pump spells in these colors Back to Nature - Good in the right meta but a dud to often and making someone dead also removes their problem enchantments. Reverent Silence - Same as Back to Nature. Natural Order - Great Tutor but Xenagos, God of Revels is the only green creature I would want to get since I don't really want to sac a dork to get a slightly better dork. Dryad Arbor - Less good with out Natural Order and lands that can be used right away will probably be better.
IN Surge of Strength - Huge buff for a low cost and one game I even got to toss away Anger to use it. Screaming Fury - Kinda like Xenagos, God of Revels gets everything I need in one card Become Immense - A big buff for what most of the time should be 1G or even G Signal the Clans - A tutor that can help find the last piece and because of the bloodrush guys that means I can even pull pump off of it. Temple of the False God - Normally I make it to five land when I play so the extra little bit from this should be helpful
Another few things I've been giving some thought to is using Flash as an alternative to haste. From what I can tell though my only real options in these colors are Yeva, Nature's Herald, Vedalken Orrery, and Winding Canyons. The reason I started thinking about is if I could flash Atarka in I would all my mana open on the following turn for extra combat spells and pump spells. Not sure how helpful this is over just ramping to the needed mana but was something I think I will look into a bit more. Anyone have any experience with using flash in a deck like this?
It's only been like six months but totally forgot he was a card. Maybe cut Skyshroud Claim for him since they both cost 4 but in exchange for giving me two mana to use right away I can ramp up hard once or twice. Unless you see another cut that might suit him better.
Zhur-Taa Druid is a dork with an upside but the upside does not do much for this strategy. I would say go for Llanowar Elves or Boreal Druid over him since they only cost 1.
Ramp
1 Ancient Tomb
1 Wood Elves
1 Farhaven Elf
1 Sol Ring
1 Chromatic Lantern
1 Coalition Relic
1 Worn Powerstone
1 Thran Dynamo
1 Cultivate
1 Kodama's Reach
1 Skyshroud Claim
1 Birds of paradise
1 Elvish Mystic
1 Joraga Treespeaker
1 Somberwald Sage
1 Sakura-Tribe Elder
1 Mana Vault
1 Grim Monolith
1 Everflowing Chalice
1 Dragonspeaker shaman
Protection
1 Lightning Greaves
1 Swiftfoot Boots
1 Cavern of Souls
1 Yavimaya Hollow
Tutor
1 Fauna Shaman
1 Survival of the Fittest
1 Worldly Tutor
1 Green Sun's Zenith
1 Signal the Clans
1 Xenagos, God of Revels
1 Urabrask the Hidden
1 Ogre Battledriver
1 Generator Servant
1 Anger
1 Hammer of Purphoros
1 Fires of Yavimaya
1 Dragon Breath
1 Sarkhan Vol
1 Flamekin Village
1 Hall of the Bandit Lord
Extra Combat
1 Scourge of the Throne
1 Aggravated Assault
1 Seize the Day
1 Relentless Assault
Pump
1 Scorchwalker
1 Zhur-Taa Swine
1 Rubblehulk
1 Berserk
1 Stonewood Invocation
1 Inquisitor's Flail
1 Rush of blood
1 Triumph of the Hordes
1 Dictate of the Twin Gods
1 Surge of Strength
1 Screaming Fury
1 Become Immense
1 Kessig Wolf Run
1 Strip Mine
1 Reclamation Sage
1 Beast Within
1 Chaos Warp
1 Nature's Claim
1 Blasphemous Act
1 Oblivion Stone
Utility
1 Eternal Witness
1 Regrowth
1 Wheel of Fourtune
1 Reforge the Soul
1 Sensei's Divining Top
1 Rogue's Passage
1 Sylvan Library
Land
1 Command Tower
1 Wooded Foothills
1 Taiga
1 Stomping Ground
1 Fire-Lit Thicket
1 Temple of the False God
1 Bloodstained Mire
1 Scalding Tarn
1 Arid Mesa
1 Windswept Heath
1 Verdant Catacombs
1 Misty Rain Forest
8 Mountains
8 Forests
Deck By Card Type
Creatures(19)
