I like this thought experiment. I've been cutting tutors for some time now, just cause my current group is far less competitive than my previous group.
I think the "Competitive scene" as a whole would become less competitive. I think the format would shift slightly and more card draw focused than it already is. I think commanders like Azami, lady of scrolls would make it back to being some of the more powerful decks in the format again.
I would dislike the shallow tutors being gone. Maybe ditch tutors that let you fetch any card and maybe various card type tutors like Enlightened Tutor, Worldly Tutor, and keep all land based tutors excluding the ones that let you fetch any land (keep stuff like Maze's End and Gatecreeper Vine, but get rid of cards like Crop Rotation). I would also dislike things like Praetor's Grasp being gone, but I'd be ok with things like Bribery being gone and I think it comes down to the fact of whether you have to cast the card you take with mana rather than just free casting or putting it into play.
Maelstrom Wanderer - It's very hard to deal with as a control player. You get 3 spells for 8 mana and a lot of times they're better off letting Wanderer stay on the board rather than let you cast it again. Insane value. Can out of nowhere generate an aggressive, hasty boardstate. Hard to deal with.
Karador, Ghost Chieftain - Very hard for a control deck to deal with without a lot of grave hate. Tends to cost 3 mana more often than not and makes it significantly less valuable to counter your creatures.
Muldrotha, the Gravetide - Karador on steroids. Though a bit more costly not having Karador's cost reduction, she let's you recur all permanent types. Countering your things almost seems pointless at times. There is not enough exile removal in the format to properly deal with a Muldrotha deck after it's ramped a bit. Same weakness as Karador, grave hate, but much stronger over all.
I will say that Karador and Muldrotha tend to play better as control but the end game is to have all your opponents' answers spent.
They're all pretty good. Depends on what you want to do in a deck. People have already gone over what the different commanders are good at. I will say that Muldrotha tends to be a bit oppressive and hard to deal with without recurable grave hate, easily making it the most powerful option.
I'm also going to suggest keeping the different Legendaries and select cards from the various decks rather than just throwing the rest to trade fodder.
Not going to lie, I want more tribal decks. B/R Minotaurs, B/W/x Clerics, R/W Giants but not Kalemne, 5-color Kavu, G/R Beasts, U/R Weirds, W/U Birds or sphinxes, R Phoenixes, U Krakens, G Druids, G Shamans, G/R shamans, B/W/x Knights, B/x Demons, W/x Angels, R Berserkers, B/U Faeries, W Rebels, B/U Rogues, G Snakes, G/x/x Treefolk, G/B Spiders, and the list goes on.
Partners wouldn't be bad to get more of, so long as it's not "Partners with X." Though, I'd much rather get single colored Partner creatures this time and us just get 2 colored decks.
I really wish they'd stop pushing PW commanders, or at least push PW commanders that have a theme to their abilities that pushes the deck to use a specific mechanic or card type. Maybe a White PW who's abilities recur or do things with Enchantments, or a Red PW that steals or flings things. Odds are, WotC is going to push more 'walkers, if not next commander set, then shortly down the line. I just hope they don't make them too generic like Teferi and Black Oath
As for just color-based stuff, we do really need more enemy 3-colored commanders. Jeskai, Sultai, Mardu, etc. We need more options for these.
I forgot this card existed. I need to check and see if I still have a copy.
It's pretty good, though I do agree with Macabre. It's been so long that I've stopped even considering it for decks and forgot if I even have one. Might be pretty amazing if I ever get around to mono-black group hug.
Now that I think about it, with all the spell doubling that's come out over the past few years there may be a bunch of other cards worth reconsidering. Since Primal Amulet can go in anything.
I really have problems with the Power/Consistency vs Creativity/Uniqueness thing. I tend to tip the scale into the Power/Consistency side of things way too often than I like. While I do have some cards that I'll just never let go of, either because I love the art/flavor/etc, it's getting to the point that regardless of what deck I'm building it still seems almost like a good stuff deck.
