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Welcome to the tutorial for becoming the Dragon God!

First off, you need to know the cards.

Now we all know what you want to see first, the cards that make you Win games. In this deck there are a few. The main Win Con is Enduring Ideal + Eternal Dominion. What you want to do is use the mana doubling enchantments to quickly get enough mana to cast both these spells on the same turn, but you also need the second one to have flash so you can put both effects on the stack at the same time. If you don't then the first one will resolve and because of Epic, you will no longer be able to casts spells. To cast at least the second on with flash, you will need either Quicken, Leyline of Anticipation or Alchemist's Refuge, meaning you will need a total of 17, 18 or 19 mana to pull this off. Once you pull this combo off, you can start pulling out the many enchantment cards and creature cards you need to win the game.
Now the second Win condition is easier to pull off, but it is easier to counter as well. This one you need to get the 10 mana to cast Omniscience. Once cast, you want to play Enter the Infinite. Once achieved, you can just play the cards you need to win the game and make sure you have a way to survive until you do. This will depend on that your opponents are doing. Enter the Infinite + Omniscience
- This combo could be considered as a Win Con on it's own but it is easier to achieve it through the Win Cons mentioned above. Form of the Dragon + Phyrexian Unlife and/or Axis of Mortality + Form of the Dragon and/or Form of the Dragon + Sandwurm Convergence - Form of the Dragon is a very strong card, but it is very risky on it's own. It limits your life to 5 at the end of your turn. With cards like Phyrexian Unlife, it make you really hard to kill. - Axis of Mortality Can kill any opponent you can target because you can switch life totals with them, and then immediately do 5 damage to them. if your life total didn't change since your last turn, they should only have 5 life, which is a kill in most cases. - Sandwurm Convergence just makes it so that all creatures cannot attack you, since both cards cover creatures with flying and creatures without flying. - Solemnity combos with Phyrexian Unlife to make you unable to die from any damage other than commander damage. With Form of the Dragon and Sandwurm Convergence their commander needs to do non-combat damage. (new addition) (if Glacial Chasm gets added, it combos well with rest of my dragon form cards)
This combo is useful in many situations.
- Animate Dead + Worldgorger Dragon and Dance of the Dead + Worldgorger Dragon - For this combo, you need to be careful. Before you activate it, you need Worldgorger Dragon in your graveyard, and another creature in any graveyard, or else you may get stuck in an infinite loop and the game will be forced to end as a stalemate. Once those conditions are met, cast Animate Dead or Dance of the Dead, target Worldgorger Dragon and the loop continues until you target the other creature in the graveyard which will end the loop. While the loop is happening, you can tap all lands you control to produce mana to get potentially infinite mana, and both enter the battle field and leave the battle field abilities trigger as many times as you loop the combo. - Its a very complicated combo, but it can get the Win Cons out quickly, or even just win you the game, depending on what cards you have on the field.
Now I mentioned mana doubling enchantments before, I am going to list them here:
- Burgeoning - This lets you play a land whenever your opponents do, as long as you have land cards in your hand.
- Fertile Ground - Enchanted land adds an extra mana of any colour
- Mana Reflection - This doubles all mana from any source, but it does cost 6 mana to bring out
- Market Festival - Enchanted land add 2 mana of any colour
- Mirari's Wake - When a land is tapped for mana, you get one extra mana, also makes your creatures stronger
- Heartbeat of Spring - All players get an extra mana when they tap a land for mana.
- Trace of Abundance - Enchanted land adds an extra mana of any colour and can't be targeted
- Chromatic Lantern - Lands can add mana of any colour, and this can also add a mana
- Sol Ring - Staple to any EDH deck, 2 mana for the cost of 1
As you can see, there are a lot of cards that help bring extra mana to the table. We need as many as we can get.
Every deck needs removal of some sort, just to make sure things go the way you want. If not, at least it can help.
- Banishing Light - Exiles a target nonland permanent Opponent has.
- Grasp of Fate - Exiles one nonland permanent EACH opponent controls.
- Cruel Reality - Makes opponent sacrifice a creature each of their upkeeps then makes them lose life when they can't.
- Mogis, God of Slaughter - Opponents either take 2 damage or sacrifice a creature each turn.
- Overwhelming Splendor - Not really removal but it might as well be. Makes all creatures opponents control base 1/1, also can't activate abilities.