1 Xenagos, God of Revels
1 Urabrask the Hidden
1 Scourge of the Throne
1 Ogre Battledriver
1 Scorchwalker
1 Zhur-Taa Swine
1 Rubblehulk
1 Generator Servant
1 Wood Elves
1 Farhaven Elf
1 Eternal Witness
1 Anger
1 Reclamation Sage
1 Fauna Shaman
1 Birds of paradise
1 Elvish Mystic
1 Joraga Treespeaker
1 Somberwald Sage
1 Sakura-Tribe Elder
Artifacts(15)
1 Sol Ring
1 Lightning Greaves
1 Swiftfoot Boots
1 Oblivion Stone
1 Worn Powerstone
1 Thran Dynamo
1 Chromatic Lantern
1 Hammer of Purphoros
1 Coalition Relic
1 Sensei's Divining Top
1 Inquisitor's Flail
1 Mana Vault
1 Grim Monolith
1 Everflowing Chalice
1 Dragonspeaker shaman
1 Aggravated Assault
1 Fires of Yavimaya
1 Dragon Breath
1 Survival of the Fittest
1 Dictate of the Twin Gods
1 Sylvan Library
Instants(9)
1 Beast Within
1 Chaos Warp
1 Worldly Tutor
1 Berserk
1 Stonewood Invocation
1 Nature's Claim
1 Rush of blood
1 Surge of Strength
1 Become Immense
1 Signal the Clans
Sorceries(12)
1 Wheel of Fourtune
1 Reforge the Soul
1 Seize the Day
1 Relentless Assault
1 Blasphemous Act
1 Cultivate
1 Kodama's Reach
1 Skyshroud Claim
1 Triumph of the Hordes
1 Screaming Fury
1 Green Sun's Zenith
1 Regrowth
1 Sarkhan Vol
Land(36)
1 Kessig Wolf Run
1 Cavern of Souls
1 Flamekin Village
1 Hall of the Bandit Lord
1 Strip Mine
1 Ancient Tomb
1 Command Tower
1 Rogue's Passage
1 Yavimaya Hollow
1 Wooded Foothills
1 Taiga
1 Stomping Ground
1 Fire-Lit Thicket
1 Temple of the False God
1 Bloodstained Mire
1 Scalding Tarn
1 Arid Mesa
1 Windswept Heath
1 Verdant Catacombs
1 Misty Rain Forest
8 Mountains
8 Forests
This deck is a rough draft and I'm sure I missed some gems for her so if you think of any I'd love to hear them
RGW Rith, the Awakener
BRG Prossh, Skyraider of Kher
UBR Nicol Bolas
GWU Treva, the Renewer
RWU Numot, the Devastator
One big problem I see with this deck is its lack of focus. On one hand, you run cards solely meant for Atarka to kill in one turn. Having an amusing strategy is excellent, but you really need to commit to it. You run cards that assume you will play until the very late game or that you will have a very big hand, but you run only three draw spells and a decent playgroup will be better able to answer your general later into the game. Some cards outright do nothing for the general kill strategy and each turn you wait drawing the pump you need and waiting for your general to be able to attack are more turns other players can prepare removal that you don't have the protection for, wipe some or all of your board presence, or disrupt your enablers. Unless your meta is full of durdly players, you will compete terribly against players that thrive in the mid to late game.
There are strengths to Red/Green for this kind of play that Red/White lacks. For one, you have some choice creature tutors, so tuck does not screw you over completely and you can easily fetch your best creatures like Xenagos, God of Revels quickly. You should also seriously consider running mana dorks. Yes, mana dorks like Llanowar Elves. Yes, they die to boardwipes, but if you are seriously worried about them being removed early in the game, then expect the consistent boardwiping to be a pattern. Mana dorks accelerate really fast and improve your chances of killing players before their answers come online in the first place. They have the very useful option to be fed to Skullclamp, and if you are feeling really friendly, run land hate like Winter Orb, Impending Disaster, and Boom // Bust.
Anyways, you should find a focus first (that works - I've never played Atarka) and then you can figure out a good deal of the gems yourself. Good luck.
