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The Ur-Dragon Dragon tribal deck

This is a variant of my previous dragon tribal deck with Scion of the Ur-Dragon. Building an optimized Scion deck for the most part takes out the tribal part - it really only includes dragons for combo pieces. Scion isn't in the 99 in this deck, as not being able to make use of the Ur-Dragon's cost reduction makes it remain a 5 cost dragon. What this deck focuses on will be dragon tribal as a whole, as well as multiple different ways the deck can be build.

Advantages:

  • You get to play dragons and feel mighty. The guy who is playing goblins doesn't have jack compared to you. Dragons are cool. That's it.

  • This deck is surprisingly fair, at least the way I've build it. With the base build, you can even say that you don't have any infinite combos in the deck.

  • No-nonsense deck that does its own thing. You can add interaction as you want, but others will generally look at most cards you play as a threat.

  • Great amount of ability to adjust to various scenarios. With the recent dragon focused sets, there's enough types of dragons to add a lot of wiggle room when building.

Disadvantages:

  • You're playing dragons. Giant big winged monsters that will kill people. Your commander is a 10/10. Opponents will fear you, even as you sit there ramping, as they can still see what's in the Command Zone. Prepare to play Nemesis, without the nemesis deck. In fact, carry a nemesis deck with you (dragon themed, of course), and suggest playing that. Can be fun times as well.

  • This isn't Capital-C-Competitive, especially not 1v1. Some decks wants to win turn 3 or 4, but this deck is more likely to gain speed around turn 7 or 8. Interestingly, the deck is sometimes likely to overkill by hundreds of points of damage, while being unable to do much the turn before. I would personally rate this deck a 7.5 out of 10 in terms of competitiveness, but variants would range quite a bit here. There's some juicy cards, but if you want to go CEDH, stick with Scion combos, I'd say

  • With discounts from Ur-Dragon, the average cost of cards is manageable, yet still high. The deck plays relatively few creatures for a tribal deck, and a good deal of spells - but it still has room for other cards as well.

  • 5-color means a 5 color mana base. In terms of cash, those tend to be expensive.

Some overall stats, for people who care about those:

  • 10 card draw spells, of various types, not including tutors, cycling or cards only allowing fetching lands.

  • 21 ramp cards, but if counting only spells with a mana cost of 3 or less, there are 14. The deck has 36 total lands, with no double faced land cards.

  • 8 target removal, with 3 of them being cheap instants. This is somewhat low, notably, as you tend to be a threat more than you need to handle other players being threats.

  • 4 board wipes, with 3 of them being consistent. A focus here is on one-sided board wipes.

Below I will describe each card individually and how it fits in the deck.

The Commander

In a nutshell, The Ur-Dragon is a 10/10 flyer that draws cards, and makes dragons cheaper. It is very likely that he will not be cast in some games, and simply make dragons cheaper throughout the battle. That alone is fine, as a 0-mana 0-card Dragonlord's Servant (Ironic, as the Ur-Dragon is the antithesis of a servant) is absolutely bonkers in a deck that wants to ramp out big dragons. That said, the discount is colorless only, so it stacks poorly with, say, Urza's Incubator because you often end up not getting full value of the discounting. This does result in some noticeable limitations though: Non-dragon spells are not discounted, and creatures that do not have generic mana in their CMC, like Scion of the Ur-Dragon are not discounted either. Planeswalkers who happen to also be Dragons will also not be discounted, unfortunately, but will still be included in the deck because of the Ur-Dragons other ability, being permanents.

Without Scion's need to consider one-hit KOs with commander damage, the field is opened up considerably, and makes the deck more consistent. With the cost reduction included, higher CMC dragons can be cast more easily, and thus their value increases proportionally. Several of the more mana-cost intensive Scion stables like Nicol Bolas and Dragon Tyrant, as well as trick-dragons like Quicksilver Dragon will no longer clod the hand, and instead a much smoother curve can be made.

The actual on-board ability of The Ur-Dragon is insane. It is not as win-more as one may assume - drawing 3 cards and putting a high CMC threat on the table is not to be trifled with. This is also one reason why expensive planeswalkers, enchantments and artifacts can be included in the deck - it allows for all permanents to be placed onto the battlefield - not just dragons. Ugin, the Spirit Dragon, Omniscience or Portal to Phyrexia can be game ending. It is very notable that the deck works well with a large amount of high CMC permanent cards, as those can be played for free - the higher impact of them the better. Playing The Ur-Dragon, attacking with any other dragon, drawing a card and slamming a 7 mana permanent might not be a total game-ender in Commander, but a fantastic way to start closing down the game. Another effect of the card draw ability is that the deck really wants to go wide, meaning that dragons that can create tokens (that are also dragons) become much stronger in the deck.

Because of the huge effect The Ur-Dragon has when it enters the battlefield, the deck does put a significant weight on ramp and cost reduction to make sure it can be played as often as possible. Some times, the commander will hit the table turn 5 or 6 because of this focus, which is huge, but often you will need to wait several more turns, which means staying alive until then. The deck isn't competitive, so getting it as soon as possible isn't the point here. Some Ur-Dragon commander decks don't actually use all five colors and never plan to play it, and while it could just sit and be a 10% off coupon in the command zone, it just is too good an effect to pass up. While the deck isn't reliant on commander damage on Scion, two swings with The Ur-Dragon and a single extra damage buff on one of those swings is fatal, so keep that in mind.

