i agree, shackles is stronger in a mono U
maybe some brainstorm / ponder could help the deck
since is a control deck, i think u dont need 13 dragons, u can drop the shivan for some protection for your dragons, some equips, dunno... lightning greaves...
some mass removal should be include too, like pyroclasm
with no shackles, if you have, some filter lands can help at mana base
If your meta is full of tribal decks, mass removal is a demand, and on budget Rain of Embers is an option.
Vedalken Shackles is pretty bad vs swarm decks like Elves, Goblins, Slivers, and so, just because outside their "pack", all creatures are crap, and it's lack won't matter that much for the mentioned "pack".
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If your meta is full of tribal decks, mass removal is a demand, and on budget Rain of Embers is an option.
Vedalken Shackles is pretty bad vs swarm decks like Elves, Goblins, Slivers, and so, just because outside their "pack", all creatures are crap, and it's lack won't matter that much for the mentioned "pack".
Actually shackles isn't that bad versus tribal decks if it's combined with other removal spells. I played UR control for a little while in legacy. Shackles combined with bolts and fire/ices usually was pretty good against both merfolks and goblins from my experience anyway.
As for rain of embers, I have pyroclasms and so I'd probably would use those instead but thanks for the suggestions.
I don't know whether this is the right place to post, but I have a non-snow Jund deck which after a little bit of testing seems ok. It plays better in Multi-player, because it's a tad bit slow, but once it stabilizes, look out!
Cecilia, your deck needs to morph either into a grixis control deck with dragons for best results, or into a RWU deck with Numot, the Devastator. Numot gets along fine with Niv-Mizzet, too.
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Nice deck, i'd just twist without messing with your hole deck idea (and abusing Alara block cards), making it a lil' faster, going something into like this:
Trace of Abundance is better than Rite of Flame because provides you mana fix and is not just one shot, but a permanent ramper, so if your Dragon gets countered or Killed, your next ones will still have a ramp available.
Volcanic Fallout, instant and uncounterable mass removal, a plain fast answer to deal with early aggro decks (Jund Charm do mass removal, deals with grave based decks, and provides pump, all at instant speed)
Keeper of Progenitus doubles almost all your mana production, while Elder don't ramp you, just tutor lands to your hand that will follow the ordinary land drop.
Crucible of Fire is really really not necessary, your creatures are big enough and have evasion, but i let there just for the fun.
Dragon's Herald might be cool to sacrifice a dying Dragon (if it's about to be killed/exiled) and tutor Overlord, so dealing one of your Dragons will always be a threat, also you can add Sprouting Thrinax to make things faster, what you think?
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"Now i lay you, down to rest, you'll never be more than second best" (Megadeth)
I just joined this site for shiggles and just decided to post my dragon deck after coming upon this topic. I didn't come up with the list since I just gave it to a friend who's REALLY good at deck building after I asked him for help. After a few tweeks by him it turned into this:
The theme of this deck is legendary dragons, hence the lack of non-legendary dragons other than the Hellkite Overlord (who is too good to pass up). If I had the capital to spend, I'd go ahead and buy more Hellkite Overlords and replace most of the legendary dragons with non-legendary multicolored dragons like dragon broodmother and the like.
It's been pretty good to me during multi-player games because of the ability to poop out tonnes of legendary dragons every time someone plays a spell. Sometimes the problem arises when two Scions of the Ur-Dragon come out one after the other and blow themselves up, but that doesn't happen too often.
Basically, all the dragons in this deck can be replaced by another multi-color dragon (or otherwise. I just recently cracked open a Progenitus and put it in a deck. The next two-headed giant game I played, I used dragon-arch to plop him down to block.) If anything, I'm thinking of even dropping Sarkhan Vol and a Lurking Predators in favor of 2 Crucible of Fire.
Also: If I use Arbor Elf's ability to untap a forest enchanted by Utopia Sprawl and/or Fertile Ground, would tapping that forest give me the same amount of mana it would previously give me?