This is the dragon that I will probably make my next commander deck based around. The thing hits like a freight train and dragons are always fun. However, I'm a little surprised there's no Genesis Wave in the deck, that card is bonkers.
Though for me, I'll probably take a more ramp route, like the other two guys before me said. Run a lot of artifact ramp and some mana dudes. I think it would be a fun deck to play in my more casual playgroup.
BGGRock
Modern
BRGJund
BBGRock
Dorks to ramp her out faster does sound solid if I can get the right mix of them vs land ramp. Somberwald Sage seems strong since I can drop her and if I don't miss a land drop be right at 7 to drop Atarka. Some of the heavier handed mana rocks might be good to like Grim Monolith and Mana Vault. Other dorks that seem good are Birds of paradise, Joraga Treespeaker and Elvish Mystic/Llanowar Elves. With green's ramp I'm not sure if rituals are worth it or not. As for land destruction I might look into but I'm not sure with how my playgroups work if I can make it one sided enough to make it worth the time to use it. Dosan the Falling Leaf or City of Solitude might be better ways for me to make sure they can't mess with me when I go in for a kill and it does not affect me much since I won't have much to do on there turns normally.
As for pumping the magic number is 5. Anything 5 and above makes her deal 22 if unblocked. However Overwhelming Stampede looking back is pretty inefficient mana wise, Rush of blood is 2 less and gives the exact effect I want. Dictate of the Twin Gods, Inquisitor's Flail, and Overblaze also get the effect of doubling power without tripping over doublestrike. Another method I was considering was trying to give her infect for the kill through Triumph of the Hordes or Grafted Exoskeleton. Not sure Grafted Exoskeleton is worth it though since it gives them another way to remove her once it's on. That said the best card with her by far is Xenagos, God of Revels since it grants haste and a lethal amount of pump in one go. With enough mana dorks maybe I should reconsider Natural Order since it can fetch him into play.
I have only tested it a few times so I'm not sure I have enough haste outlets but at the moment I think I have enough. I think I might also swap out Greater Good for Sylvan Library and add in the other 6 fetchlands I can run to make it and Sensei's Divining Top more powerful with that many shuffle effects.
Right now I'm thinking about cutting the following
Freyalise, Llanowar's Fury
Dragon Broodmother
Dragonmaster Outcast
Hellkite Charger
Steel Hellkite
Hull Breach
Wave of Vitriol
Tooth and Nail
Goblin Welder
Overwhelming Stampede
Sword of Feast and Famine
Exploration
Greater Good
Genesis
Temple of the False God *is alright but with more dorks I'm not sure it will always be online when I need it
Vexing Shusher *might stay since there is a lot of control in my meta
Anything else feel to out of place with the main game plan?
_________________________________________________________________________________
@Trivmvirate and Schutzwald
Doing dragon tribal with her is another good approach but that is more of a midrange deck. Not gonna lie I like the idea building her that way to but this build is more focused on using her ability to voltron and cranking it up for instant kills that are hard to stop. If I get so more time later I'll probably brew up a more tribal themed list for her as well.
RGW Rith, the Awakener
BRG Prossh, Skyraider of Kher
UBR Nicol Bolas
GWU Treva, the Renewer
RWU Numot, the Devastator
IN
OUT
- Freyalise, Llanowar's Fury
- Dragon Broodmother
- Dragonmaster Outcast
- Hellkite Charger
- Steel Hellkite
- Hull Breach
- Wave of Vitriol
- Tooth and Nail
- Temple of the False God
- Vexing Shusher
- Goblin Welder
- Overwhelming Stampede
- Sword of Feast and Famine
- Oracle of Mul Daya
- Exploration
- Greater Good
- Genesis
- Solemn Simulacrum
- Chord of Calling
- Steely Resolve
.These changes should keep the deck more on it's main game plan of getting her out quick and hitting to kill. Anything still feel out of place or do you think I have any better options for ramp?
Also here is a quick list for a dragons focused build.