Lately, I've been building commanders with abilities or restrictions weird/unique and then adding another restriction on top of the commander so that I simply can't build anywhere near good stuff without the deck falling apart. Aggro-only win for Alesha, Dash/dragon tribal Kolaghan, and recently Brago with as many etb effects as possible and focusing on Mirrorworks. I'm also thinking about building Power 5+ Matters deck, but I've yet to pick Commander that'll add another restriction. After all this, the decks rarely ever win but I do have a lot more fun playing.
Honestly, I've never liked the idea of the restricted draws like this and Magus of the Library. While I'm willing to admit that I've never played with them enough to fully test them, I can also say that I try to find ways to keep my hand relatively full regardless of color.
As for Sea Gate Wreckage specifically, It could pretty easily go in any deck lacking in draw options like Boros.
My most out of the ordinary card that I run in my version is Stalking Leonin where you can reset the ability to use it multiple times over the course of the game.
Yeah, most of those seem fairly staple. Don't own many of them though. I'm definitely going to fit Reality Acid, Spine, and try and get an Act of Athority. I like the Rishidan pay/sac creatures, but I can't say they have guaranteed slots in the deck as a lot of people greatly dislike taxation cards.
As far as Stalking Leonin goes, I'm probably not going to use it in this deck. Seems pretty good in Karador, Ghost Chieftain and the like though. I'm really failing to understand how the "Use this ability only once" is even attempting to be relevant.
I made an energy E Brago deck, as there are lots of ETB for gaining energy. The problem was that there was only really one good payoff card in Aetherworks Marvel.
As far as weird stuff I don't really have anything. But on the subject of Manifest, the cards you exile with Brago are turned face-up once they come back into play. So it is quite powerful as you can cheat big permanents into play.
You could potentially look at a sub Morph/Megamorph theme as well, as you can play them for 3 and Brago can bring them into play face-up, but you wont get the effect that a lot of them have because often the say "when turned face-up". But you might get a few undercosted creatures out of it.
Yeah, as much as I like the Energy counters theme I was really disappointed at how few half-decent cards WotC made that actually uses those energy counters.
I really love Mu Yanling's art. It's pretty fantastic. The card on the otherhand is not so fantastic. She does make Brago unblockable and draw cards, but she's a 6-drop. I may try to pick up a copy, but it's definitely not going to be through buying the product she's in. There's no way in hell my lgs didn't price-hike it.
Unfortunately for the Manifest and Morph mechanics, Lightform and Cloudform are really the only one's I find interesting. I'm considering Zoetic Cavers cause ramp. I'm honestly going for a deck were almost everything has some amount of blink value, so I'm not even using things like Worn Powerstone and I'm trying to avoid things that are more efficient to just play them as is rather than morph or manifest. With most morph cards needing to be turned face-up to proc their abilities, I'll probably never use them... at least not in Brago. Still need to make Animar Morphs eventually.
None of the above are secrets, duh. Yet, all of them are great ofc.
Aside from the Cloudform/Lightform interaction i'm a big fan of Ancestral Knowledge (just put the shuffle on top of the stack, then arrange your library to your likings), Shimmer (how popular are B and G in your meta?), Vedalken Plotter (basics for utility lands seems like a great deal) and Wu Spy.
Oh, I forgot about Shimmer; used to love messing with people with it. Vedalken Plotter is a card I enjoy using with any sort of recursion, though I avoid playing it if anyone is using the same colored sleeves as anyone else. Ancestral Knowledge is fairly staple. Only started playing again recently, so I haven't had the chance to pick up Darksteel Mutation, Deep Freeze or Imprisoned in the Moon yet. There's a lot of cards I need to pick up copies of.
Built a Ezuri, claw of progress deck a couple of days ago, but it's boring and I don't even enjoy playtesting it so it's getting scrapped. Decided to revisit Brago, King Eternal instead after seeing it on MTGGoldfish's most recent Commander clash and watching the interactions with the Manifest enchantments Lightform and Cloudform. I've built Brago before shortly after he came out, but I never got the chance to play it and Brago had gained a fairly negative reputation at the time, so I eventually scrapped the deck.
At the moment, I'm really just looking for weird and unique cards like the Manifest enchants. Not really looking to build a competitive deck, but would rather just play around with weird stuff. Thinking about building this in a more Enchantress style with a fairly low creature count. Anyone have any weird cards that would benefit from repeated blinking?