The theme of this deck is legendary dragons, hence the lack of non-legendary dragons other than the Hellkite Overlord (who is too good to pass up). If I had the capital to spend, I'd go ahead and buy more Hellkite Overlords and replace most of the legendary dragons with non-legendary multicolored dragons like dragon broodmother and the like.
It's been pretty good to me during multi-player games because of the ability to poop out tonnes of legendary dragons every time someone plays a spell. Sometimes the problem arises when two Scions of the Ur-Dragon come out one after the other and blow themselves up, but that doesn't happen too often.
Basically, all the dragons in this deck can be replaced by another multi-color dragon (or otherwise. I just recently cracked open a Progenitus and put it in a deck. The next two-headed giant game I played, I used dragon-arch to plop him down to block.) If anything, I'm thinking of even dropping Sarkhan Vol and a Lurking Predators in favor of 2 Crucible of Fire.
Also: If I use Arbor Elf's ability to untap a forest enchanted by Utopia Sprawl and/or Fertile Ground, would tapping that forest give me the same amount of mana it would previously give me?
The deck is ok, it could be better, but i'll try to fit cards that doesn't mess too much on what you already have.
Cards that certainly should go
-3 Dragon Arch
-3 Lurking Predators
-3 Harrow
-1 Sarkhan Vol
-1 Plains
-1 Island
-1 Evolving Wilds
Probably Adds:
+1 Forest
+1 Mountain
+1 Swamp
+1 Scion of the Ur-Dragon
+1 Teneb, the Harvester
+8 Removal (spot and/or mass)
Arbor Elf just mess with Forests which restricts it too much on a 5 color deck, to improve it, you should improve the amount of Forest to at least half of your land base. Not to mention that Utopia also cares about Forests. About your question on Elf, yeap!, the untapped forest will provide it's mana and the enchantment one.
Dragon Arch is a 5 mana card. Most of your Dragons are 6 mana. So if you cast arch, you'll just be able to drop down a critter next turn, which probably would be the turn you'll already have the 6th mana. This means that you lost your turn when you cast Arch not threatning your opponent without any real solid purpose.
Lurking Predator is a real bad card. 6 mana just to maybe net you 1 card. Scion + Teneb is your real CA.
Harrow is just an abuse on land fetch theme, and is specially bad when you run Enchantment ramp, cause there is a high probability of being restricted on saccing. With 22 lands and 12 rampers (utopia, fertile and elf), you have enough ramp to your dragons.
Crucible of Fire is really lame, your creatures are high enough, you don't need pump to Dragons.
You don't have to worry about 2-3 Scions, specially if you run 2-3 Teneb alongside him. In fact, it's awsome. Both out will provide you tutoring Dragons every turn (pay to 2 to Scion, sink the wanted dragon into your grave, hit with Teneb and activate it's ability to put the sunk dragon into play).
So if you draw others Scions or Teneb, just hold'em on your hand, cause you'll no more cast dragons from hand but directly from your deck. Just save them in the case your opponent deals with one of them out.
Another Dragon that plays really well with Scion and Teneb is Bladewing the Risen, which should be at least 2-of.
If you decide to take this route, you should drop 2 Dragons to make 3 Teneb and 2 Bladewing.
Finally the land arrangement. I've reduced the Islands and Plains that only works with some dragons, and improved Mountain/Swamps that helps you on removals and Bladewing Ability, and Forests that works with Arbor Elf and Utopia Sprawl.
The strategy is basically to ramp into 2WUBRG and finish the game a turn later. If you cast Scion of the Ur-Dragon first, you turn him into a hasty Overlord and next turn he's a Dragon Tyrant or a Draco. Draco himself costs 6 once you have all the basics out, and comboes incredibly well with the Spellbound Dragon. If you have extra Ur-Dragons, you can dump them to that guy as well, and everything you dump with Spellbounds and Ur-Dragons can be brought back with the Charm and Vigor Mortis. Oh and Karrthus is there to give haste to your Ur-Dragon (if you have the Overlord in hand), but also if someone steals (or also plays) dragons, you get them all back for a final blow. Enjoy!