Creatures(27)
1 Utrova Hellkite
1 Steel Hellkite
1 Scourge of the Throne
1 Hellkite Charger
1 Dragon Broodmother
1 Hellkite Igniter
1 Dragonmaster Outcast
1 Scourge of Valkas
1 Scourge of Kher Ridges
1 Balefire Dragon
1 Hoarding Dragon
1 Moonveil Dragon
1 Dragonspeaker Shaman
1 Zirilan of the Claw
1 Steel Hellkite
1 Chameleon Colossus
1 Solemn Simulacrum
1 Wood Elves
1 Farhaven Elf
1 Genesis
1 Eternal Witness
1 Goblin Welder
1 Anger
1 Reclamation Sage
1 Fauna Shaman
1 Oracle of Mul Daya
1 Vexing Shusher
1 Sol Ring
1 Coalition Relic
1 Worn Powerstone
1 Thran Dynamo
1 Chromatic Lantern
1 Gilded Lotus
1 Everflowing chalice
1 Fellwar Stone
1 Sword of Feast and Famine
1 Oblivion Stone
1 Hammer of Purphoros
1 Sensei's Divining Top
Enchantments(7)
1 Greater Good
1 Aggravated Assault
1 Fires of Yavimaya
1 Steely Resolve
1 Survival of the Fittest
1 Exploration
1 Crucible of fire
Instants(5)
1 Beast Within
1 Chaos Warp
1 Wordly Tutor
1 Chord of Calling
1 Nature's Claim
Sorceries(9)
1 Wheel of Fourtune
1 Reforge the Soul
1 Blasphemous Act
1 Tooth and Nail
1 Cultivate
1 Kodama's Reach
1 Skyshroud Claim
1 Harmonize
1 Genesis Wave
1 Freyalise, Llanowar's Fury
1 Sarkhan Vol
Land(37)
1 Kessig Wolf Run
1 Cavern of Souls
1 Flamekin Village
1 Hall of the Bandit Lord
1 Strip Mine
1 Ancient Tomb
1 Command Tower
1 Rogue's Passage
1 Temple of the False God
1 Yavimaya Hollow
1 Wooded Foothills
1 Taiga
1 Stomping Grounds
1 Fire-Lit Thicket
1 Tree of Tales
1 Great Furnace
1 Darksteel Citadel
10 Mountains
10 Forests
RGW Rith, the Awakener
BRG Prossh, Skyraider of Kher
UBR Nicol Bolas
GWU Treva, the Renewer
RWU Numot, the Devastator
EDIT: Screaming Fury may work too.
Though, you seem to be doing very well at building this deck. Maybe you don't need much assistance. I wish you best of luck! Try and work for that primer status - this would be the first red/green deck on the primer list!
Ooh, what about Wolfir Silverheart? If Atarka's hasted, ol' Wolfie's Soulbond puts him one point of power away from an instant kill.
Surge of Strength does seem like a better buff then some of the ones I have now I'll have to test it out, I will try and do the same with Screaming Fury since it and her are all that is needed for a kill. Thanks for the suggestion I've never heard of that card and it escaped me on my gather searches haha. Also with searching with similar language I found Blazing Shoal which I don't think I'm running enough to make use of it's free mode and it costs 5RR to pay for it upfront. Another card I overlooked before is Become Immense might be worth it since it can cost as low as G.
Thanks I got the list up to date for now and I'm testing it out some. I think I need to compare some of the pump spells and see if I could be using anything cheaper. Also thanks for the list to Gaka's list it helped me gets some ideas for going all in with the aggro plan. First time doing a deck like this, usually I play midrange or control so this is defiantly a learning experience.
In the Web of War would be a backup to battle driver so I will add it to the list to test out, still trying to figure out the best balance for haste enablers. The permeate ones are nice but if I used spell ones they are harder to disrupt. As for pumping I'm trying to make sure that anything that pumps gets to the grand total of 5 or higher by itself Wolfir Silverheart gets close but the more pieces that need to come together for a kill the easier it is to stop.
