Dual Decks
Dual decks are my attempt to create a series of interesting casual decks, designed to be played against each other. The twist is that each dech is built using two separate creature tribes, and tied together with Maskwood Nexus which gives all creature types to all of your creatures. Each deck aims to show off both the strengths of its tribes, as well as a few famous MtG combo mechanics used in unusual ways. Each Dual deck is 61 cards, with the last card being an Un-card or playtest series card which is added for silliness, and can be removed if you prefer.
You can find my full set of Dual Decks here!
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Summary
Elemental Dragons mainly uses Elementals for its opening and support, and large Dragons as the finishers. It is a little on the harder side to play, as the player needs to know all the creatures in the deck in order to tutor them with Flamekin Harbinger.
Opening hands
There are two strong starting progressions in the deck: T2 Smokebraider into T3 Risen Reef, and T2 Soulbright Flamekin into T3 Zirda, the Dawnwaker. The first leads into great card advantage, while the second ramps into 9 mana on Turn 4, and either of these progressions can be kicked off with a Turn 1 Flamekin Harbinger. The deck has a slightly high mana curve and decent card draw, so don't be afraid to keep an opening hand with 4 lands.
Combo Mechanic: Activated Abilities
Many cards in the deck combo with Zirda, who reduces the cost of activated abilities. Between Maskwood Nexus, Orthion, and Skarrgan Hellkite you will almost always have synergy with Zirda. Remember that Cycling is an ability, Canyon Slough can be cycled for just 1 mana as well. Lavaclaw Reaches is just nuts: it gets 3 power for every 1 mana you feed it.
Combo Mechanic: Turn Ending
The deck's second combo mechanic is with Sundial of the Infinite, which is used to negate triggered abilities on your own turn, such as Incandescent Soulstoke's ability sacrificing your creature or Avaricious Dragon discarding your hand. Bonus points for making 5 copies of Avaricious Dragon with Orthion, then keeping everything with Sundial.
Soulbright is intended to give you 2 mana in the late game...but how about getting 5 mana on Turn 4 instead?
Taking control of all dragons or destroying all walls is more fun when everything is a dragon wall. Note that Harbinger can tutor Shields, as it is an Elemental card.
Firebomb the battlefield, then firebomb your opponents' faces. Even better with lifelink from Whip of Erebos.
I've always wanted to play this card, but it is possibly too oppressive. With Zirda/Soulbright/Village, it can possibly come out on Turn 4 and attack with trample and haste, which might be a little much...but I think it's worth playing at least once just to say that you've played it.