Maybeboard


Why should you play this deck?

  • Do you like combat?
  • Do you like big awesome dragons?
  • Do you like to cheat mana costs?
  • Do you like killing with commander damage?
  • Do you like to have flexible answers to threatening opponents?

Of course you do!

What's the main idea?

Scion serves as our commander, his main strength is his activated ability, transforming him into any dragon for one turn. By this alone he is able to take out any opponent in two turns, with double striker dragons like Dragon Tyrant and Atarka, World Render. He can also dig up other dragons that will heavily disrupt our opponents strategy like Balefire Dragon, Hellkite Tyrant or Nicol Bolas while still dealing critical amounts of commander damage. As if this wasn't awesome enough, by doing so he also fills our graveyard with those crazy powerful dragons, allowing you to generate even more value by reanimating them for cheaper mana costs.

Categories and card choices

Lands, Ramp and Fixing:

Building a five color deck we can easily spend hundreds of euros/dollars on our mana base. I choose not to, as it seems rather dull to me and the deck works pretty fine without. We should consistently be able to play Scion by turn 4-5 even with this budget mana base. Before that our main focus is to ramp and fix our mana base accordingly, which is why lands entering the battlefield tapped does not hurt us too much. The two powerhouses for ramp and fixing are of course Cultivate and Kodama's Reach, which is why we run more forest than any other standard land. Signets and Mana Rocks will also ramp and fix our mana effectively.

Protection:

As soon as Scion hits the board, our first intention should be to protect him and our life total. Lightning Greaves, Asceticism and Swiftfoot Boots are able to protect scion from targeted removal just as using his activated ability for Silumgar, the Drifting Death. Heroic Intervention, Boros Charm and Golgari Charm can protect Scion and our board from most wrath effects. If our opponents can not go after Scion himself they will try to take us out directly. Reconnaissance protects all our dragons from combat tricks and gives them "quasivigilance", so we can go full aggro while always having blockers available. Ultrava Hellkite is often my first target for Scions activated ability, giving me a big body to block with for my first attack. As soon as he gets reanimated our board will be flooded with 6/6 flyers quickly.

Disruption:

Before we can focus on taking out opponents we might have to catch up a little, as we probably did not do much during the first 5 turns. There is flexible target removal available, we can use from early on like Putrify or the Charms. As soon as Scion is available we will have plenty of options to mess with our opponents boards or even hands (wink wink Nicol Bolas).

Reanimator:

The deck really gets going as soon as we start reanimating. If we play Scion on turn 4, we can often use his ability, reanimate the targeted dragon (as long as he isn't legendary) with Exhume, Zombify or Breath of live and attack on on turn 5. Of course this might be too greedy as it doesn't leave mana open to protect Scion until you untap again but it is still awesome. Two great ways to quickly recover from a successful board wipe are Patriarchs Bidding and Living Death, bringing back our entire graveyard at once. With all those reanimation possibilities it can sometimes even be smart to let Scion go to the graveyard instead of the command zone, as it will be cheaper to reanimate him.

Draw:

Of course we want to have a deck that plays consistently and don't want to be in topdeckmode at any time, which is why we run some sufficient draw options. We profit a lot from cards that let us dig into our library while filling our graveyard like Monastry Siege, Thoughtflare or Fact or Fiction. Last but not least this category features the "Mac Daddy" himself "The Ur Dragon"! Of course he does a lot more than just drawing us cards. He is one of front runners to be Scions number one draft pick, as he deals 10 commander damage, lets us draw at least one card and put a permanent (!) directly into play.

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Comments

98% Casual

Competitive

Date added 5 years
Last updated 4 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

9 - 0 Mythic Rares

28 - 0 Rares

41 - 0 Uncommons

9 - 0 Commons

Cards 100
Avg. CMC 4.25
Tokens Dragon 4/4 R, Dragon 6/6 R, Spirit 1/1 C, Treasure
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