The strategy is basically to ramp into 2WUBRG and finish the game a turn later. If you cast Scion of the Ur-Dragon first, you turn him into a hasty Overlord and next turn he's a Dragon Tyrant or a Draco. Draco himself costs 6 once you have all the basics out, and combos incredibly well with the Spellbound Dragon. If you have extra Ur-Dragons, you can dump them to that guy as well, and everything you dump with Spellbounds and Ur-Dragons can be brought back with the Charm and Vigor Mortis. Oh and Karrthus is there to give haste to your Ur-Dragon (if you have the Overlord in hand), but also if someone steals (or also plays) dragons, you get them all back for a final blow. Enjoy!
Nice deck, just a few twists:
-4 Joraga (need too much mana investment to ramp GG)
-4 Explore (without land on hand, it's a dead draw)
-4 Harrow (too slow)
-3 Birds (if your opponent kills it, slows down your whole game)
-2 Vigor Mortis (nice, but you can use a dragon for this job)
-1 Plains
-1 Island
-4 Joraga (need too much mana investment to ramp GG)
-4 Explore (without land on hand, it's a dead draw)
-4 Harrow (too slow)
-3 Birds (if your opponent kills it, slows down your whole game)
-2 Vigor Mortis (nice, but you can use a dragon for this job)
-1 Plains
-1 Island
I seem to be the only mono-red dragon summoner that doesn't use a dragonstorm build. Although I do feel pride in being unique, it makes me wonder if my ways are wrong. But I feel like I have to lean in a more linear direction every time I include another color. If I use blue for Niv-Mizzet, it makes me just make a Niv-Mizzet deck with the Ophidian Eye combo. I definitely can't do r/g, there's a hojillion of those. The only color combination I'm close to trying is Jund so I can use my Broodmate Dragons (a card that makes Crucible seem more useful, btw). It'll come at the expense of my Skred/Volakut board control options, however, but I'll get Maelstrom Pulse out of the deal.
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Roar of the Crowd is an extremely useful card if you're making a damage deck using Dragons (or any other deck with a prominent creature type for that matter, such as elves or warriors). I would slip a couple of these into a Dragon damage deck.
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Roar of the Crowd is an extremely useful card if you're making a damage deck using Dragons (or any other deck with a prominent creature type for that matter, such as elves or warriors). I would slip a couple of these into a Dragon damage deck.
The thing with dragons is that you usually win with 2-3 of them (even 1), so for that amount of mana I'd rather run Crucible of Fire, and yet that is not very efficient, as someone stated above.
EDIT:
@Halted Asylum: So, I tried your suggestions, but I found that the Terramorphic Expanses were slowing me down (ETBT) and that running only 1 of Island and Plains can be too risky if the other player is running LD. I think Harrow is a better fixer, since you can turn a Forest into any other basic, and still end up with two untapped lands to play, say, Doom Blade or Rampant Growth. The only worry is counter, but I'd rather have them waste a Counterspell on a Harrow than it targeting the dragons. The Sakura-Tribe Elder and Teneb worked just awesome. Thanks again!
Cecilia, your deck needs to morph either into a grixis control deck with dragons for best results, or into a RWU deck with Numot, the Devastator. Numot gets along fine with Niv-Mizzet, too.
I like RU control better then RWU control mainly because I don't have many of the dual pain lands to support a 3rd color. But yeah I'd agree an RWU deck would seem pretty strong in my casual meta. Not to mention, it doesn't help that I don't have any Numots I do agree they are awesome.
my rwu uses basics, terramorphic and vivids. i dont have painlands either. Your mana base is crucial nonetheless and I too find that mana available can determine what kind of deck i make.
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Oh, I am sure I could get some pain lands. I just have to look around for them. Considering, RWU Dragon Control sounds pretty awesome in casual.
By the way, one of my friends today won a 5- player muliplayer game on the back of Dragon mage equipped with a Loxodon Warhammer. It was pretty cool watching him own the field with it.
