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Scion on a Tiny Tiny Budget.Let me know any changes you would make!

Lands: This is the sections that will need the most work, but the plan is that most of the lands can produce green mana. This is important because the deck relies on the 9 ramp spells to ensure you have the mana and the colors to cast all of the dragons. Obviously if you have a higher budget upgrade the lands. I opted not to run signets for fixing because of the risk of a blowout if an opponent vandalblasts us.

Draw: This deck is pretty light on draw spells, meaning gas can be hard to come by in a long game the only draw spells are Temur Ascendancy, Rishkar's Expertise , Dragon Mage , and Runehorn Hellkite. This isnt as bad as it may look though because two of our draw spells can be tutored up at instant speed with our commander, and with a elixir of immortality we can use them again.

Interactions: Went with the charms because why not, this should be turned to your meta though the charms are a good starting location as they are versatile. Ready/Wiling for lifegain and board wipe negation.

Dragons: A toolbox of interactions for fun gameplay.

If an opponent single out scion be sure to punish them with Mirrorwing Dragon / Quicksilver Dragon / Silumgar, the Drifting Death

Tokens?Steel Hellkite

Going wide?Harbinger of the Hunt / Siege Dragon

Drawing a ton?Nicol Bolas

Big threats?Tyrant's Familiar

Problem Permanent that Taps?Ojutai, Soul of Winter

Artifacts are a problem?Hellkite Tyrant

Graveborn?Teneb, the Harvester

Need to kill someone quick?Moltensteel Dragon + Atarka, World Render

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Date added 7 years
Last updated 7 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

3 - 0 Mythic Rares

32 - 0 Rares

30 - 0 Uncommons

13 - 0 Commons

Cards 100
Avg. CMC 4.73
Tokens Morph 2/2 C
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