pie chart

Ur a dragon but what am I?

Commander / EDH*

Charge


Sideboard

Enchantment (1)

Instant (1)

Sorcery (2)


Maybeboard


***Something to note is that I play with friends and generally we avoid un-fun mechanics:

Aggressive land destruction. Aggressive discarding. Infinite combos

Maybe board - cards that were considered or were in the deck at one point and then cycled out for others.

Side board - cards that I am evaluating to consider if I can cut something to fit it in.


Some people who are a little more old school may know of a movie called Flight of the Dragons. Seeing this movie as a child, I've always been fond of those mythical flying fire-breathers. This is a Dragon deck. Meant to have dragons on the field and preferably as many as possible. Scion of the Ur-Dragon is a fantastic commander for several reasons. It's one of the few five color commanders which is certainly nice for color accessibility. It's also a toolbox. It's also a fun feeling when an opponent presents an issue that needs to be dealt with and you can say "I have a dragon to take care of that".

Dragons that get into hand are often playable. The deck even has a few ways to either pitch them into the graveyard for reanimation, or even shuffle them back into the library to be reused by Scion. As many already know, Scion works quite well with reanimation since his ability keeps dumping them into the graveyard. Sometimes you may activate to stack multiple triggers just to dump more at once if you want to mass-reanimate.

You may notice some common dragons that are the usual faces in your typical Scion deck that are missing here: Dragon Tyrant - Moltensteel Dragon - Nicol Bolas

The reason is that these have an oppressive nature to them. Since Scion is a built in tutor it means that these dragons are generally always -the- threat every game. It turns Scion into a question of "Answer him now or you lose the game?". It creates a tense board state, and I got tired of it always being the go-to. I wanted to instead always be wondering which dragon should I choose which best fits the situation, and have my opponent not have to feel the absolute need to remove my commander above all else. It adjusts to more turns before kill-stroke which allows decks to throw more punches at each other and generally results in a more enjoyable game. That being said, while I decided to pull them out of my Scion deck they are still the best choice dragons if you aim to make a Scion deck that wins games.

Let's talk about our dragon toolbox!

Tyrant's Familiar - Karrthus, Tyrant of Jund - These are your haste dragons. You may end up leading off with these depending on how the game plays. Keep in mind that if your opponent has graveyard resurrection of their own, try not to give them a chance to get Karrthus, Tyrant of Jund as this can end up stealing your dragons from you. Also keep in mind that Karrthus, Tyrant of Jund is a good way to take things back as well.

Balefire Dragon - Scourge of Kher Ridges - Good for Token swarm, or removing untargetable creatures. Scourge of Kher Ridges can also kill your own commander just in case it gets stolen.

Tyrant's Familiar - Niv-Mizzet, Dracogenius - Ancient Hellkite - Dragonlord Atarka - These are great for removing particular targets.

Knollspine Dragon - Niv-Mizzet, Dracogenius - Good for filling the hand back up.

Bladewing the Risen - Teneb, the Harvester - Resurrecting dragons is on theme and these play well right along with it.

Steel Hellkite - Holds a special place. It can be very important for removing an important Artifact or Enchantment when you don't have other removal on hand. The deck in general is light on removal so it's good to use at the right time.

Scourge of the Throne - Hellkite Charger - Extra attack phases tend to work well since many of the dragons will get extra function beyond just the extra damage. A special known synergy is Hellkite Charger + Savage Ventmaw allows you to 'firebreath' attack phases.

Savage Ventmaw - Is a straight ramp. Playing two mana for the commander ability will net plus four mana for the turn. Perhaps allowing a dragon to be played out of hand as well.

Utvara Hellkite - Is more of a 'win more' dragon. Used only really to get an abundance of bodies on the field if you swing in with a few dragons.

Hypersonic Dragon - This should not be used on your turn, but if turning the commander into it on an opponent's turn you can allow to cast one of the sorcery spells for just two mana extra. Perhaps a mass resurrection just before your turn to avoid board wipe in case you don't have haste.

Spellbound Dragon - This is good for dumping a dragon out of your hand to get it into the graveyard so that it can be resurrected. It nets a card and generally the dragon discarded will have a high converted mana cost so your command will still hit quite hard.

Dragonlord Dromoka - Is more for a protection move to avoid counterspells. You can set up your graveyard for a mass resurrection and if you believe someone is holding up counter magic to stop you, then turn the commander into Dragonlord Dromoka just before. Graveyard decks in general tend to choreograph their intentions which usually makes them vulnerable to counter magic. Protect yourself and they will soon be staring up at your flight of dragons!

Feel free to ask any questions!

Suggestions

Updates Add

Comments

Date added 9 years
Last updated 2 years
Key combos
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

15 - 1 Mythic Rares

59 - 3 Rares

17 - 3 Uncommons

9 - 0 Commons

Cards 100
Avg. CMC 4.15
Tokens Dragon 6/6 R, Spirit 1/1 C
Votes
Ignored suggestions
Shared with
Views