Ever play dungeons and dragons? How about taking on the role of the Dungeon Master? This decks purpose is to fill the theme of 'dungeon master overlord', working in deep dark cards with hidden schemes and classic monsters of D&D. Sure, there's some silly things in here, but that's not taking away from the decks chaotic nature; when it swings a punch, it's a boulder. When it misses...well...good guys gotta win sometimes.

Combos: Yidris, Maelstrom Wielder portrays that annoying chaotic orgre wizard in every D&D game that just wont shut up, but even worse, has the might, muscle, and magic to back up his monologueing. What's good about the card is obviously the cascade ability, and so here's what works with him in this deck.Getting the damage through: Trepanation Blade, Keeper of Keys, Aqueous Form, Whispersilk Cloak.

Making Matters Worse: Fireshrieker to double up on the cascade, Strionic Resonator to ALSO double up on the cascade.

What is a dungeon quest without traps?! Both literal and nonliteral traps- so that when your opponents do things they feel wary about it.

Traps: Ravenous Trap: Some of the triggers: Dragon Mage, Whispering Madness, Rix Maadi, Dungeon Palace.

Lavaball Trap: One of the triggers: Rites of Flourishing.

Runeflare Trap: One of the triggers: Intellectual Offering.

Whiplash Trap: One of the triggers: Oath of Druids.

Summoning Trap.

Booby Trap: Works in with Elemental Augury.

Traps from when opponents attack: Slumbering Dragon, Kazuul, Tyrant of the Cliffs, Giant Trap Door Spider, Mystifying Maze.

Traps from casting spells: Dragonlair Spider, Lurking Predators, Forgotten Ancient.

The Four Horsemen: Every villain needs some lackeys. Yidris chose those who will break the world!

War: Hellcarver Demon - Cause discard, fill the graves, and cast at random.

Famine: Apocalypse Demon - Stronger by a bigger grave, and causes sacrifice.

Pestilence: Archfiend of Ifnir - Stronger by discard, and sickens opponents creatures by it.

Death: Fell Shepherd - Gets those creatures of yours back, and sacs them to kill off opponents creatures.

Special Mentioning:

Enter the Dungeon: Say what you will, THIS card is outstanding. Sure, it's a joke and seems useless. But at a closer look it has a similar effect as Descent into Madness in that whatever 'happens in the dungeon, stays in the dungeon'. Imagine taking your opponents down to the dungeon for that mini game, to draw trepenation blade or another card that causes them to mill or draw too much...even if they win, those cards stay behind out of the game. Lost, forever...

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Date added 7 years
Last updated 4 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

8 - 0 Mythic Rares

38 - 0 Rares

24 - 0 Uncommons

16 - 0 Commons

Cards 100
Avg. CMC 3.98
Tokens Dragon 1/1 RG, Dragon 5/5 R, Insect 1/1 G, Kobolds of Kher Keep 0/1 R, Ogre 3/3 R, The Monarch, Urami, Zombie 2/2 B
Folders NEED IT
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