The Commander: Karrthus, Tyrant of JundKarrthus, Tyrant of JundKarrthus is a fun, aggressive commander. A 7/7 Flying Haste body makes him a strong candidate for beating people's faces in with commander damage. Prossh, Skyraider of Kher of course does this job better, and faster, but the reason to play Karrthus is that he gives each of your other dragons Haste, making him the prime general for a tribal dragon ramp deck. Plus, in the event that your opponent is also playing some dragons, casting Karrthus permanently takes control of all of them, and it's always hilarious when that happens. The deck is very capable of functioning without Karrthus being in play in the event that strategically timing Karrthus' entry is important, but having him out certainly makes the deck faster.

The DragonsKolaghan, the Storm's FuryThe Dragons I've chosen to be the powerhouses of this deck offer a great deal of synergy with each other, typically granting support to the rest of them. Atarka, World Render gives double strike to all attacking dragons, Kolaghan, the Storm's Fury buffs them all upon any dragon attacking, Scourge of Valkas burns creatures and players whenever a dragon enters, synergizing wonderfully with Dragon Broodmother and Utvara Hellkite. In a pinch, Dragon Broodmother can also make a token to Devour Kokusho, the Evening Star for some much needed life gain the deck is rather lacking in otherwise. This is especially useful in multiplayer commander, being able to net 15 life if you have 3 other players for example. Knollspine Dragon, Dragon Mage and Bladewing the Risen offer some utility; Knollspine and Mage recharging your hand after rushing an opponent and Bladewing reanimating fallen dragons. Other dragons, such as Balefire Dragon, Stormbreath Dragon, Thundermaw Hellkite, Skithiryx, the Blight Dragon, Steel Hellkite and Hellkite Overlord however are just blatent monsters, dragons that can reap the buffs of the rest of the deck to make your opponents' lives hell. Another powerful synergy combo the dragon lineup does is Hellkite Charger + Savage Ventmaw , creating a near endless number of combat steps as long as you have one open land. Simply swing, add RRRGGG to mana pool with Savage Ventmaw and immediately pay it along with 1 extra mana to put Hellkite Charger online, untap everything, swing in again and repeat until you run out of extra mana or your opponent is dead.

Mana Ramp - Land FocusCultivateThis deck has pretty straightforward mana ramp capabilities, with a focus on land acceleration over mana rocks. This is partially to save on space in the deck, and also because mana rocks, while not often needed will most likely be stolen with Hellkite Tyrant at some point in the game. Oracle of Mul Daya, Cultivate, Sylvan Scrying, Wood Elves, Birds of Paradise, Farseek and Nissa, Vastwood Seer   do this job incredibly well and quickly, especially alongside the powerful mana rocks this deck does play; Gilded Lotus and Sol Ring. As far as mana dork creatures go, I do run Shaman of Forgotten Ways and Somberwald Sage for their fast acceleration into the dragons, with Shaman also being able to sometimes close games with its activated ability. Xenagos, the Reveler's +1 ability offers a lot of ramp too, depending on when in the game it's cast. Dragonlord's Servant and Dragonspeaker Shaman Are also incredibly useful for their ability to drop the cost of dragon spells, forcing the opponent into their kill range faster and faster. Another wonderful ramp option this deck has access to as a tribal dragon build is Savage Ventmaw, which adds enough RG mana on the swing to cast almost any dragon in the deck, or to fuel Genesis Wave. Giving Ventmaw haste is very easy as well, allowing for profit mana the turn its cast by cheating it into play or cost reduction, and then swinging. Druids' Repository Is an interesting ramp option, giving access to 1 mana every time a creature I control attacks in the form of charge counters. With 7 attack triggers, or simply attacking with Hellkite Charger and Savage Ventmaw, Druids' Repository can create an infinite combat step combo for lethal if not stopped.

"Cheating Creatures into Play"Genesis WaveQuicksilver Amulet, Genesis Wave and Elvish Piper are insane in decks revolving around big creatures, and dragons are probably the largest and scariest of them next to eldrazi. Genesis Wave is especially strong, as the dragons in this deck are generally in the cost range that paying X as 8 will more than likely just spill out the deck on the opponent's face, sometimes equating to lethal damage that turn. The other two options allow for bringing dragons into play at instant speed, allowing for a lot of cool combat tricks with Bogardan Hellkite, Scourge of Valkas and Bladewing the Risen. In the event that Xenagos, the Reveler can use his -6 ability, he also gives the equivalent of a Genesis wave where X = 7.

Card AdvantageDomri RadeConsistent hand-size advantage is generated by [Domri Rade]] and Nissa, Sage Animist, allowing for a ton of topdeck manipulation, especially alongside Oracle of Mul Daya. As mentioned before, Knollspine Dragon is also a wonderful way to keep momentum going, and its ability also triggers when it is reanimated by Bladewing the Risen or Whip of Erebos. Dragon Mage offers incredible card advantage, as mid-late game the deck will often be playing out its whole hand, at which point swinging with Dragon Mage offers a Reforge the Soul effect if it connects. Demonic Tutor is an obvious choice for card advantage, nothing ever wrong with searching out any card for 2 mana. Solemn Simulacrum, while also a ramp card is a really nice draw spell too when being devoured by Dragon Broodmother's tokens. Primal Command is incredibly versatile, with one option being a tutor effect alongside its three other possibilities. Fauna Shaman offers a lot of consistency options, weaving through the deck to hit the ideal dragon for the situation, or fetching ramp creatures if it's too early.

