A competitively viable deck that contains each of the five Dragonlords? It sounds too good to be true, but this build works surprisingly well.
Focusing primarily on B/R/G, this Five-Color deck runs only one Island and one Plains which can be fetched with Evolving wilds. Haven of the Spirit Dragon and our mana dorks allow all 5 Dragonlords to be reliably cast without mana trouble.
Dorks!
Dragonlord's Servant: While not a true mana dork, our little goblin friend is able to reduce the cost of our dragons without needing to be tapped. I did not expect this card to perform so well.
Beastcaller Savant: A hasty dork capable of dealing chip damage or tapping for a turn 3 Thunderbreak.
Shaman of Forgotten Ways: The true MVP of this deck. I do not think this deck would be possible without him.
Dragonlords!
Thunderbreak Regent: The prince of all dragons, this powerhouse is a regular turn 3 drop that puts a ton of pressure on the board.
Dragonlord Kolaghan: Perhaps the most underrated Dragonlord, with the undeniably best art. I often debate about running a full playset of her, since she has won me more games than all other Dragonlords combined. Every one of her abilities are relevant in both this deck, and the current standard meta. She induces fear. Your opponents will be worried whenever you tap for 6 mana, they will double check their graveyards before casting creatures and planeswalkers. One wrong move makes them Kola-Goners.
Dragonlord Ojutai: While Ojutai is strong in control decks, he hasn't made a huge impact in this deck. If he wasn't the only 5 mana Dragonlord, I'm not sure I would even be running him. With that said, I expect him to carry his weight whenever I play him, I just haven't had enough experience drawing him to properly judge his usefulness.
Dragonlord Silumgar: One of the few and true answers to planeswalkers in this deck. Stealing a Gideon or Chandra usually means you get to kill them off immediately. Stealing 7+ CMC Eldrazis is usually pretty strong as well. I was skeptical since his effect is only temporary, but he has proven himself worthy as a two-of.
Dragonlord Dromoka: This big-chinned beauty is pretty strong against most late-game decks. She bumps butts with World Breaker which is currently the biggest threat to this deck, and nets you 5 life from it. Not to mention that she pretty much locks out control. They are forced to use hard removal on her, which means they have less answers to your onslaught of Kolaghans and Atarkas. I will consider running a second one in the future, but a single copy is fine for now.
Dragonlord Atarka: Big Boss Broodmother. Atarka can be cast on turn 4 under ideal conditions, and is easily cast in the late game. Simply entering the battlefield allows her to wipe tokens, kill a creature or two, or eliminate a planeswalker. Even if you drop her on an empty board, an 8/8 dragon with flying and trample cannot be ignored.
Not-Dragons!
Painful Truths: Draw some cards. Older version of this deck used Read the Bones but after I fixed my mana base, Painful Truths is very very reliable. I don't usually keep this in my opening hand, preferring to look for Dorks and Dragons.
Draconic Roar: Kill a small creature and burn your opponent for 3 (or redirect it to walkers). You will hardly ever have to cast this without the dragon effect.
Foul-Tongue Invocation: Kill a big creature and gain some life. Timing on this is important, but even if your opponent has tokens to sacrifice, the 4 life buys you a bit of time. I'd like to run a full playset instead of 3, but this seems to be the right number.
Haven of the Spirit Dragon: A big enabler that allows 5 color dragons, and grabs them from the graveyard in the late game. Sacrificing this land is a big drawback, so try to save this ability for worst-case scenarios. Jumping the gun and sacrificing this land too early can easily lose you the game, timing it correctly can win you the game just as easily.
Evolving Wilds: This is your ideal turn one play. It's good in the early game, decent in the mid game, and acceptable in the late game.
Side Board!
Needs some work... currently the weakest part of this deck. You should almost always win game one with this deck unless you get mana screwed/flooded. Most of my losses are due to poor sideboarding/mulligans in the following games.
Weaknesses!
Much like the soft underbellies of our Dragonlords, every deck has it's weaknesses. it is important to acknowledge them. Firstly, running 5 colors is always going to be tricky, but I think this mana base is in it's most reliable form right now.
Tears of Valakut: Capable of killing almost every dragon in our deck, but luckily nobody seems to be sideboarding it... yet. Threat level is low for now...
Kozilek's Return: The primary effect only kills Beastcaller Savant, but the "return" effect wipes most of our threats without triggering Thunderbreak Regent.
Languish: Usually gets pretty good value against this deck... at sorcery speed. Also dodges Thundebreak Regent burns.
Chandra, Flamecaller: Is only a threat to this deck if they immediately -X her for 4. Otherwise, she is very easy to deal with. Yet again, killing Thunderbreak Regent without targeting is a big deal.
World Breaker: Destroy some lands, recursive ability, triggers Kozilek's Return, 5/7 body, and oh yeah, this guy has REACH. Fair and balanced. Threat level is very high. Steal it with Dragonlord Silumgar, or isolate it with Foul-Tongue Invocation. Dragonlord Atarka can barely deal with this Eldrazi, and Dragonlord Dromoka contests it pretty fairly.