This is a midrange Commander deck with a simple game plan: focus on getting different dragons out on the table and smack opponents with them.

Creatures follow the line of "if it's a dragon, it goes in". Most of the dragons can be switched for personal favourites, just pay attention to somewhat useful abilities. Artifacts like Lightning Greaves and Mirror of the Forebears help to put out more and quicker dragons than the opponent might think during the first few turns. The same goes for Sarkhan Unbroken, which can also be switched out for any other iteration of the lovable dragon slinger, depending on your preference. Whatever dragons you pick, the most important part is to have fun with them. Just fling a lot of giant flying lizards at the enemy and don't think too hard about all the burnt towns along the way.

As a five colour deck, proper mana management is important, staples like Sol Ring, Chromatic Lantern and Chrome Mox together with The Ur-Dragon's Eminence ability help putting out dragons from all over the colour spectrum.

As dragon's usually don't come cheap, ramping is important. Apart from the aforementioned Eminence of the commander, powerful ramp cards are needed. Ramp creatures are Noble Hierarch, Ignoble Hierarch, Birds of Paradise as well as Dragonlord's Servant and help with putting more mana out. Because this is basically just a fancy dragon tribal deck, Herald's Horn is a no-brainer. Some land search sorceries like Farseek, Kodama's Reach and Sylvan Scrying also help with ramping.

As for the lands itself, the snow-covered basic lands are just in for personal flavour, the rest are basically what you would see in most semi-competitive decks at this point.

Tutor staples like Demonic Tutor and Grim Tutor help putting the right card in your hand when you need it, even if it's just one of the basic lands because someone dropped a Blood Moon without you having the Mana Drain handy.

Draw power comes mostly from cards like Rhystic Study and Sylvan Library, with help from Dragon's Hoard, Kindred Discovery (obviously you pick dragons as the creature type) and my personal favourite Smothering Tithe.

Other notable mentions are Crux of Fate, because as a dragon tribal deck it just makes sense to include it, and Cyclonic Rift for board wipes or to remove one really dangerous target, like an enemy commander with a nasty ability.

The Great Henge helps with ramp, gives heals and makes our dragons stronger, not a very specialised enchantment, but pretty good all around. Having both The Great Henge (or any of the other +X/+X alternatives in the deck) and Atarka, World Render out on the table allows each attack of our commander The Ur-Dragon to turn into a potential instant kill, so if you like to be the big threat at the table, go ham.

Karrthus, Tyrant of Jund serves as a last ditch save attempt in case someone stole all the dragons from under you. Hellkite Tyrant allows for an alternative win condition, aside from drowning the enemy in dragons, in case a lot of artifacts are in play. Old Gnawbone and Hellkite Charger enable a win if nothing is around to block them or prevent the attack though other means.

Weaknesses of the deck are, as might be expected, anything that deals with creatures for cheap as well as creatures with vigilant or flying themselves. While there is a lot of ramp and cost reduction in the deck, usually the first rounds will still be a struggle against comperatively low CMC decks. Dealing with counters might turn out to be a problem as well, so instead of letting weaker enemy creatures grow stronger, it might be better to just go for a big swing and force a confrontation earlier. As soon as a good mana base is established with this deck, the amount of dragons with potent abilities comming out will usually lead to an advantage, just be prepared to get swarmed by the table in case The Ur-Dragon or Tiamat come onto the battlefield.

It's not recommended to run this deck in a cEDH setting, dealing with highly optimised infinite combos and such is basically impossible except for a few choice cards, which will only delay the inevitable.

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91% Casual

Competitive

Date added 2 years
Last updated 1 year
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

23 - 0 Mythic Rares

47 - 0 Rares

14 - 0 Uncommons

4 - 0 Commons

Cards 100
Avg. CMC 4.09
Tokens Copy Clone, Dragon 4/4 R, Dragon 5/5 R, Dragon 6/6 R, Treasure
Folders EDH
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