I am usually not a Timmy player, but have a mega soft spot for fire-breathed winged lizards, so here we go!

Before The Ur-Dragon, I used to use Scion of the Ur-Dragon as a general. That deck ran way more control-combo-toolbox style, which is awesome, but not what I want from Dragons. Playing dragons as a tribal strategy is always limited by the high cmc dragons have. This makes getting lots of them difficult, and that it really hurts when you lose one.

The cost reduction ability on the commander is exactly what this idea needed to become powerful at a 75% table. I added additional cost reducing effects like Urza's Incubator, Herald's Horn, Dragonlord's Servant, and Dragonspeaker Shaman. Quicksilver Amulet kind of counts too, right?

Asceticism, Dragon Tempest, and Crucible of Fire kind of tie the theme together.

The two major subthemes in the deck are very straightforward: Card draw and ramp. These are very important when dealing with such high cmc creatures that will surely eat removal. Recovery post board wipe is important, and getting dragons out in waves and quickly is the goal. Temur Ascendancy is perfect as it draws you a replacement for playing a dragon and you don't need to wait to go around the table to use it. Kindred Discovery, Elemental Bond, and Shapers' Sanctuary all go along with this. We then have Rhystic Study and Painful Truths to round out the draw. The ramp package is pretty predictable - omni coloured rocks and green fetch spells. Go figure. Deathrite Shaman is maybe the most exciting part, since he is here to do something about all the fetchlands that end up in the graveyard with nowhere to go.

The most exciting part of the deck, the dragons, were all picked considering what they do and their mana cost. Nicol Bolas, Utvara Hellkite, and Hellkite Overlord are some heavy swingers. Scourge of the Throne and Hellkite Charger are here for more combat. Dragonlord Ojutai and Intet, the Dreamer help get more cards. Most of them are pretty self explanatory as to why they are here. Karrthus, Tyrant of Jund breaks the mirror match.

Last but not least is the removal package. I went tall with board wipes. It may be selfish, but I only picked three in Kindred Dominance, Crux of Fate, and Cyclonic Rift as they are all one sided. Losing the dragons I may have is a tough pill to swallow, and I feel like seven mana is about the right time to wipe the field. I should be ahead of curve in this deck, with all the rocks and ramp, so I'm not too worried. Dragons are also meant to win in combat, so I don't worry much about keeping creatures in check. However, I do have five wide single-target removal spells at instant speed to take care of any emergencies.

I don't think I need to say much about the land base. Ten fetches (I know 5 are the slow fetches - I can only do so much here at the time), ten shocks, six five-colour lands, and twelve basics. Pretty normal with most things not entering tapped.

There were definitely a lot of other dragons I wanted to go with, but aimed at efficiency here. The rest of the deck is very to the point. I would have loved to play things like Fearsome Awakening or Scourge of Kher Ridges, but they just didn't make the cut.

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Date added 7 years
Last updated 6 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

14 - 0 Mythic Rares

49 - 0 Rares

17 - 0 Uncommons

8 - 0 Commons

Cards 100
Avg. CMC 4.39
Tokens Beast 3/3 G, Cat Dragon 3/3 BRG, Dragon 4/4 R, Dragon 5/5 R, Dragon 6/6 R, Spirit 1/1 C
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