I want a dragon that triggers a Warp World effect (except for itself) whenever it deals combat damage to a player. That would be cool, and NO it would totally not be broken. If Leatherback Baloth's reveal (3cc for a friggen 4/5) for Worldwake was met with heavy criticism and comments such as "it really needs an ability to be playable!" then a Warp Worlding Dragon would not be broken whatsoever. Also, if Cryptic Command can be printed, red as a color should pretty much get anything it wants as long as it stays within color pie. I imagine that each color is a kid on christmas morning, and in that light I am shocked by how the parents (design teams) play favorites. You have your stocking stuffers like Unsummon and Giant Growth for Base Sets, then you have Planeswalkers and tournament-playable mythics as the wrapped big-box gifts that they want to open first. White opens up her gift to reveal Gideon, while Blue tears the wrapping apart to find a shiny brand new Jace 2.0. But Red gets stuff like Mordant Dragon and Stone Idol Trap. Where's red's due due Christmas?
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@Halted Asylum: So, I tried your suggestions, but I found that the Terramorphic Expanses were slowing me down (ETBT) and that running only 1 of Island and Plains can be too risky if the other player is running LD. I think Harrow is a better fixer, since you can turn a Forest into any other basic, and still end up with two untapped lands to play, say, Doom Blade or Rampant Growth. The only worry is counter, but I'd rather have them waste a Counterspell on a Harrow than it targeting the dragons. The Sakura-Tribe Elder and Teneb worked just awesome. Thanks again!
Harrow is a fantastic card. It may seem slow at first, but if you can get a rampant growth 2nd turn and then a Harrow 3rd turn, you've got 4 lands in play. If you have another rampant growth that's 5, which means you're very likely to have all 5 colors, which sets you up for a turn 4 Draco or Scion if the cards fall right. I made a few substitutions per Halted Asylum's input before playing with it against itself in MWS, mostly just to test the land fetching ability. It's really fast. I'm impressed. The changes I made were:
-4 Joraga
-4 Explore
-3 Birds of Paradise
-2 Vigor Mortis
+4 Sakura-Tribe Elder
+4 Doom Blade
+3 Teneb, the Harvester
+2 Search for Tomorrow
You didn't post what you changed, so I took a guess, based on Halted's advice and Gaea's response. Also, it seems like it might be a good idea to mulligan if you don't have a forest in your hand.
Hey guys , this is my red dragon deck. Fun to play and enough competitive for casual play with friend. whats do you think of it ? Any tips ? something wrong ?
maybe some brainstorm / ponder could help the deck
since is a control deck, i think u dont need 13 dragons, u can drop the shivan for some protection for your dragons, some equips, dunno... lightning greaves...
some mass removal should be include too, like pyroclasm
with no shackles, if you have, some filter lands can help at mana base
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Vedalken Shackles is pretty bad vs swarm decks like Elves, Goblins, Slivers, and so, just because outside their "pack", all creatures are crap, and it's lack won't matter that much for the mentioned "pack".
Actually shackles isn't that bad versus tribal decks if it's combined with other removal spells. I played UR control for a little while in legacy. Shackles combined with bolts and fire/ices usually was pretty good against both merfolks and goblins from my experience anyway.
As for rain of embers, I have pyroclasms and so I'd probably would use those instead but thanks for the suggestions.
▲
▲ ▲
4 Broodmate Dragon
4 Dragon Broodmother
4 Hellkite Overlord
2 Karrthus, Tyrant of Jund
2 Yavimaya Elder
Spells
2 Consume the Meek
4 Rampant Growth
4 Rite of Flame
4 Terminate
2 Crucible of Fire
2 Dragon Roost
Artifacts
2 Dragon Arch
Lands
6 Forest
6 Mountain
4 Savage Lands
6 Swamp
1 Sarkhan the Mad
1 Sarkhan Vol
Nice deck, i'd just twist without messing with your hole deck idea (and abusing Alara block cards), making it a lil' faster, going something into like this:
4 Broodmate Dragon
4 Dragon Broodmother
4 Hellkite Overlord
3 Karrthus, Tyrant of Jund
3 Keeper of Progenitus
2 Dragon's Herald
4 Rampant Growth
4 Trace of Abundance
4 Terminate
2 Volcanic Fallout
2 Crucible of Fire
6 Forest
6 Mountain
4 Swamp
4 Savage Lands
4 Rupture Spire
2 Sarkhan Vol
Some card picks analisys:
Trace of Abundance is better than Rite of Flame because provides you mana fix and is not just one shot, but a permanent ramper, so if your Dragon gets countered or Killed, your next ones will still have a ramp available.