I excluded all the ones that gain you life cause they're honestly really bad. I also excluded Karoo lands, the Hideaway lands, and Valakut, the molten Pinnacle, but they all cater to the strategy fairly well.
Never built a BR commander deck before this one and chose a rather obscure commander to boot. Deck is a weird hybrid of Dash and Dragon tribal with a smidgen of Voltron, and by a smidgen I mean Homicidal Seclusion and Blood Mist cause I like the cards and wanted to use them. I've playtested it to a small extent and I'm already worried that I'm pulling the deck in too many directions, but I think the two themes could mix fairly well if I got it built right.
Dash Theme
The Dash mechanic has quite a few cards that interact fairly well with it. A deck entirely focused on Dash would remind me of a Norin the Wary commander deck where the purpose is to just trigger different artifact's and enchantment's abilities repeatably and reliably. First are the creatures that support the Dash theme whether it be creatures with Dash, a similar end of turn clause, or simply cards that can etb and not stick around forever like the Evoke creatures.
Norin the Wary - Repeatedly triggers all the same cards that i'm using Dash to trigger, but sticks around and does it EVERY turn.
Ingot Chewer - Etb kill an artifact, trigger some other things, and die.
Shriekmaw - Etb kill a nonblack creature, trigger some other things, and die.
Spitebellows - Etb kill a creature, trigger some other things, and die.
Meekstone - Works well with Dash. Dash creatures never need to untap and pillow forts a tad.
Death Match - Works very well with dash and allows my opponents to keep each others' threats off the table. Win-win for me.
Confusion in the Ranks - Dash in a creature, switch it with another, and eot my dash thing returns to my hand for another go next turn.
Warstorm Surge - Repeated damage to creatures and players thanks to dash.
Dragon Tribal Theme
Kolaghan gives all my creatures +1/+0 whenever a dragon I control attacks. Dragons already like dishing out damage and most of the
Kokusho, the Evening Star - It's a dragon that punishes people when it dies. Seems like a good enough reason to have it in here let alone reanimation shenanigans.
Steel Hellkite - A colorless dragon that also acts as removal on combat damage. Staple?
Balefire Dragon - Wipes away whole boards of creatures and can outright end a player along side Repercussion.
Utvara Hellkite - Significantly less useful without Conspiracy out, but is still rather nuts just on its own let alone with Kolaghan and other dragons out.
Dragon Tempest - Significantly less useful without Conspiracy out, but is rather nuts with conspiracy and a bunch of dash creatures coming out every turn.
Urza's Incubator - My dragons cost less. Even Kolaghan's dash costs less. Would still be in the deck even if it were straight Voltron just because of the benefits to Kolaghan.
Door of Destinies - Just casting Kolaghan every turn gives some nices benefits. Starts to get nuts when all of my dash creatures are dragons. Would still be in the deck even if it were straight Voltron just because of the benefits to Kolaghan.
Conspiracy - Makes all my creatures dragons and gives them all the benefits of being so, like triggering Door of Destinies, Dragon Tempest, Utvara Hellkite, and Kolaghan while also getting cheaper with Incubator and tutorable with Dragonstorm.
Dragonstorm - Seems staple in a dragon-themed deck.
ETB Creatures
Ideally, creatures with really good etb effects that I can trade away or just don't care if they die, aka. the main reasons you run a lot of etb in the first place.
Voltron
Not wanting to go full Voltron, but rather just like these cards. I like the whole "exactly one creature" mechanic and when I'm playing with dash I can typically choose when they're active.
Praetor's Grasp - I can steal cards that help my themes or just lock someone out of a combo. Seems generally better than Extract.
Chandra Ablaze - My favorite Chandra; love the art and the abilities. + for damage as either removal or just cutting someone's life total down. - for draw and messing with peoples' hands. Ult is significantly less useful, but still really good with the right things.
Misc Repercussion - One of my favorite red enchantments. With the right cards can suddenly just win you a game, and quite a bit more often then you'd think. Blasphemous Act can outright eliminate players with as few as 3 creatures in the earlygame. Thunder Dragon can end token decks or wrap up in the lategame. Dragon Tempest and Warstorm Surge become almost twice as effective. Also makes blocking anything that isn't a Commander near pointless.