Spot RemovalMaelstrom PulseJund colors have always been notorious for their vast and powerful removal spell options, and this deck is no exception. Spot removal for creatures includes Abrupt Decay, Putrefy and Maelstrom Pulse, the later of which also having the option of sweeping tokens and all of which having a ton of versatility, being able to hit other things as well. Krosan Grip is an amazing "Combo Breaker" Artifact/Enchantment kill spell, as it ends the stack and cuts short infinite loops such as Exquisite Blood + Sanguine Bond or Curiosity + Niv-Mizzet, the Firemind . Decimate is a really fun option in EDH, picking apart the enemy's board and is especially effective in multiplayer. Song of the Dryads, while technically not "removal" is amazing for its ability to turn Avacyn, Angel of Hope offline, eliminate threats of all permanent types and even shut down opposing generals completely. Primal Command is a temporary removal spell, as it can in a pinch get rid of something serving as a notable threat, creating an opening for an explosive play.

Blanket RemovalDamnationJund colors also offer a plethora of wrath spells. Damnation is an obvious choice, Bonfire of the Damned is a vicious, vicious miracle that can combo especially well with Sudden Spoiling. Pernicious Deed is incredibly powerful, being able to time it well will save your board in most cases(as your creatures are typically 5-8 converted mana cost) and cripple your enemies. Plus, it's a wonderful political tool, being a wrath that just sits there threateningly. Finally, Crux of Fate needs little explaining, but it is a wrath card tailored to tribal dragons. Wanna wrath the board? Sweet. Wanna wrath the board except leave your board untouched? Go nuts! Crux is brutal in this deck for the same reason Bonfire is, except you never have to fear missing anything especially giant.

UtilityAsceticismAsceticism gives my board hexproof which is always incredible, as well as regenerative options should the situation call for it. Lightning Greaves is just wonderful, who doesn't want haste and shroud on a key creature? Leyline of Lifeforce and [Vexing Shusher]] serve the same purpose, and it is partially because my playgroup for edh really likes counterspells and also because of the common ramp weakness of counter magic, but preventing my big creatures from being countered is very important to me. Dragon Tempest is a great support enchantment, giving your dragons the same effect Karrthus does and combining it with Scourge of Valkas' triggered ability for 2 mana. The difference here however, is that in the case of Tempest the dragon that entered itself is dealing the damage because of the wording. This makes for a super mean interaction with Skithiryx, the Blight Dragon if you happen to have 5 other dragons out. Skithiryx enters, deals 6 infect damage to a player, gains haste and swings at them for lethal damage if unblocked. Tooth and Nail is another vicious card that is a staple in almost every edh deck running green. Entwining it not a challenge for a deck based around mana ramping, and being able to immediately tutor the perfect dragons for the situation is terrifying, especially when they have haste from either Karrthus or Dragon Tempest. Eternal Witness is great for grave recursion, specifically on Tooth and Nail, removal and Demonic Tutor. Lastly, Whip of Erebos is a personal tech of mine, adding a lot of life gain to the deck as a result of Scourge of Valkas and Dragon Tempest with lifelink Dragons, especially with Balefire Dragon and Bogardan Hellkite. Primal Command appears yet again, giving the option of shuffling my grave back into my library. This also can be used against graveyard based decks, slowing them down significantly if timed properly. Whip of Erebos offers a ton of life gain, as many triggered abilities in the deck involve creatures themselves dealing damage, as well as reusing ETB effects.

LandCommand TowerOkay, landbases never need a lot of explaining. In tri-color, play lots of dual color lands, shock lands, fetch lands, battle lands, the tri land you have access to, generally things to make landbase as versitile mana-wise as humanly possible. But I opted to stay away from any and all non-fetch, non shock pain lands, since the only life recovery this deck is doing is from [[Kokusho, the Evening Star and Primal Command. On top of this, aggressively ramping into one-combat kills will already make me a prime target in multiplayer, so reducing the risk of dying to my land as much as possible seems logical. Utility lands such as Arcane Lighthouse and Reliquary Tower are a no-brainer, Kessig Wolf Run is a great commander card in aggressive RG decks, giving the option of pushing through trample damage when it matters. Bojuka Bog serves the purpose of being an uncounterable graveyard hate card. Haven of the Spirit Dragon is just wonderful in this deck, offering 1 mana of any color for dragons which makes mana fixing easier. On top of this, paying 2 mana and sacrificing it lets me recur a dragon(or Ugin, the Spirit Dragon should I choose to add him]] to my hand. This is especially useful if the target is Bladewing the Risen for a double recursion effect. Strip Mine is just phenomenal and can really mess up opponents' mana bases if timed properly, especially when hitting land that can potentially tap for 2+ mana. Finally, Snow-Covered basic lands are essential as they fuel Rimescale Dragon and don't hurt the deck at all by being Snow-Covered.

Hope you liked my summery, suggestions for improving the deck are more than welcome. Thanks for reading!

Suggestions

Updates Add

Comments

Date added 9 years
Last updated 9 years
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

22 - 0 Mythic Rares

51 - 0 Rares

16 - 0 Uncommons

4 - 0 Commons

Cards 100
Avg. CMC 4.14
Tokens Ashaya, the Awoken World, Dragon 1/1 RG, Dragon 4/4 R, Dragon 5/5 R, Dragon 6/6 R, Emblem Domri Rade, Satyr 2/2 GR
Votes
Ignored suggestions
Shared with
Views