Volcanic Fallout, instant and uncounterable mass removal, a plain fast answer to deal with early aggro decks (Jund Charm do mass removal, deals with grave based decks, and provides pump, all at instant speed)
Keeper of Progenitus doubles almost all your mana production, while Elder don't ramp you, just tutor lands to your hand that will follow the ordinary land drop.
Crucible of Fire is really really not necessary, your creatures are big enough and have evasion, but i let there just for the fun.
Dragon's Herald might be cool to sacrifice a dying Dragon (if it's about to be killed/exiled) and tutor Overlord, so dealing one of your Dragons will always be a threat, also you can add Sprouting Thrinax to make things faster, what you think?
1 Teneb, the Harvester
1 Rith, the Awakener
1 Intet, the Dreamer
1 Darigaaz, the Igniter
1 Treva, the Renewer
1 Vorosh, the Hunter
1 Numot, the Devastator
1 Oros, the Avenger
1 Crosis, the Purger
1 Bladewing the Risen
1 Karrthus, Tyrant of Jund
1 Nicol Bolas
2 Scion of the Ur-Dragon
2 Hellkite Overlord
4 Arbor Elf
3 Harrow
Enchantments (11)
4 Fertile Ground
4 Utopia Sprawl
3 Lurking Predators
Artifacts (3)
3 Dragon Arch
Lands (22)
9 Forest
2 Mountain
2 Swamp
2 Plains
2 Island
3 Terramorphic Expanse
2 Evolving Wilds
1 Sarkhan Vol
The theme of this deck is legendary dragons, hence the lack of non-legendary dragons other than the Hellkite Overlord (who is too good to pass up). If I had the capital to spend, I'd go ahead and buy more Hellkite Overlords and replace most of the legendary dragons with non-legendary multicolored dragons like dragon broodmother and the like.
It's been pretty good to me during multi-player games because of the ability to poop out tonnes of legendary dragons every time someone plays a spell. Sometimes the problem arises when two Scions of the Ur-Dragon come out one after the other and blow themselves up, but that doesn't happen too often.
Basically, all the dragons in this deck can be replaced by another multi-color dragon (or otherwise. I just recently cracked open a Progenitus and put it in a deck. The next two-headed giant game I played, I used dragon-arch to plop him down to block.) If anything, I'm thinking of even dropping Sarkhan Vol and a Lurking Predators in favor of 2 Crucible of Fire.
Also: If I use Arbor Elf's ability to untap a forest enchanted by Utopia Sprawl and/or Fertile Ground, would tapping that forest give me the same amount of mana it would previously give me?
The deck is ok, it could be better, but i'll try to fit cards that doesn't mess too much on what you already have.
Cards that certainly should go
-3 Dragon Arch
-3 Lurking Predators
-3 Harrow
-1 Sarkhan Vol
-1 Plains
-1 Island
-1 Evolving Wilds
Probably Adds:
+1 Forest
+1 Mountain
+1 Swamp
+1 Scion of the Ur-Dragon
+1 Teneb, the Harvester
+8 Removal (spot and/or mass)
Arbor Elf just mess with Forests which restricts it too much on a 5 color deck, to improve it, you should improve the amount of Forest to at least half of your land base. Not to mention that Utopia also cares about Forests. About your question on Elf, yeap!, the untapped forest will provide it's mana and the enchantment one.
Dragon Arch is a 5 mana card. Most of your Dragons are 6 mana. So if you cast arch, you'll just be able to drop down a critter next turn, which probably would be the turn you'll already have the 6th mana. This means that you lost your turn when you cast Arch not threatning your opponent without any real solid purpose.