Blood Moon - Hoses 3+ colored decks. Seems staple in any red deck with two or less colors.
Dragonlord's Servant - May not be good enough only reducing costs by 1, but still almost seems staple in Dragon tribal. Don't own one and never have.
Pandemonium - I've had bad experiences with this. Too many times I've had an opponent either eliminate me or outright win off the back of this card.
Chain Reaction - Another card that can easily close out a game with Repercussion. Simply didn't have the room for a 4cmc wipe that isn't Damnation
Damnation - I've 3 copies: one in Karador, one in Alesha, and one in Toshiro.
Demonic Tutor - The exact same situation as Damnation. Not enough copies to go around.
Flamerush Rider - An amazing Dash creature. I just have very little worth copying and it requires attacking with a small 3/3 with no evasion or combat mechanics. That, and I wanted to keep the number of high costed Dash creatures to a minimum.
Sneak Attack - Amazing card. A near staple in red, especially with a color that has recursion. Goes really well with all the pseudo-dash creatures and the evoke creatures. I just have minimal recursion due to focus on the Dash mechanic. If I drop dash for the dragon tribal theme and add more traditional recursion, then It's a guaranteed fit.
Snuff Out - Free cards are always good and even better when you're paying for your commander every turn. Problem is, Nonblack actually matters a lot more in my new group than my old group. Between Terminate and Dreadbore (which also didn't make the cut), there just wasn't any room for it.
Rain of Gore - Love this card. Hardly ever matters, which is why it never makes the cut, but can just outright shut down certain decks until dealt with. Very much a super casual meta card, but my meta isn't that casual.
Havoc Festival - Been wanting to try out this card for quite a while now. It just isn't good enough. It paints a huge bull's eye on your head while not just winning the game, which any card that makes you that big of a target should do. That, and I'd feel very obligated to run Wound Reflection. By cutting it, I saved two card slots.
Gratuitous Violence & Rage Reflection - With the dash mechanic, ideally, I'm not attacking with anything that isn't my commander. It kind of makes these pointless in half the deck. Dragons love the cards. It's another cut I had to make because I'm splitting the deck both ways.
Like stated earlier, I am a bit worried that I'm pulling the deck in too many directions. Some cards become useless depending on what theme I'm drawing into more, like Confusion in the Ranks with a bunch of dragons in hand. They don't quite interfere with each other enough to make me want to remove one entirely, but I can tell that the Dash theme is just weaker than the other regardless of how much I like it. I can admit that all the dash creatures are pointless without the right cards were as the dragons are always powerful. I may just go straight up Dragons, Dash, or even Voltron in the future depending on how I feel.
As always, suggestions are welcome and appreciated.
I think the "Competitive scene" as a whole would become less competitive. I think the format would shift slightly and more card draw focused than it already is. I think commanders like Azami, lady of scrolls would make it back to being some of the more powerful decks in the format again.
I would dislike the shallow tutors being gone. Maybe ditch tutors that let you fetch any card and maybe various card type tutors like Enlightened Tutor, Worldly Tutor, and keep all land based tutors excluding the ones that let you fetch any land (keep stuff like Maze's End and Gatecreeper Vine, but get rid of cards like Crop Rotation). I would also dislike things like Praetor's Grasp being gone, but I'd be ok with things like Bribery being gone and I think it comes down to the fact of whether you have to cast the card you take with mana rather than just free casting or putting it into play.
Maelstrom Wanderer - It's very hard to deal with as a control player. You get 3 spells for 8 mana and a lot of times they're better off letting Wanderer stay on the board rather than let you cast it again. Insane value. Can out of nowhere generate an aggressive, hasty boardstate. Hard to deal with.
Karador, Ghost Chieftain - Very hard for a control deck to deal with without a lot of grave hate. Tends to cost 3 mana more often than not and makes it significantly less valuable to counter your creatures.