Variants

Over the last couple of years, Wizards has ramped up the amount of dragons being printed. This culminated in the latest Commander Legends set, which printed a grant total of 47 new dragons - a record number by a good margin. As such, the list has a lot more options to go for, and I feel I have to describe those. Because of that, some options will be better in some builds than others, and I will note that. Given that, a few strategies that you can go for is described here.

The current deck presented here, and the nominal scores provides for the dragons, are done using a balanced approach in mind. Note that the deck list above isn't necessarily build completely balanced, and I often change the cards that go in to it.

Note that a deck need not focus on one archetype. For instance, using a Pillow-Fort strategy will help delay the game until you can combo off, and there are cards that help both creature tokens and Treasure token based deck, allowing some overlap between them.

Ferocious (F) Dragons tend to have 4 power or greater - most that cost at least 4 do, at least. These dragons synergize well together with cards that want this high power level, like Temur Ascendancy. Just by playing dragons with this requirement anyway, you can make use of it to, especially, draw a lot of cards - if you have Omniscience in play, and multiple cards that draws cards on ETB, you can often draw your entire deck with this. There are other cards that also are relevant for this, that take your total power (or toughness) on the battlefield into account. Note that focusing on this leaves out some lower cost dragons and can lead to some suboptimal opening plays.

Dragon Tokens (DT) Dragon tokens is not a newer archetype, and I used to play a more token based direction with the deck. Dragon Tempest and Scourge of Valkas was the primary win condition; and while that may still be the case, tokens help a lot in this scenario. Specifically with Ur-Dragon, it allows you to draw a lot more cards when you swing, netting you not only card advantage but helping you find the cards you need to close the game. Another instance is that tokens allow for creature sacrifice focused cards as well.

Treasures (T) Recently, Wizards have gone on a bit of a craze with Treasure tokens, and Dragons naturally fit that area, conceptually. As such, playing a Treasure based deck, either to cast Ur-Dragon faster or to win with Revel in Riches, makes a good amount of sense. There may be better Treasure Commanders than Ur-Dragon, but 5 colors allows you to play whatever cards you need.

Reanimation (R) One of the primary plans that Scion of the Ur-Dragon played with was getting dragons into the graveyard, and then mass-recurring them onto the battlefield. Reanimation is risky when cheap cards allow for exiling graveyards, but it can be a very fast way of getting an army on to the table, especially if your play group plays mill.

Top Deck Manipulation (TM) A good amount of Dragon-oriented cards actually care about the top of the deck, and helps you look at what the top card of your deck is. Ur-Dragon itself wants this effect, because it draws at least 1 card by attacking, but there are cards like Vaevictis Asmadi, the Dire that allows cheating powerful stuff into play this way.

Mana Cost Matters (MC) One thing that Ur-Dragon provides that makes it so good is the rebate; making dragons cheaper to caste. Even then, the mana cost stays the same, and when attacking, you simply put a permanent onto the table. There are several ways to cheat dragons into play that pulls you in a direction of higher CMC spells that, naturally, have a higher impact on the game. In fact, even if cards don't read "equal to mana cost" or similar, simply the fact that expensive dragons often have very high stats will matter when you want to cheat them in. A deck with a higher CMC need not necessarily focus on ramp, but dragons that generate large amount of mana will be ideal to not have Dragons stuck in hand if cheating them in doesn't work... but if your focus is cheating them in, best to make that work as much as possible.

Low Curve (LC) Another place where the Ur-Dragon rebate matters is when you have dragons with cheap costs. At this point, the rebate itself will count as a larger percentage of the overall cost, and you can skip a lot of ramping. Dragons tend to be higher power even at lower costs, so this can be used to get effects out early. Haste is especially good here, as it makes fast damage output possible.

Pillow-Fort (PF) While Dragons naturally make great attackers, some of the win cons that Dragons have available for them (like flooding the board with tokens for Dragon Tempest, or getting infinite combat steps) doesn't necessarily require you to attack all that much. Keeping dragons back defensively is a great strategy for surviving until the end game, while ramping up to win conditions. Goad also works here, as well as incentivizing players to attack others.

Combo (C) While it is possible to have a fun game at the table, there are several cards that makes comboing off a breeze. Including multiple combo cards can result in some lopsided games, as you either have pieces that works less with the rest of the deck, but when you get specific combinations you win. If a card is used in a 2 (or 3) card insta-win combo, I will note them. Feel free to include however many win conditions you wish to have. Note that some of these combo with Ur-Dragon, essentially making it a 1-card combo if you can play your commander. Notably, there are several insta win combos involving 2 dragons, meaning that a triggered Defense of the Heart and an entwined Tooth and Nail can close the game.

Flickering and Enters-The-Battlefield effects (ETB) A lot of dragons were great in Scion of the Ur-Dragon because you could turn your commander into them, and get the effect when you attack. On the other hand, quite a few dragons have an ETB effect, which were not that useful there, but you can focus on here. Doing so makes copying (even if legendaries die) and flickering a direction you can take, which has a side effect of adding protection against single target removal. One especial thing to note is that you can bounce card back to your hand, and if you have the correct rebate, you can play them again for free, no need flor flickering. A good card here is Cloudstone Curio with dragons that generate treasures when they enters the battlefield. There are several ways to gain a lot - as well as infinite - value this way.

Fun Game (FG) Some cards can be included that allows for interactions with players, and helping to get a fun game experience going. Goading, helping others draw cards, making deals with players and having your players make decisions for your cards, can help make the game experience more fun.