Lurking Predator is a real bad card. 6 mana just to maybe net you 1 card. Scion + Teneb is your real CA.
Harrow is just an abuse on land fetch theme, and is specially bad when you run Enchantment ramp, cause there is a high probability of being restricted on saccing. With 22 lands and 12 rampers (utopia, fertile and elf), you have enough ramp to your dragons.
Crucible of Fire is really lame, your creatures are high enough, you don't need pump to Dragons.
What your deck realllly lacks is removal. You must use or spot (Doom Blade, Lightning Bolt, Path to Exile...) or mass removal (Pyroclasm, Firespout, Infest...).
You don't have to worry about 2-3 Scions, specially if you run 2-3 Teneb alongside him. In fact, it's awsome. Both out will provide you tutoring Dragons every turn (pay to 2 to Scion, sink the wanted dragon into your grave, hit with Teneb and activate it's ability to put the sunk dragon into play).
So if you draw others Scions or Teneb, just hold'em on your hand, cause you'll no more cast dragons from hand but directly from your deck. Just save them in the case your opponent deals with one of them out.
Another Dragon that plays really well with Scion and Teneb is Bladewing the Risen, which should be at least 2-of.
If you decide to take this route, you should drop 2 Dragons to make 3 Teneb and 2 Bladewing.
Finally the land arrangement. I've reduced the Islands and Plains that only works with some dragons, and improved Mountain/Swamps that helps you on removals and Bladewing Ability, and Forests that works with Arbor Elf and Utopia Sprawl.
I've been having a lot of fun with my build, so here you have it:
4 Scion of the Ur-Dragon
4 Spellbound Dragon
4 Draco
3 Teneb, the Harvester
1 Dragon Tyrant
1 Hellkite Overlord
1 Karrthus, Tyrant of Jund
4 Sakura-Tribe Elder
4 Search for Tomorrow
2 Explore
2 Harrow
2 Rampant Growth
Other Spells (8)
4 Evolution Charm (Also ramps)
4 Swords to Plowshares
10 Forest
3 Mountain
3 Swamp
2 Island
2 Plains
The strategy is basically to ramp into 2WUBRG and finish the game a turn later. If you cast Scion of the Ur-Dragon first, you turn him into a hasty Overlord and next turn he's a Dragon Tyrant or a Draco. Draco himself costs 6 once you have all the basics out, and comboes incredibly well with the Spellbound Dragon. If you have extra Ur-Dragons, you can dump them to that guy as well, and everything you dump with Spellbounds and Ur-Dragons can be brought back with the Charm and
Vigor Mortis. Oh and Karrthus is there to give haste to your Ur-Dragon (if you have the Overlord in hand), but also if someone steals (or also plays) dragons, you get them all back for a final blow. Enjoy!My YouTube Channel
Nice deck, just a few twists:
-4 Joraga (need too much mana investment to ramp GG)
-4 Explore (without land on hand, it's a dead draw)
-4 Harrow (too slow)
-3 Birds (if your opponent kills it, slows down your whole game)
-2 Vigor Mortis (nice, but you can use a dragon for this job)
-1 Plains
-1 Island
+4 Search for Tomorrow (faster fetcher)
+4 Sakura-Tribe Elder (fetcher, resilient to death)
+4 Terramorphic Expanse (fixer)
+4 Removal (Doom Blade, Pyroclasm...)
+3 Teneb, the Harvester (reanimator)
Thanks for the feedback. I'll try those changes.
Obrigado meu!
My YouTube Channel
"It is a poor soldier who insists on seeing things not as they are, but as he wants them to be. One day reality hits, and his illusions fail him, and he dies stupidly. What honor is there in that?"
—Thel 'Vadamee
The thing with dragons is that you usually win with 2-3 of them (even 1), so for that amount of mana I'd rather run Crucible of Fire, and yet that is not very efficient, as someone stated above.