Scion of the Ur-Dragon definitely wants to run Atarka but that interaction dosen't quite work since once Scion becomes a different dragon he loses his ability to become another. However what you could do is activate his ability twice have the first one that resolves get a dragon that pumps, best one I know of for this would be Moltensteel Dragon but with enough artifacts Hellkite Igniter is good to, and pump for +5/+0 and then have the second ability resolve for him to become Atarka. Dragon Tyrant can also make you only have to pay 2RRRRR or instead of Atarka you can have Skithiryx, the Blight Dragon go in for the kill if you make the first activation pump for 6 instead of five.
RGW Rith, the Awakener
BRG Prossh, Skyraider of Kher
UBR Nicol Bolas
GWU Treva, the Renewer
RWU Numot, the Devastator
Not to take away from the cmdr, but don't you this card more supplemental than cmdr.
Not really Atarka is one of the only legends that has, or in this case grants, double strike. Double strike on a commander makes for a really nice way to voltron out. Scion can pull the trick but without ways to reset it, or ways to prevent you from drawing the pieces, you can only really pull it off once maybe twice. Rafiq of the Many is probably the strongest general that gives himself double strike but unlike Atarka he does not have any form of evasion built in and Atarka has two. Plus since the colors are so different the cards that get them to the one shot range are different. Gisela, Blade of Goldnight is probably the next closest but trades green for white but without trample she still needs a bit of a different setup or it can be easy to chump her plus without green tuck can really hurt the game plan.
So I feel the each bring their own unique form of aggro to the table and each can have a build set for that.
RGW Rith, the Awakener
BRG Prossh, Skyraider of Kher
UBR Nicol Bolas
GWU Treva, the Renewer
RWU Numot, the Devastator
If you expect to see enchantments, Decimate should be something pretty potent to consider.
Whirlwind seems kind of hilarious to run, but I am sure it is not an optimal card for the list.
Signal the Clans could be a really fun and effective tutor! Xenagos, or two other creatures that fit in with what I have already? And dat instant speed. WOW!
Looks like I can work best by deck-teching for you and you can be the lab rat! Still, I will try to build my own version of Atarka if I can find a foil copy of her. Seems budgety enough and I like it more than Gisela! +1/+1, double strike, AND haste in Boros is harder to get than +5/+X and haste in Gruul because of the mana dorks and tutors. And I really don't like the control options for Gisela either, so I might just trade her away...
I could very well be overvaluing the removal, in fact I may be better off looking at protection instead. I was giving some thought to Dosan the Falling Leaf and City of Solitude. City is the stronger of the two but is also harder for me to go find. Might be something better to run then the blanket enchantment removal. Decimate is pretty nice removal in that hits a lot but I generally I like instant speed spot removal over sorcery and I think overall it might be overkill. Whirlwind would be kind of funny but something like Might of Oaks might be better since for the same investment you have an instant speed way of plowing through 5 toughness of flying blockers and still killing them and it's pretty rare for someone to have more than that in the air at once.
Signal the Clans looks great in a lot of situations, I had considered using gamble but this seems stronger since through creatures we can answer most problems and thanks to bloodrush it even gives access to pump. Thats I great find and I will start looking for a place to throw it in the deck. I will probably cut some of the enchantment removal for it.
Also the more eyes on a deck the better it gets Also overall yea the deck is pretty cheap and some of the more expensive options could probably be swapped out without the deck slowing down much, if I had no budget I would add in Mana Crypt. Maybe one day
In the right build I agree Dragon broodmother would be my second or third dragon I'd choose for the deck, Scourge of the Throne is just a bit ahead of her, but this build is intended to be more focused on winning with the general. While Broodmother may pull removal to her after a game or two everyone will know that's the wrong target and that the general is where the removal should be pointed. I agree that this isn't the hardest strategy to stop but the game plan is to make it happen asap so that it doesn't give the chance to disrupt. Come to think of it Sylvan Safekeeper might be another good way to help her dodge spot removal. Also with the number of creature tutors it should not be to hard to dig her back out if she gets tucked. Also so far in testing the general out the second she hits she is a target the damage she does even without other support cards make her a huge focus of removal. The best way to play her is to try and setup before hand and takeout the person who is most likely to have an answer but can't use it right when you drop her. With the amount of ramp in the deck it can be pretty easy to have 10 mana or more by turn five and with a presetup haste outlet you can play her and a pump that will take someone out, or in a few situations I've gotten Scourge of the Throne or Xenagos, God of Revels to stick the turn before I dropped her. If the games go to far into the midgame then it can be harder to pull out a win, at that point it takes a little bit of luck and guess work of when it's okay to try and go for a kill.