Other ways to play Ur-Dragon that are too different from this deck to be mentioned:

Spell-Slinger A true spell slinger deck is going to require large changes to the deck, and you may wish to use another commander in leu of Ur-Dragon, as it gives little benefit at all to instant and sorceries. Still, Wizards have had spell slinger dragons as an archetype for the last few years, so some Dragons directly benefits from instants and sorceries. Especially note how the Adventure Dragons from the Baldur's Gate set counts both as a spell and a dragon.

Changelings Ur-Dragon is fun in that changelings are also dragons, and hence get a rebate. If you play cards like Conspiracy you can turn other cards into rebated dragons, which opens up to a lot of combo potential, especially with stuff like Slivers and even weird things like Mercenaries, or even Party. This opens the creature pool up a lot, which also makes it hard to include as part of this guide.

Legendary Matters Pretty much every legendary dragon could work in a legendary deck, so I won't bother marking them as such. Where Legendary Matters shines is that if all or most dragons in the deck are legendary, you can get to play with fun stuff like Legendary Sorceries and cards like Bard Class or the Historic mechanic.

Companions It usually isn't worth it to change the deck to include companions, but if you do, you may want to look at Jegantha, Keruga or even Obosh. Not really going to go further with it than this, but as the deck restrictions are pretty clear, you could pick and choose if you want the additional card draw (Keruga), mana discounts (Jegantha), or damage (Obosh).

Color-Pips Matters The idea here is to play cards with has many color pips as possible, especially all five color pips. This is generally more of a Morophon or Ramos type of deck, but you may wish to have Ur-Dragon as the commander anyways due to the rebate. This is actually a deck where you may want to play Jegantha as a companion.

Dungeons & Dragons Theme If you want to get janky, you can do an actual D&D focused deck. There's a surprisingly high number of dragons that roll D20, and with Vexing Puzzlebox you can actually use that offensively. Other interactions includes using Venture cards and Initiative. Making a deck like this might be a good idea to lean into a more fun and low powered deck; and basically having Ur-Dragon to make things cost a bit less.

In general, some of which is used in this balanced deck shown above, the main strategy comes down to: - Put dragons into play and swing with them. - Cheat on mana, draw a lot of cards and play them. - Deal 21 commander damage with Ur-Dragon, preferably with just one swing - Get a combination of dragons that synergize particularly well together. - Use ETB effects on the large dragons entering the battlefield, making use of

Dragons

The heart of the deck is the actual dragons - naturally. The Ur-Dragon has noticeably different properties than his scion. Unlike with Scion, Ur-Dragon does not need to differentiate between on-board effects and enters the battlefield effects - all spawn are equal in the eyes of the Father. Dragon token makers are prioritized higher here, and the CMC of the cards are going to be implicitly one less for each and every one of them.

5 Ancient Copper Dragon (F, T) - This is, in effect, a second copy of Old Gnawbone. One mana cheaper, but doesn't trigger off other dragons attacking, only itself. This is cheaper than the rest of the cycle of ancient dragons, meaning you don't need to worry as much about mana when casting this. With most rolls, you can put out Ur-Dragon the next turn.

5 Ancient Gold Dragon (F, DT, MC) - A giant 6-mana flying dragon, that can give you 20 dragon tokens when you attack with it. Or one, it matters how good your dice game is. Generally, such an expensive dragon needs to have a large effect, and this delivers. Getting 10 1/1s a turn on average may not be all THAT impressive, but when you think that you generally always play Dragon Tempest, then you realize how powerful that is, and in fact counts as a one turn kill when you swing with it. This is both cheaper than Utvara Hellkite, and it works without a large amount of dragons already in play.

5 Bonehoard Dracosaur (F, PF, TM, T) - They actually made a Dragon on Ixalan! It's still a Dinosaur, and it creates Dinosaur tokens, but it does get the rebate. The ability allows you to get 2 additional (impulsive) card draws in your upkeep, with additional tokens like Treasure, giving it a lot of value over time. Note the wording means you will only ever be able to get 1 of each kind of tokens at the time, so getting a land and a non-land off the top is optimal, making this better if you can manipulate the top of your library. Speaking of, it does hurt if you hit something like Omniscience early, but it does trigger in your upkeep, meaning you don't have to pay for it on top of Bonehoard Dracosaur on the first turn, and helps you with Treasure on top of your existing mana. With that, there arn't that many dead draws if you have the 4 mana to cast Bonehoard without having sacrified treasures, so the nonbos are quite limited. It's essentially pure card advantage, and it even has First Strike, making it great on defense.

4 Broodmate Tyrant (F, MC, R) - Broodmate Dragon, eat your heart out. For just one more mana, you get two 5/5 instead of two 4/4. 10/10 worth of stats over two bodies is a decent rate for 6 mana, but the real charm comes from Encore. Note that the Encore cost isn't a cast, so you won't get Ur-Dragon rebate, which is a downer, but what it will do is if you do pay the 8 additional mana, you get three Broodmate Tyrants, each spawning three 5/5 fliers that stick around. Those don't get haste, but if you have a haste enabler, you can get them to attack as well. In total, this results in 40/40 fliers over 8 bodies.... for one card. There are few cards that are that big value wise, even if it does have a steep 14 mana to put into, and requiring the original Broodmate to die and not getting exiled instead. Of course, if you have some kind of graveyard shenanigans, getting this into your graveyard will get you ready for 30/30 over 6 bodies for 8 mana that dodges non-ability countering counter spells, so that's also worth taking into account.