EDIT:
@Halted Asylum: So, I tried your suggestions, but I found that the Terramorphic Expanses were slowing me down (ETBT) and that running only 1 of Island and Plains can be too risky if the other player is running LD. I think Harrow is a better fixer, since you can turn a Forest into any other basic, and still end up with two untapped lands to play, say, Doom Blade or Rampant Growth. The only worry is counter, but I'd rather have them waste a Counterspell on a Harrow than it targeting the dragons. The Sakura-Tribe Elder and Teneb worked just awesome. Thanks again!
My YouTube Channel
I like RU control better then RWU control mainly because I don't have many of the dual pain lands to support a 3rd color. But yeah I'd agree an RWU deck would seem pretty strong in my casual meta. Not to mention, it doesn't help that I don't have any Numots I do agree they are awesome.
By the way, one of my friends today won a 5- player muliplayer game on the back of Dragon mage equipped with a Loxodon Warhammer. It was pretty cool watching him own the field with it.
Harrow is a fantastic card. It may seem slow at first, but if you can get a rampant growth 2nd turn and then a Harrow 3rd turn, you've got 4 lands in play. If you have another rampant growth that's 5, which means you're very likely to have all 5 colors, which sets you up for a turn 4 Draco or Scion if the cards fall right. I made a few substitutions per Halted Asylum's input before playing with it against itself in MWS, mostly just to test the land fetching ability. It's really fast. I'm impressed. The changes I made were:
-4 Joraga
-4 Explore
-3 Birds of Paradise
-2 Vigor Mortis
+4 Sakura-Tribe Elder
+4 Doom Blade
+3 Teneb, the Harvester
+2 Search for Tomorrow
You didn't post what you changed, so I took a guess, based on Halted's advice and Gaea's response. Also, it seems like it might be a good idea to mulligan if you don't have a forest in your hand.
8x Mountains
4x Forests
4x Swamps
2x Terramorphic Expanse
2x Savage Lands
2x Jund Panorama
The Dragon Lords [10]
1x Ryusei, the Falling Star
1x Jugan, the Rising Star
1x Kokusho, the Evening Star
1x Bladewing the Risen
1x Dragon Broodmother
1x Predator Dragon
1x Voracious Dragon
1x Kilnmouth Dragon
1x Two-Headed Dragon
1x Hellkite Overlord
4x Dragonspeaker Shaman
2x Hissing Iguanar
2x Furnace Whelp
2x Dragon Whelp
2x Homura, Human Ascendant
2x Penumbra Spider
2x Shambling Swarm
Acceleration [8]
2x Braid of Fire
2x Dark Ritual
2x Harrow
2x Seething Song
Other Spells [4]
2x Putrefy
2x Terminate
2x Mudbutton Torchrunner
2x Dosan the Falling Leaf
2x Gaea's Hearld
2x Vexxing Shusher
2x Leyline of Lifeforce
2x Quagmire Druid
1x Imperial Hellkite
1x Hellkite Charger
1x Flamebast Dragon
By the lovely AWOL of Damnation Studios.
4 Dragonspeaker Shaman
4 Furnace Whelp
3 Ryusei, the Falling Star
3 Flameblast Dragon
3 Kilnmouth Dragon
2 Banefire
3 Fireball
4 Lightning Bolt
4 Pyroclasm
4 Braid of Fire
4 Seething Song
4 Valakut, the Molten Pinnacle
18 Mountain
I'm trying to make a straight up Red-Burns-Everything deck. How am I doing?
GR Shamans
B Vampires
UG Ninjas
4 Dragonspeaker shaman
2 Dragonmaster outcast
4 Flameblast Dragon
1 Dragon tyrant
2 Bogardan Hellkite
2 Kilnmouth Dragon
2 Rorix bladewing
2 Extraplanar lens
2 Urza's incubator
2 Gauntlet of power
2 Ruby Medallion
2 Quicksilver amulet
1 Sol ring
Spell x 17
2 Dragonstorm
4 Banefire
2 Crucible of fire
4 Rite of flame
4 Seething song
1 Dragon Roost
18 Mountain
4 Dormant Volcano