Now you need to know how to protect your permanents, whether it be preventing them from being destroyed or returning them from the graveyard.
- Iroas, God of Victory - Prevent damage to your attacking creatures and they have menace.
- Asceticism - Your creatures have hexproof and you can regenerate them.
- Gift of Immortality - This prevents a creature from dying, and returns to that creature at the end step.
- Greater Auramancy - Enchantments and enchanted creatures you control have shroud.
- Sterling Grove - Enchantments you control have shroud and can search for an enchantment if sacrificed.
- Sphere of Safety - Your shield that is stronger for each enchantment.
- Sacred Ground - Prevents your lands from being destroyed.
- Wheel of Sun and Moon - If your enchantment is destroyed, put it in your library for later.
- Angelic Renewal - Prevents a creature from dying and with Wheel of Sun and Moon, can be used multiple times.
- Back from the Brink - Play creatures from your graveyard as tokens.
- Grave Betrayal - Enemy creatures that die become yours with a little buff.
- Marshal's Anthem - With the epic combo, you can bring this in and pay the kicker as many times as you need to bring creatures back from your graveyard. Also buffs your creatures a little.
Here I will explain why the rest of the cards are in this deck.
- Diabolic Tutor - A budget tutor to get the combos out faster.
- Razaketh's Rite - Same as the last, but this one can be cycled early game if needed.
- Hunting Grounds - allows you to play a creature in your hand if an opponent plays a creature and you have threshold.
- Sneak Attack - Lets you bring in many creatures for a single attack.
- Mimic Vat - Can make sure a creature that died, keeps coming back.
- Dragon Roost - Can make a lot of dragon tokens, if you have the mana.
- Library of Leng - Discarding is no longer a problem.
- Laboratory Maniac - Some of our combos can cause an easy deck-out. This prevents that.
- Guile - Anti-mill
- Opalescence - All non-Aura enchantment become creatures as well.
- Starfield of Nyx - Same as above, except it brings back enchantments every turn.
- Second Chance - Works really well with the Epic and Dragon Form combos as long as Wheel of Sun and Moon is on the field.
- Erebos, God of the Dead - Opponents can't gain life and you can draw.
- Paradox Haze - This is one of the most important cards for the Epic combo, it lets you pull them off twice each turn.
Here are the dragons that Scion is used to help bring out.
- Atarka, World Render - Dragons attack with Double Strike.
- Belltoll Dragon - Hexproof dragon to save Scion the Ur-Dragon from spells.
- Bladewing the Risen - Brings dragons back from the grave. Can combo with the Animated Horror combo.
- Dragonlord Dromoka - Lifelink for that small recovery, also prevents opponents from casting spells on your turn.
- Dragonlord Ojutai - Another Hexproof dragon to save Scion. Also helps cycle through your deck to get the cards you need.
- Dragonlord Silumgar - Deathtouch and when he comes in, you take over a creature.
- Lightning Shrieker - For Late game, when you are running out of cards to bring in with Epic combos.
- Rimescale Dragon - Recent addition, With the snow lands, you can almost permanently tap creatures.
- Silumgar, the Drifting Death - The third Hexproof dragon to save Scion. Also weakens opponent's creatues, can be deadly with Overwhelming Splendor.
- Stormbreath Dragon - Protection from white, and can make Scion monstrous.
- Teneb, the Harvester - Reanimates creatures if successfully attacks.
- The Ur-Dragon - The dragon that competes against Scion for spot of commander. Makes dragons cheaper for before you play the Win Cons, Lets you cycle through your deck and play permanents without casting them.
Now that you know about the cards in this deck, it's time you learn to become a God!
...
What? Did you think I would tell you how to play the deck? You can't be taught how to be a God, you need to figure it out on your own. Otherwise everyone would be a God. Now go and try it out!

This deck is inspired by Citridon's Triple Epic - Becoming a GOD! deck. I wanted to mix it in with my really old Scion the Ur-dragon re-animator deck that I played a long time ago.

If you have any suggestions to improve this deck, please post them in the comments.

Suggestions

Updates Add

I have updated the deck to include Rimescale Dragon and Leyline of Anticipation. to make Rimescale viable, I needed to add in the snow lands and I changed a few more cards around to make the deck a little more balanced.

Thank you user:chadsansing for the suggestions!

Comments

Date added 7 years
Last updated 5 months
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

17 - 3 Mythic Rares

45 - 6 Rares

19 - 4 Uncommons

7 - 2 Commons

Cards 100
Avg. CMC 4.63
Tokens Copy Clone, Dragon 5/5 R, Morph 2/2 C, Wurm 5/5 G
Folders Dragons, Interests
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