5 Cavern-Hoard Dragon (F, MC, T) - 8 mana is a lot for a 6/6, even if it does have haste, but you will never actually pay that. If players have artifacts, and why wouldn't at least one have that, you get a rebate to cast it, and you can even generate mana by attacking that player. That includes Treasure tokens, and they can't sac it in response of you casting Cavern-Hoard Dragon. Note that it doesn't add up all artifacts on the table, just the ones from the player with the most artifacts. It's not exactly Dockside Extortionist, but it does a great impression of it, making this card very playable, especially with the added discount from Ur-Dragon to make it come down a little soner. Don't expect to pay 2 for this, but it will be amazing when you swing with it when you do.

5 Dragon Broodmother (F, DT) - Dragon Broodmother is a powerful card. This triggers every upkeep - not just yours, making this a fantastic card in the deck when played in multiplayer. The color requirements makes this tough to cast, but it isn't that big of a problem as you likely will want to focus on red when fetching lands, anyway. This card essentially creates 4 dragons for you every turn, and is one of the ways you can end the game fast... with the right cards. On it's own, it isn't all that impressive. I had one time where devour came into play due to playing against a stax deck, but other than that, the small dragons really only count as blockers on their own, unless you have Scourge of Valkas or Dragon Tempest. They function well with Ur-Dragon, if you swing in with everything, as this allows you to draw even more cards. On the other hand, it doesn't work well with Terror of the Peaks or most of the card draw effects. This deck can be a main win-con if they let you get away with it but it isn't as fast as it appears. Because it creates so many tokens, you may want to include it in a token-strategy focused version of the deck.

5 Dragonhawk, Fate's Tempest (F) - Dragonhawk is great at a base of 5/5 for 4 mana that psudo draws you a card when you play it. As long as you're not hyper reliant on combos and fetching expensive cards in your deck, this will allow for a fantastic curveout once you start getting Dragonhawk to attack. You probably will try to play as many of the cards as possible instead of focusing on the 2 damage, but once you get a board of predominantly 4+ power creatures, just not casting or playing lands will mean the damage ramps up. If you have 6 ferocious creatures, including Roaming Throne, attacking with this will result in each player taking 24 damage if you just end the turn. On top of the damage the creatures actually give, that should be easily lethal.

4 Dromoka, the Eternal (F, DT, LC) - With just 2 other dragons on the table, Dromoka can run amok. Controlling which dragon gets counters shouldn't even matter, as once she goes off your opponent will often be a couple of turns away from death. Having such an absurd threat at 4-CMC is fantastic here, though opponents with heavy removal and board wipes does limit her potential. One of the big tribal payoff cards in the deck, and plays especially well with dragon tokens and a generally low curve. This is technically one of the cards that allows The Ur-Dragon to swing for lethal in two combat steps, but it is rather unlikely that the Ur-Dragon will be targeted by the ability - and if he is, you probably don't need to worry about commander damage anyway... or you just sacrificed all your other dragons, I guess.

4 Firespitter Whelp (ETB, LC) - A 2 mana 2/2 flying dragon is honestly not a bad start in a deck that cares about tribal. The fact that it also has a relevant ability to deal damage to multiple players whenever you play spells and dragons means this can easily fit in decks, even if they don't care about replaying dragons or spell slinging. If you do that, however, it becomes a must-play, and just having other dragons to deal a bit of incidental damage is fine on a card that can act as a curve-filler. Create a bunch of copies of this and you'll have a great time as well.

5 Gluttonous Hellkite (F, R, DT, MC) - On the face of it, this just seems like a dragon variant of Fleshbag Marauder, but in truth, the wording here is rather important. The actual sacrifice trigger happens while Gluttonous Hellkite is on the stack, meaning it doesn't sacrifice itself even if you have no other creatures. Note that it enters with two +1/+1 counters for eachg creature sacrificed, not just for each time you payed X, so if each of your opponents - but not you - sacrifices a creature, Gluttonous Hellkite enters as a 9/9 if you paid 4 mana for it. Just from that base case, it should be pretty obvious that this can get ridiculous rather quickly, especially if you are sacrificing creatures yourself - like tokens dragons - and you can give it haste to swing the step it enters. Top end wise, with each player has plenty of creatures, this becomes a 43/43 when X is 5, making this cost 12 mana. On top of acting as a board wipe, that's a great amount of value.

5 Goldspan Dragon (F, LC, C, T) - This is a card almost purely for ramp, but the haste should not be forgotten here meaning it works just fine in an aggressive deck just looking for damage. As you get a free treasure that you can usually cash in right away if need be, this can help ramp you pretty fast, and means that the initial mana requirement is really just 2 mana. If your deck is particularly focused on treasures, this just became an all star. One note is that it combos with Crown of Flames, Whip Silk, Shimmering Wings or Flickering Ward to gain infinite storm count, but you probably don't have anything where that matters outside of Dragonstorm. If you happen to have Doubling Season you get infinite treasure tokens, and if you have Korvold, Fae-Cursed King the continous sacrificing of treasures will trigger Korvold as many times as you like.