Muldrotha, the Gravetide - Karador on steroids. Though a bit more costly not having Karador's cost reduction, she let's you recur all permanent types. Countering your things almost seems pointless at times. There is not enough exile removal in the format to properly deal with a Muldrotha deck after it's ramped a bit. Same weakness as Karador, grave hate, but much stronger over all.
I will say that Karador and Muldrotha tend to play better as control but the end game is to have all your opponents' answers spent.
I'm also going to suggest keeping the different Legendaries and select cards from the various decks rather than just throwing the rest to trade fodder.
Definitely going to try to get a couple of these when they release.
Partners wouldn't be bad to get more of, so long as it's not "Partners with X." Though, I'd much rather get single colored Partner creatures this time and us just get 2 colored decks.
I really wish they'd stop pushing PW commanders, or at least push PW commanders that have a theme to their abilities that pushes the deck to use a specific mechanic or card type. Maybe a White PW who's abilities recur or do things with Enchantments, or a Red PW that steals or flings things. Odds are, WotC is going to push more 'walkers, if not next commander set, then shortly down the line. I just hope they don't make them too generic like Teferi and Black Oath
As for just color-based stuff, we do really need more enemy 3-colored commanders. Jeskai, Sultai, Mardu, etc. We need more options for these.
It's pretty good, though I do agree with Macabre. It's been so long that I've stopped even considering it for decks and forgot if I even have one. Might be pretty amazing if I ever get around to mono-black group hug.
Now that I think about it, with all the spell doubling that's come out over the past few years there may be a bunch of other cards worth reconsidering. Since Primal Amulet can go in anything.
Lately, I've been building commanders with abilities or restrictions weird/unique and then adding another restriction on top of the commander so that I simply can't build anywhere near good stuff without the deck falling apart. Aggro-only win for Alesha, Dash/dragon tribal Kolaghan, and recently Brago with as many etb effects as possible and focusing on Mirrorworks. I'm also thinking about building Power 5+ Matters deck, but I've yet to pick Commander that'll add another restriction. After all this, the decks rarely ever win but I do have a lot more fun playing.
As for Sea Gate Wreckage specifically, It could pretty easily go in any deck lacking in draw options like Boros.
I keep forgetting about Parallax Tide. Almost wondering if I should run Ankh of Mishra as a possible win condition.
Yeah, most of those seem fairly staple. Don't own many of them though. I'm definitely going to fit Reality Acid, Spine, and try and get an Act of Athority. I like the Rishidan pay/sac creatures, but I can't say they have guaranteed slots in the deck as a lot of people greatly dislike taxation cards.
As far as Stalking Leonin goes, I'm probably not going to use it in this deck. Seems pretty good in Karador, Ghost Chieftain and the like though. I'm really failing to understand how the "Use this ability only once" is even attempting to be relevant.
Yeah, as much as I like the Energy counters theme I was really disappointed at how few half-decent cards WotC made that actually uses those energy counters.
I really love Mu Yanling's art. It's pretty fantastic. The card on the otherhand is not so fantastic. She does make Brago unblockable and draw cards, but she's a 6-drop. I may try to pick up a copy, but it's definitely not going to be through buying the product she's in. There's no way in hell my lgs didn't price-hike it.
Unfortunately for the Manifest and Morph mechanics, Lightform and Cloudform are really the only one's I find interesting. I'm considering Zoetic Cavers cause ramp. I'm honestly going for a deck were almost everything has some amount of blink value, so I'm not even using things like Worn Powerstone and I'm trying to avoid things that are more efficient to just play them as is rather than morph or manifest. With most morph cards needing to be turned face-up to proc their abilities, I'll probably never use them... at least not in Brago. Still need to make Animar Morphs eventually.
Oh, I forgot about Shimmer; used to love messing with people with it. Vedalken Plotter is a card I enjoy using with any sort of recursion, though I avoid playing it if anyone is using the same colored sleeves as anyone else. Ancestral Knowledge is fairly staple. Only started playing again recently, so I haven't had the chance to pick up Darksteel Mutation, Deep Freeze or Imprisoned in the Moon yet. There's a lot of cards I need to pick up copies of.
This does remind me that Declaration of Naught and Ixalan's Binding are things I need to consider.
