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Kolaghan, Elder Dragon of Control

Standard BR (Rakdos) Competitive Control

MagicMike77


Sideboard


So this deck is a total copy of another deck I saw here on tapped out and I give him all the credit for this idea and how well this deck works. I've cheapened it up a bit and added a few bits of my ideas here and there. That being said here is the link to Disrok's original deck: Kolaghan Control

So lets start with the main idea of deck: Destroy everything and anyone. This deck base idea is to remove every threat that we have in this meta.

Grasp of Darkness - the main removal of the deck. It is a BB: removes nearly everything in standard. Don't believe it? check it, most of the creatures have thoughness less than 4... and if they don't die for Grasp, we kill them with the other cards, so lets check them out;

Ultimate Price - with Kans rotation the big colored threats are out. I know, we still have the devoid cards, but there are less of them than we had in the past, so Ultimate price is coming to the main deck, with 2 copies so we have something like 6 fast removes (Grasp and Price)

Kolaghan's Command - GREAT CARD Usually, you will use only the 2 damage + discard a card, but against another heavy control you should think about using the return ability so you can reuse cards like Goblin Dark-Dwellers. Always remember that this thing kills thopters, Hangarbacks, and Pyromancer's Goggles so don't forget that too.

Flaying Tendrils and Languish - Both here a for wipe purposes. At the last rotation Languish was more for big creatures (decks like BR Dragons), lately it goes great against CoCo decks, even when they use it at our end phase. At the other way, Flaying tendrils is faster, and better against more aggro decks, and it's exile ability is perfect for death triggers, so I usually side in some of them if the opponent have things like Hangarback Walker, Zulaport Cutthroat, and things that return from the graveyard. As far as I see, in this meta you can still remove most fast decks with Flaying (Mono White/WG/UW Humans, possible Zombies/Vampires)

Read the Bones - For draw purposes. I know, they hurt against some matchup, but we don't have any other good option, but it is worth. (Normally I take one or both out in game 2/3)

Ruinous Path - It is here for harder targets, anything that evades Ultimate Price or Grasp of Darkness, as well as planeswalkers.

Foul-Tongue Invocation - For indestructible, hexproof and even harder to kill creatures, good against aggro too, especially with the 4 life!

To the Slaughter - Same as Foul-tongue, but with no possible extra life, but with the option to take Planeswalkers out (I don't really consider the delirium trigger in this decks, but... who knows?)

Duress and Transgress the Mind - As black/red deck, we can't deal with sorcery, instants and enchantments, so we have to deal with them before they hit the field. And give us some knowledge about the opponent too.

-- The Win Cons --

Thunderbreak Regent - Here for the good body, good cost, and good effect, being a Dragon helps too.

Goblin Dark-Dwellers - This cute guy here can kill the enemy, block threats, remove threats with the "flashback", give us some draw (Read the Bones) or any other thing we want. Note: Goblin Dark-Dwellers + Kolaghan's Command for BEST COMBO

Dragonlord Kolaghan - The Goddess, the ultimate win con, She punishes, and punishes hard. The opponent must remove her, or hold his creature spells, because at this time you should have removed most of his creatures. So, she hits... and she hits hard.

Suggestions

Updates Add

Most of the time sideboarding correctly can be a game changer so I decided to show the optimal sideboarding for this deck.

Crumble to Dust - Great card that is a big "F you" to people running 3 color decks who need these dual lands to be successful. As well we can use this to get rid of those pesky Lumbering Falls from Bant Company and other Man lands if they give us problems.

Fiery Impulse - Great for the Aggro matchup as a quick removal. I also like to throw it in in certain matchups against Company because it can take out most of the cards ran in the deck and let us save our Grasps for other cards like Avacyn.

Flaying Tendrils - killer of all tokens and Aggro decks. Great to wipe as said in the original Description and these are just extras to give us better chances on the draw. Awesome against CoCo as well.

Foul-Tongue Invocation - an extra copy to help against the Aggro match up as well or to help against decks with Indestructible/Hexproof creatures.

Infinite Obliteration - Love this card against Control decks running a low creature count like Esper Dragons or an unlikely mirror match and against deck running a playset of a certain awesome creatures, see Thalia's Lieutenant, Sylvan Advocate, Jace, Vryn's Prodigy  Flip, or even Hangarback Walkers in token decks.

Ruinous Path - Awesome because it can take out so much. Great for the Superfriends matchup and against a Walker heavy G/W token deck. Like to throw one in against Bant Company and take out Ultimate Price to help with all the gold cards.

Transgress the Mind - Great to stop Walkers before they can be played or CoCo or even a control decks big drop. Gives you a look at the hand which always helps and being able to exile whatever card you don't like is so great!

Comments

Revision 7 See all

(8 years ago)

-3 Cinder Barrens main
+3 Evolving Wilds main
Date added 8 years
Last updated 8 years
Exclude colors WUG
Key combos
Legality

This deck is not Standard legal.

Rarity (main - side)

6 - 0 Mythic Rares

19 - 4 Rares

10 - 8 Uncommons

8 - 3 Commons

Cards 60
Avg. CMC 3.47
Tokens Elemental 3/1 R, Emblem Ob Nixilis Reignited
Folders Dragon
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