5 Hellkite Courser (F, LC, DT, C, MC, ETB) - This card seems to be literally designed for Ur-Dragon. Simply play this to get your nine mana commander onto the battlefield with haste. This is great for decks that desire the ability for Ur-Dragon's last ability, like getting a massive threat onto the battle relatively early. And this is all for a 5 mana dragon, which is a 6/5 flyer afterwards. You can also copy or flicker this later on to do it all over again! Note that if you play around with skipping end steps, you could avoid returning the commander to the command zone, or you could clone the commander to keep a copy of it, but the baase play pattern enables the commander's ability to trigger right away, and that's often enough. If you design the deck around being able to pull off attacking with Ur-Dragon at least once, then Hellkite Courser is a must include in the deck, quite simple.

4 Kolaghan, the Storm's Fury (F, DT, LC) - In some decks, you will only have a couple of dragons in play at most. Here, Kolaghan isn't particularly effective. The effect isn't bad on it's own, it's a fine dragon, but if you have more creatures, just 4 dragons gives a total of 16 additional damage each turn. That can be a big swing for token decks and aggressive decks, especially if you apply double strike or stack the attack triggers with Thrakkus the Butcher correctly. The dash cost is also going to be of interest, especially as a finsher, and it should be noted that the commander's discount effect also applies to that casting cost, making it cost 4 as well, and that with 4 power that also triggers the enchantments that cares about that.

5 Lathliss, Dragon Queen (F, LC, DT, ETB) - The mother of all token makers. Well, except Broodmother, I guess. Other tokens won't trigger this, but if you are playing a lot of low cost dragons, or really want dragon tokens, this is worth playing. It also triggers on Dragons cheated in or bounced. The fire-breathing for all dragons is a very useful upside on an already good card, and that part DOES impact all the token dragons.

5 Miirym, Sentinel Wyrm (F, DT, ETB, MC, C) - Oh boy, this is a big one. 5 mana to double all your creatures is hilariously good, especially as it avoids the legendary rule. Two Ur-Dragons is a bit better than one, and this goes completely out of wrack easily with Kolaghan, the Storm's Fury, Old Gnawbone, Terror of the Peaks... pretty much all non-legendary dragons in the deck. This isn't even mentioning the combo potential this has with Worldgorger Dragon, Enduring Scalelord and even one-mana cost dragons such as Slumbering Dragon (alongside things like Cloudstone Curio). This is one of the most powerful cards available for the deck... and it even comes with protection!

4 Nesting Dragon (F, DT, ETB, PF, C) - Dragon Egg is just not worth a card, but that doesn't mean that it is entirely useless in a deck that cares about dragons entering the battlefield, total amount of dragons on the battlefield, or the amount of dragons attacking (well, when they hatch). Nesting Dragon gives you one for just having a land enter the battlefield, instead of paying 2 mana, and a card, for it. It gets better when realizing that the deck has 11 fetchlands as well, and the eggs are good blockers if nothing else. Combos very well with Doubling Season, as triggering twice for both the landfall (twice with fetchlands) and the eggs hatching makes this card a menace. Also of note is that this combos with Kodama of the East Tree and bouncelands to get infinite dragon eggs.

4 Nimbleclaw Adept (LC, MC, ETB) - This is an interesting ramp dragon, that allows you to untap two other permanents by tapping this, on a 3 mana 2/3. You will often simply use this to untap two lands, but you can untap artifacts that tap for multiple mana (as well as Three Tree City). Few dragons have tap abilities, but in a pinch you can use this to grant psuedo vigilence, and there are a few that you really do want to trigger multiple times. Also, at 3 mana, it is a good early play if you need a dragon, and it does have power so you can attack with it, even if it does not have flying. Because it targets two dragons, it does have potential. Note that it doesn't go infinite with 2 Nimbleclaws (see: Miirym, Sentinel Wyrm), as you can only activate it once per turn, and only at sorcery speed. If you have a way to flicker the numbleclaw, and have it have haste, you may be able to get a stew going with some card combinations. Other than return to hand effects like Crystal Shard, I haven't seen a tap ability that can flicker without costing a good amount of mana, which you'd want with this, so use as an infinite combo is questionable.

5 Old Gnawbone (F, T, MC, C) - This card has two distinct advantages over Savege Ventmaw and Klauth, Unrivaled Ancientfoil. First, you can keep the treasures until the following turn if you play it, even if the card itself doesn't get haste. Second, it triggers on damage, meaning that if you get this onto the battlefield from Ur-Dragon's trigger, you still get to draw treasure. The additional use of this as a combo piece with multiple attack spells with Aggravated Assault and especially Hellkite Charger makes this an interesting card that counts as a 2 card combo with 2 dragon creatures.

5 Rith, Liberated Primeval (F, DT, PF, C) - Rith is an interesting card. At 4 mana for a 5/5, it hits the ground running on base stats alone, and then it also grants all your dragons Ward 2. If you on top of that deal more damage than required to kill something (which is somewhat easy to do once you get your pieces in play), you get a 4/4 dragon token on top of everything else. The defensive aspect is enough to consider this, but being able to use it aggressively as well makes this a well rounded creature at a nice cost.

4 Scaled Nurturer (LC) - A one mana ramping dragon that gains you life makes this an interesting card to have. If you're buffing creatures, this doesn't have defender either, making this cards flavor text hit a little bit more on point. There's a few ETB combos that wants 1 mana cost dragons to trigger, and this is a very playable one.