At the moment, I'm really just looking for weird and unique cards like the Manifest enchants. Not really looking to build a competitive deck, but would rather just play around with weird stuff. Thinking about building this in a more Enchantress style with a fairly low creature count. Anyone have any weird cards that would benefit from repeated blinking?
Bojuka Bog
Crumbling Vestige
Halimar Depths
Khalni Garden
Looming Spires
Mortuary Mire
New Benalia
Sandstone Bridge
Sejiri Steppe
Skyline Cascade
Smoldering Spires
Soaring Seacliff
Sunscorched Desert
Teetering Peaks
Temple of Abandon
Temple of Deceit
Temple of Enlightenment
Temple of Epiphany
Temple of Malady
Temple of Malice
Temple of Mystery
Temple of Plenty
Temple of Silence
Temple of Triumph
Turntimber Grove
Zhalirin Void
Also, make sure to run Amulet of Vigor as almost all of these etb tapped.
https://www.mtgsalvation.com/forums/the-game/commander-edh/multiplayer-commander-decklists/794959-kolaghan-dash-dragons
Dash Creatures
2 Glitterfang
3 Zurgo Bellstriker
4 Mardu Scout
5 Vaishino Sandscout
6 Vaishino Sandstalker
7 Archwing Dragon
ETB and Leave
8 Norin the Wary
9 Ingot Chewer
10 Shriekmaw
11 Spitebellows
ETB Creatures
12 Dualcaster Mage
13 Fleshbag Marauder
14 Flametongue Kavu
15 Solemn Simulacrum
Tech Creatures
16 Goblin Welder
17 Squee, Goblin Nabob
18 Crypt Ghast
19 Filth
20 Anger
Dragons
21 Kokusho, the Evening Star
22 Steel Hellkite
23 Balefire Dragon
24 Thunder Dragon
25 Utvara Hellkite
Voltron
26 Blood Mist
27 Homicidal Seclusion
Tribal
28 Dragon Tempest
29 Urza's Incubator
30 Door of Destinies
31 Conspiracy
32 Dragonstorm
Dash tech
33 Meekstone
34 Death Match
35 Confusion in the Ranks
36 Warstorm Surge
37 Expedition Map
38 Faithless Looting
39 Sensei's Divining Top
40 Praetor's Grasp
41 Read the Bones
42 Daretti, Scrap Savant
43 Chandra Ablaze
Rocks
44 Sol Ring
45 Rakdos Signet
46 Veinfire Borderpost
Grave hate
47 Rakdos Charm
48 Nihil Spellbomb
Wipes
49 Oblivion Stone
50 Decree of Pain
51 Blasphemous Act
Targeted removal
52 Pyroblast
53 Red Sun's Zenith
54 Vandalblast
55 Terminate
56 Ashes to Ashes
57 Chaos Warp
58 Bitluminous Blast
59 Spine of Ish Sah
Misc
60 Repercussion
61 Blood Moon
62 Necromancy
Lands
63 Command Tower
64 Cavern of Souls
65 Bloodstained Mire
66 Blood Crypt
67 Graven Cairns
68 Dragonskull Summit
69 Lavaclaw Reaches
70 Sulfurous Springs
71 Rakdos Guildgate
72 Bojuka Bog
73 Cabal Coffers
74 Urborg, Tomb of yawgmoth
75 Valakut, the Molten Pinnacle
76 Ancient Tomb
77 Ghost Quarter
78 High Market
79 Reliquary Tower
80 Rix Maadi, Dungeon Palace
81 Rogue's Passage
82 Tectonic Edge
83 Terrain Generator
84 Winding Canyons
85 Mountain
86 Mountain
87 Mountain
88 Mountain
89 Mountain
90 Mountain
91 Mountain
92 Mountain
93 Swamp
94 Swamp
95 Swamp
96 Swamp
97 Swamp
98 Swamp
99 Swamp
100 Swamp
Card Choices
Dash Theme
The Dash mechanic has quite a few cards that interact fairly well with it. A deck entirely focused on Dash would remind me of a Norin the Wary commander deck where the purpose is to just trigger different artifact's and enchantment's abilities repeatably and reliably. First are the creatures that support the Dash theme whether it be creatures with Dash, a similar end of turn clause, or simply cards that can etb and not stick around forever like the Evoke creatures.
