This is not a purely dragon tribal deck, but was an izzet dragon quasi-burn deck based on Niv-Mizzet, the Firemind that i started splashing green around for some ramp. It kinda evolved into what it is now: a deck with a decent mix of burn, card draw, and ramping into dragons.
The main objective of the game is to use Birds of Paradise, Rampant Growth and Dragonspeaker Shaman to power us into the mid game. Our winning combo will be to have Phantasmal Dragon, Niv-Mizzet, the Firemind and Prime Speaker Zegana on the board by turn 6 or 7. The more powerful dragons the more cards Prime Speaker Zegana draws. The more cards we draw, the more damage Niv-Mizzet, the Firemind does.
Early Game: Ramping and Burning
The early game cards are Birds of Paradise, Rampant Growth, and Dragonspeaker Shaman for ramping while Fire/Ice and Lightning Bolt are there to stop any heavy aggression for the first few turns. If we are in real trouble on turn three the Ice from Fire/Ice and Lightning Bolt can give us some burn and card draw, or simply on turn four Fire/Ice can be fully used for the same effect.
Signal the Clans is our beautiful set up card. Niv-Mizzet, the Firemind, Thundermaw Hellkite, Phantasmal Dragon, and Prime Speaker Zegana are all 3 ofs in the deck, so if you're missing any pieces in your opening hand you can draw into one or Signal the Clans to get it.
Mid Game: Ramping and Drawing
This is where the tri-core engine of the deck really comes online. Any combination of Thundermaw Hellkite, Phantasmal Dragon, Niv-Mizzet, the Firemind PLUS Prime Speaker Zegana will give us massive card advantage and replenish our whole hand. The Niv-Mizzet, the Firemind + Prime Speaker Zegana gives the strongest burn/draw combo, but the other two dragons pump up Prime Speaker Zegana and give us more cards for that immediate turn.
Late Game: Dragon Beatdown
The objective lategame is to use all the ramp that we've gotten out to throw down some powerful dragon cards for cheap now that we have multiple Birds of Paradise and Dragonspeaker Shaman online. Utvara Hellkite is basically a win condition by himself. Evolution Charm is there for insurance: by turn 6 and later we should have more than enough mana to return a big dragon to the hand and then put it on the battlefield the same turn.
Kessig Wolf Run is just there for pure power. Flying and trampling hurts. Prime Speaker Zegana now can't be chump blocked. Even Birds of Paradise and Dragonspeaker Shaman become threats.
Special Mention:
Opportunity is our guarantee card. If early game is going bad but we have good ramp, draw four cards and try to stabilize. If early game went fine but you can't hit any solid draws, draw four cards and get your mid game back on track. If you have Niv-Mizzet, the Firemind out already, draw and burn for 4 at instant speed. Lategame slugfest? Then draw four cards and increase your options over your opponent.