5 Scion of Draco (F, LC, PF) - This card is fantastic if you have a lot of mana colors amongst your creatures, but especially also with Ur-Dragon as you get a bonus rebate on top of the Domain, making it easy to cast this for just 1 mana very early on. Sure, a lot of the dragons you can play are mono red, meaning they only get first strike, but that's good when playing on the defensive. For the couple getting hexproof, vigilance and especially life gain, that's a real honest benefit - making this a good card for black-leaning decks. You're often getting Triome turn 1, and another Triome or shock-land turn 2 anyway, so might as well build on that play pattern here.

4 Scourge of Valkas (F, LC, C, DT, ETB) - This allows for surprisingly swingy games if you can fill the board with either a lot of cheap dragons, or a lot of tokens. Even without such a focus, The Ur-Dragon still allows plenty of use of it, as it is still a 4/4 for 4 mana; the 3 red pips should not be that big a challenge as you will often lean red anyway. The combo with token makers is very real, but note that Utvara Hellkite have a trigger for each attacking dragon, meaning that you don't have all the dragons come into the battlefield at the same time. This functions like Dragon Tempest and can be fetched as a dragon, making it workable in a combo deck alongside Ancient Gold Dragon. It also combos with flickering, making it a main stay in flicker decks.

4 Shivan Devastator (F, MC, LC, ETB) - When playing dragons, you often have to make a choice - where in the curve should this dragon fit? Shivan Devastator allows you to do whatever you want. Sometimes you top-deck this late game and play it as a 15/15, and sometimes you are happy with it just as a 1/1 to get an additional card drawn from Ur-Dragon, or to make use of ETB effects. The flexibility makes this card great, and with build in haste, you don't really need much more here.

5 Terror of the Peaks (F, MC, LC, C, DT, ETB) - A surprising contender for most powerful dragon. Comparing this to Scourge of Valkas you see where this card shines brighter in that you do not need a go-wide strategy for this to deal large amounts of damage, and works very well with even a few flicker effects on another large dragon... Like the Ur-Dragon. On top of that, it has tacked on semi-protection. It costs just 4 mana for a 5/4 as well, making it playable in even an aggressive deck that might not play dragons as big as they could be.

5 Tiamat (F, T, MC, C) - This is a contender for commander over Ur-Dragon on some decks, due to the ability to scour the decks for dragons. Do note that you have to cast it, so most ETB cheaters won't be able to play it - but for those decks fetching them In a deck able to cheat dragons in from hand, you can find the required cards to combo in and play those. It is a potent card if you have Omniscience in play for that purpose alone, and even if you are not playing combo dragons you will often be able to construct a combination that wins the game if you have a Omniscience in play or just a million treasure. With Ur-Dragon as the commander and Morophon in play, this cost just 1 to cast.

4 Timeless Dragon (F, R) - Eternal Dragon's eternalized grandson. Getting a triome with this turn 2 is pretty damn good fixing, even if you don't get a discount for the eternalize ability, or have it ramp by putting the land onto the battlefield. Even playing this normally and getting it back once is good by itself, and sometimes it can wind up in your graveyard from a windfall effect, or mill, especially if the deck focuses on that. Powerful little card that's not too hard to include, even with the two white pips, as it fills out one of those by itself.

5 Twinflame Tyrant (C) - Twinflame Tyrant sits in a weird place at 3 power, meaning it doesn't trigger forocious effects. The reason for why it has to do that is pretty obvious, considering that it does, in fact, hit for 6. All damage from sources you control is doubled - not just combat damage! - and on a dragon you can play for just 4 mana, at that. That is an insanely good rate, and it covers cards you would consider for the deck on it's own, but on a cheap dragon body. Create a copy of this and you get to kill your opponent with just one swing with your Commander, and when you consider you can fetch this with Tiamat, that becomes something you can do rather easily with Miirym, Sentinel Wyrm or Tooth and Nail like effects. Do note that this only deals the doubling for players, so don't miscalculate combat damage when determining blockers.

5 Zurgo and Ojutai (F, ETB) - The orc doesn't really matter here, a card with Ojutai is a card with Ojutai. The card works like the original Dragonlord Ojutai, except with haste and a way to return a dragon to your hand. The Anticipate part, which now also triggers if another dragon attacks, makes this an incredibly strong creature. And, as a bonus, if you have a good ETB or on-cast effect on a dragon, you can get double value for that if you have the mana to cast it again - which includes some of the common dragon ETB effects.

Other cards

Creatures:

5 Morophon, the Boundless (F, LC, ETB) - If you squint, you could say this might be a Dragon that had a bad run in with Oko? Oh well. This counts as a dragon, enables The Ur-Dragon to be cast cheaply, and significantly helps both expensive multi-pip cards and low-cost cards as the rebate is often a very large portion of the total casting cost. If you play a lot of single pip cards and colorless rebate with Ursa's Incubator, you can end up with cards that cost 0 mana to play quite easily, which may allow for shenanigans with stuff like Crystal Shard. Good with stuff like Jegantha companion, or Fist of Suns, but at that point, you might as well have it as the commander. There's also a bit of a combo with Descendants' Fury if this is your only changeling and you attack with a non-Dragon creature, like a dinosaur token from Bonehoard Dracosaur or a support creature, but that's rather niche. That's all really good, for an Elk Dragon.

4 Rivaz of the Claw (R) - A 3 mana 3/3 almost-but-not-quite dragon. It allows for reanimation of a single card from your graveyard a turn, and it ramps for 2 for the purpose of dragon spells. This works well as a mana dork, especially if you have self-mill, but you will probably end up with dead dragons anyway at some point. Unlike - say - Dragonspeaker Shaman, you can use this to pay coloured mana. Notably the cards cast from your graveyard also get a rebate. With an effect that is desirable both early and late game, this is a fine inclusion.