Glitterfang - 1cmc pseudo-dash creature.
Zurgo Bellstriker - 2 mana dash.
Mardu Scout - 2 mana dash.
Vaishino Sandscout - 2cmc pseudo-dash.
Vaishino Sandstalker - 3cmc pseudo-dash.
Archwing Dragon - 4cmc pseudo-dash that is also a dragon.
Norin the Wary - Repeatedly triggers all the same cards that i'm using Dash to trigger, but sticks around and does it EVERY turn.
Ingot Chewer - Etb kill an artifact, trigger some other things, and die.
Shriekmaw - Etb kill a nonblack creature, trigger some other things, and die.
Spitebellows - Etb kill a creature, trigger some other things, and die.
Meekstone - Works well with Dash. Dash creatures never need to untap and pillow forts a tad.
Death Match - Works very well with dash and allows my opponents to keep each others' threats off the table. Win-win for me.
Confusion in the Ranks - Dash in a creature, switch it with another, and eot my dash thing returns to my hand for another go next turn.
Warstorm Surge - Repeated damage to creatures and players thanks to dash.
Dragon Tribal Theme
Kolaghan gives all my creatures +1/+0 whenever a dragon I control attacks. Dragons already like dishing out damage and most of the
Kokusho, the Evening Star - It's a dragon that punishes people when it dies. Seems like a good enough reason to have it in here let alone reanimation shenanigans.
Steel Hellkite - A colorless dragon that also acts as removal on combat damage. Staple?
Balefire Dragon - Wipes away whole boards of creatures and can outright end a player along side Repercussion.
Thunder Dragon - Wipes away little creatures and can do some major damage along side Repercussion.
Utvara Hellkite - Significantly less useful without Conspiracy out, but is still rather nuts just on its own let alone with Kolaghan and other dragons out.
Dragon Tempest - Significantly less useful without Conspiracy out, but is rather nuts with conspiracy and a bunch of dash creatures coming out every turn.
Urza's Incubator - My dragons cost less. Even Kolaghan's dash costs less. Would still be in the deck even if it were straight Voltron just because of the benefits to Kolaghan.
Door of Destinies - Just casting Kolaghan every turn gives some nices benefits. Starts to get nuts when all of my dash creatures are dragons. Would still be in the deck even if it were straight Voltron just because of the benefits to Kolaghan.
Conspiracy - Makes all my creatures dragons and gives them all the benefits of being so, like triggering Door of Destinies, Dragon Tempest, Utvara Hellkite, and Kolaghan while also getting cheaper with Incubator and tutorable with Dragonstorm.
Dragonstorm - Seems staple in a dragon-themed deck.
ETB Creatures
Ideally, creatures with really good etb effects that I can trade away or just don't care if they die, aka. the main reasons you run a lot of etb in the first place.
Dualcaster Mage - Near staple in red? I think so.
Fleshbag Marauder - Black staple.
Flametongue Kavu - Another near staple in red. Etb can kill a creature.
Solemn Simulacrum - Staple in anything that isn't Green. Colorless ramp = good.
Tech Creatures
Goblin Welder - Artifact removal and recursion in one card.
Squee, Goblin Nabob - Mostly a pitch card for Chandra or Daretti, but can be a repeatable blocker or similar.
Crypt Ghast - Ramp and life drain.
Filth - Potentially unblockable things.
Anger - Haste giver and near staple in red.
Voltron
Not wanting to go full Voltron, but rather just like these cards. I like the whole "exactly one creature" mechanic and when I'm playing with dash I can typically choose when they're active.
Blood Mist
Homicidal Seclusion
Tutors & draw
Most of these seem obvious.
Praetor's Grasp - I can steal cards that help my themes or just lock someone out of a combo. Seems generally better than Extract.
Chandra Ablaze - My favorite Chandra; love the art and the abilities. + for damage as either removal or just cutting someone's life total down. - for draw and messing with peoples' hands. Ult is significantly less useful, but still really good with the right things.
Expedition Map
Faithless Looting
Sensei's Divining Top
Read the Bones
Daretti, Scrap Savant - It's Daretti.