RGW Rith, the Awakener
BRG Prossh, Skyraider of Kher
UBR Nicol Bolas
GWU Treva, the Renewer
RWU Numot, the Devastator
And Stomping Ground and Wooded Foothills as well. Also, Dryad Arbor is subject to summoning sickness, so consider replacing that as well. Don't replace them with tap lands!
Also Sword of Feast and Famine to let you have infinite combat steps with Aggravated Assault.
Retired Lists: Ghave - Hanna - Thrun - Zur
Pauper: Crypt Rats
Whoops good catch thanks. It should be correct now.
Wow my land list was all over the place, guess I need to be more careful when I edit :p. Dryad Arbor Arbor was in there as a way to to make green sun's zenith have extra utility as a ramp spell for G and for another Natural Order target. However between it coming in with summoning sickness and Natural Order only really having one good target I will pull it for something else.
The flash on Dictate of the Twin Gods has actually been a huge boon. Dropping at the end of turn on the player right before my turn has served pretty well. Gratuitous Violence might make the list with it but I'm not sure yet, it's hard to judge which is better than one off pump spells or permanents that pump her up. On one hand the permanents last for longer but they can be removed more easily then the pump spells and if I don't draw them until the turn I want to play her on it's harder to pay the mana for her and them. Also for longevity I'm not sure how much it matters since if either sticks someone will go down. On the other hand it lets me have a setup turn and not have to spend that much more mana on her once I go in for the kill and if she sticks longer than one turn they can be used to finish off someone else without using more resources.
As for the sword it's good with Aggravated Assault but outside of that it does not get me much, the buff isn't enough on it's own and I have no way to tutor for Assault.
Deck changes
OUT
Overblaze - for 4 there are better pump spells in these colors
Back to Nature - Good in the right meta but a dud to often and making someone dead also removes their problem enchantments.
Reverent Silence - Same as Back to Nature.
Natural Order - Great Tutor but Xenagos, God of Revels is the only green creature I would want to get since I don't really want to sac a dork to get a slightly better dork.
Dryad Arbor - Less good with out Natural Order and lands that can be used right away will probably be better.
IN
Surge of Strength - Huge buff for a low cost and one game I even got to toss away Anger to use it.
Screaming Fury - Kinda like Xenagos, God of Revels gets everything I need in one card
Become Immense - A big buff for what most of the time should be 1G or even G
Signal the Clans - A tutor that can help find the last piece and because of the bloodrush guys that means I can even pull pump off of it.
Temple of the False God - Normally I make it to five land when I play so the extra little bit from this should be helpful
Another few things I've been giving some thought to is using Flash as an alternative to haste. From what I can tell though my only real options in these colors are Yeva, Nature's Herald, Vedalken Orrery, and Winding Canyons. The reason I started thinking about is if I could flash Atarka in I would all my mana open on the following turn for extra combat spells and pump spells. Not sure how helpful this is over just ramping to the needed mana but was something I think I will look into a bit more. Anyone have any experience with using flash in a deck like this?
RGW Rith, the Awakener
BRG Prossh, Skyraider of Kher
UBR Nicol Bolas
GWU Treva, the Renewer
RWU Numot, the Devastator
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Modern:
Melira PodRIP 1/19/15GWHatebearsIt's only been like six months but totally forgot he was a card. Maybe cut Skyshroud Claim for him since they both cost 4 but in exchange for giving me two mana to use right away I can ramp up hard once or twice. Unless you see another cut that might suit him better.
Zhur-Taa Druid is a dork with an upside but the upside does not do much for this strategy. I would say go for Llanowar Elves or Boreal Druid over him since they only cost 1.
RGW Rith, the Awakener
BRG Prossh, Skyraider of Kher
UBR Nicol Bolas
GWU Treva, the Renewer
RWU Numot, the Devastator