5 Roaming Throne (ETB, F) - A "Dragon" that doubles all your triggered abilities! Which includes on enter the battlefield, on attack, on damage... basically, most dragons take advantage of this, making it extremly playable in most versions of Ur-Dragon... whose ability it also works with. The only downside is that it isn't a Dragon in your hand, but that is less of an issue when it only costs 4 mana anyway. It even has Ward 2 for extra protection. While it isn't a true Dragon, it does enter the battlefield as one, and it has 4 power as well. It is very playable.

4 Sarkhan, Soul Aflame (C) - Sarkhan as a creature is interesting, but unfortunately isn't normally a Dragon, as he ought to be be. Still, it naturally synchronizes well with them. While not triggering Ferocious or be a dragon on ETB, it does act as a rebate, even if it's colorless only. The ability to become another Dragon is deceptively powerful compared to other similar effects, as it keeps it's own name, meaning it can copy Ur-Dragon without running afoul of the Legendary Rule. Also, if you are already attacking with both Sarkhan and Ur-Dragon, it can transform instantly to become what you put onto the battlefield at instant speed, mid combat. Still, one thing to note is that Sarkhan becomes a copy fully, and loses the ability to become other dragons later in the turn, as well as the rebate. You may choose not to activate it, if you are planning to play two dragon. It has additional power if you are playing a combo that works with two identical dragons, with the notably exception of Worldgorger Dragon.

Enchantments:

4 Annie Joins Up (ETB) - At first glance this might seem like it only works in legendary tribal, which is definitely where it shines the most. It works outside of that, though. Not only is this a 5 damage ETB to a creature or planeswalker, which seems insane if you can keep bouncing it, but it is guaranteed to work with your Commander's ability. Even if you don't want to bounce it, slotting it in a removal slot might be something you can do if you want more effects out of your spells, and it's a permanent if your deck cares about that. Lots of upside with this little cowgal.

5 Carpet of Flowers - This has a distinct advantage over Sol Ring, even if there may be games where this nets you no mana - being able to add colored mana is fantastic, even if you have to select a single color. One of possibly the best 1 CMC cards in commander.

5 Doubling Season (T, DT) - There are so many options that you can have here that matches so well with doubling season. There are quite a few planeswalkers with one-shot kill potential with doubling season, and there's a lot of token providers that all provide double tokens - huge, if those tokens are 5/5 flyers. Once this hits the table, though, you're going to be treated like you're going to win the next turn, and it has little to no impact on what The Ur-Dragon does (other than dragon tokens allowing you to draw one more card). I would want at least 15-20 cards that get better with Doubling Season before considering this, as it's powerful, but you risk not being able to do anything with it. And yes, you shouldn't rely on those cards as if you always have access to Doubling Season.

5 Dragon Tempest (DT, LC, ETB, C) - Comparing this to other card seems unproductive, given that you generally want to compare other cards to this one. Dragon Tempest is essentially a must play, given that it grants big advantages to dragon decks, even for dragons that doesn't fly. For the ones that do, and that it most, it grants haste which is great in more aggressive decks, and this early drop can spiral out of control very fast with the dragon damage trigger. It works especially well with dragon tokens and flickering effects - even with just 1 card being bounced continuously, this can be used as an Impact Tremorsfoil finisher.

5 Fiery Emancipation (LC, C) - Oh boy, welcome to burn town, population: on fire. This doesn't just help you burninate the countryside, swinging in for 3x combat damage, it also works with non-combat damage, like what Dragon Tempest or Terror of the Peaks deals. And it also allows you to swing in with Ur-Dragon for lethal in 1 swing, dealing a massive 30 damage, making this a 1-card combo with the commander. It's a permanent effect, so you can have it cheated in with Ur-Dragon too when you attack, taking people by surprise.

4 Kozilek's Unsealing (F, MC) - Ignore the whole Eldrazi part of this, Dragons like to be in the mana value range of 4 and above too. The two eldrazi spawns basically means you get 2 free mana to pay for whenever, and also can be worked into whatever token play you are doing. Even if you are not playing many 7 cost or above spells, your Commander absolutely is one, and this helps you ramp into it as well, despite the ramp being colorless.

4 Omniscience (F, C, MC, ETB) - Playing a 10-mana enchantment sounds like a pretty hard thing to achieve, but you often want to cast a 9 mana commander, so the difficulty of that is relative. In a deck that plays a lot of high-mana cards you get a good amount of value per card in hand for this, and it works especially well with the 4-power draw effects as you can churn through the deck. It works very well with The Ur-Dragon, as while it doesn't allow you to cast your commander, if you draw a lot of cards by attacking, you get to play those; and if you draw this as one of them, you can cast it for free. If you have a return-to-hand effect like with Crystal Shard, you can recast the card for free. Because this is case, even if you want to cheat, you still get the cast effect on cards like Tiamat.

5 Smothering Tithe (T) - Create a million treasures. Rhystic Study makes you pay 1 to not get a card, they need to pay 2 to not get a treasure.... and that's whenever you draw a card. You're going to be getting an almost guaranteed 3 treasures per turn rotation, and this doesn't even cover what happens when your opponents inevitably draws even more cads. Draw 9 cards? Pay 18 or you get 9 treasure. It might cost 4 mana, but that alone makes it worth it - and don't forget treasure can fix mana as well, as well as stored up between turns.