Rocks
Veinfire Borderpost - Only doubtable rock to have in the deck, but I have a foil and I like the art.
Sol Ring
Rakdos Signet
Grave hate
Rakdos Charm
Nihil Spellbomb
Wipes
There's actually a few wipes that should be in the deck that I simply don't have the extra copies of, but these are really good anyway.
Oblivion Stone - Enchantment removal.
Decree of Pain
Blasphemous Act
Targeted removal
Pyroblast - Anti-counterspell and still removes things of almost any permanent type.
Red Sun's Zenith - More expensive mana-wise, but Exiles things.
Bitluminous Blast - It cascades which is something I'm always a fan of doing.
Spine of Ish Sah - More enchantment removal.
Vandalblast
Terminate
Ashes to Ashes
Chaos Warp
Misc
Repercussion - One of my favorite red enchantments. With the right cards can suddenly just win you a game, and quite a bit more often then you'd think. Blasphemous Act can outright eliminate players with as few as 3 creatures in the earlygame. Thunder Dragon can end token decks or wrap up in the lategame. Dragon Tempest and Warstorm Surge become almost twice as effective. Also makes blocking anything that isn't a Commander near pointless.
Blood Moon - Hoses 3+ colored decks. Seems staple in any red deck with two or less colors.
Necromancy - instant speed reanimation temporary reanimation.
Cards that aren't in the deck that almost should be.
Dragonspeaker Shaman - Would be in the deck for the same reason that Urza's Incubator is. Thought I had one, but can't find one.
Dragonlord's Servant - May not be good enough only reducing costs by 1, but still almost seems staple in Dragon tribal. Don't own one and never have.
Pandemonium - I've had bad experiences with this. Too many times I've had an opponent either eliminate me or outright win off the back of this card.
Chain Reaction - Another card that can easily close out a game with Repercussion. Simply didn't have the room for a 4cmc wipe that isn't Damnation
Damnation - I've 3 copies: one in Karador, one in Alesha, and one in Toshiro.
Demonic Tutor - The exact same situation as Damnation. Not enough copies to go around.
Flamerush Rider - An amazing Dash creature. I just have very little worth copying and it requires attacking with a small 3/3 with no evasion or combat mechanics. That, and I wanted to keep the number of high costed Dash creatures to a minimum.
Sneak Attack - Amazing card. A near staple in red, especially with a color that has recursion. Goes really well with all the pseudo-dash creatures and the evoke creatures. I just have minimal recursion due to focus on the Dash mechanic. If I drop dash for the dragon tribal theme and add more traditional recursion, then It's a guaranteed fit.
Snuff Out - Free cards are always good and even better when you're paying for your commander every turn. Problem is, Nonblack actually matters a lot more in my new group than my old group. Between Terminate and Dreadbore (which also didn't make the cut), there just wasn't any room for it.
Rain of Gore - Love this card. Hardly ever matters, which is why it never makes the cut, but can just outright shut down certain decks until dealt with. Very much a super casual meta card, but my meta isn't that casual.
Havoc Festival - Been wanting to try out this card for quite a while now. It just isn't good enough. It paints a huge bull's eye on your head while not just winning the game, which any card that makes you that big of a target should do. That, and I'd feel very obligated to run Wound Reflection. By cutting it, I saved two card slots.
Gratuitous Violence & Rage Reflection - With the dash mechanic, ideally, I'm not attacking with anything that isn't my commander. It kind of makes these pointless in half the deck. Dragons love the cards. It's another cut I had to make because I'm splitting the deck both ways.
Like stated earlier, I am a bit worried that I'm pulling the deck in too many directions. Some cards become useless depending on what theme I'm drawing into more, like Confusion in the Ranks with a bunch of dragons in hand. They don't quite interfere with each other enough to make me want to remove one entirely, but I can tell that the Dash theme is just weaker than the other regardless of how much I like it. I can admit that all the dash creatures are pointless without the right cards were as the dragons are always powerful. I may just go straight up Dragons, Dash, or even Voltron in the future depending on how I feel.
As always, suggestions are welcome and appreciated.