5 Steely Resolve (C) - All Dragons now have shroud, with a 2 mana Asceticism. This does hurt effect where your cards like to target each other, which especially hurts Lightning Greaves, as it can't be used to grant creatures haste - but on the other hand, it grants protection against single targeted removal, which is especially good if you are comboing off with dragons. A very important caveat here is that this also makes your opponent's dragons shrouded, but that's just part of the fun of commander, I believe. You COULD consider choosing some other creature type to mess with Voltron decks, but I don't think that's a very fun thing to do! Shame on you for even thinking it.

5 Temur Ascendancy (F, LC, ETB) - This cards is one of the cards that grants haste to dragons, and draws off of 4 power or greater dragons. That's pretty much it - the haste is great for low cost aggressive decks, and drawing cards off dragons is especially good if you can also flicker them. It's surprisingly flexible, and at three mana it comes into play early enough to matter. Unless your deck has a lot of cheaper, smaller dragons, this will net you a ton of value. If you have a flickering or recast aspect as well, this can generate a great deal of value to boot.

4 Up the Beanstalk (F) - When you play fair, this is a surprisingly effective card. When you don't, you still get value from it, so the floor is pretty high here. You get a card just by this entering the battlefield, so you're not down a card by playing it. This also costs two mana, as opposed to three mana for similar enchantments that are highly rated for the deck. The downside for this is that it happens on cast, which - while it does trigger when spells are countered - means that you cannot get the effect from tokens. It also has a high mana value minimum, which means that it misses some targets. Still, I've found that it hits about as many creatures as something like Garruk's Uprising, and on top of that you get value off of expensive non-creature spells as well. Note that if you are being UNFAIR in your deck, this loses some of its luster quite quickly, as you don't get the effect if you cheat stuff in, so be mindful of that. That includes your Commander's attack ability. While it doesn't draw you a card when you put Omniscience into play with Ur-Dragon, for instance, all subsequent expensive spells do draw you a card, so that doesn't count as a nonbo.

Planeswalkers:

4 Sarkhan Unbroken (F, C)- Sarkhan generates 4/4 dragons, but will often times just be used to ramp and draw cards. If the Ult is hit, prepare to just win the game outright (Scourge of Valkas alone will win the game right then and there). Made a lot better with the inclusion of Doubling Season, which you may want anyway for a token based strategy.

Battles:

Battles are generally really good for Ur-Dragon, and dragon tribal in particular. A deck with lots of 4-5 attack fliers work quite well with many of the battle cards, especially when you can target the player without pillowfort or flying effects as the designated defender. One could even consider Ur-Dragon as a shell for a battle-focused deck.... you know, if there were enough playable ones to matter.

5 Invasion of Tarkir   (LC, DT, F) - Invasion of Tarkir is, in itself, only a kill spell, and not a particular amazing one at that. Still, it can take out some smaller creatures by itself, and with other dragons in your hand, can deal with a medium size creature. The real value of this comes from the backside, as the dragon is a 4 power dragon, which triggers ferocious effects, and grants 2 additional damage for each dragon you control that attacks. While not exactly a 2 mana 6/4, it might as well be, and it has significant turn-by-turn value, and can by itself contain the board, especially if you have a lot of smaller dragons. Think of it is as a 2-mana Balefire Dragon that can target multiple players. Absolutely something you want to flip as early as possible.

Instants:

4 Assassin's Trophy - Removal for 2 mana for everything. They get a land, but it targets everything, unlike Path to Exile. Having a removal spell of this caliber so cheap is often going to be important. In the most rare case, this can be used as an instant speed Rampant Growth in response to a removal spell, but that's probably not what you want. It isn't a bad fallback if you're really mana screwed though!

5 Cyclonic Rift - The one and only. Returning everything to hand is powerful, as it has the additional effect of messing with your opponents existing hand, making them have to discard stuff. Sure, returning to hand doesn't mean exile, and some cards have enters the battlefield effects that can be annoying.

4 - Everybody Lives! - This card is very similar to Heroic Intervention, a Commander Stable and a card that I've played in the deck for quite a while. It's protection that gives your creatures hexproof and indestructable, but also gives it to your opponents, and to players as well. Unlike Heroic Intervention, it doesn't protect non-creature permanents, but being able to use this to prevent another player from winning the game is pretty huge. Heroic Intervention can be played in response to a board wipe to only save your own board, and as a combat trick, but Everybody Lives! feels more fair in that regard. It's a close comparison, so feel free to play the version you want, but I like the version where I can protect myself from dying as well.

5 Mana Drain (MC)- Countering a spell for 2 mana is fantastic, of course - That goes without saying. What Mana Drain brings to the table in an amazing way is net you mana, and for a deck with so many expensive plays, countering something as simple as a 5 mana spell means you get to cast a card that would otherwise be dead in your hand because you don't have enough mana to play too many things at once. That's really nice, even if all the mana you get is colorless. Using this to bring out Omnicience or your commander is especially great, but be careful as it only gives coloreless mana.

4 Swords to Plowshares - A great removal spell, one of the best in the game. While it only targets creatures, it exiles it, which is often significant. The lifegain itself is neglectable, but worth mentioning that there is a secret mode on the card if you are low on health - targeting your own creatures for lifegain is an option, and you can use it after blocking a non-trampler. It does not hit problematic enchantment or artifact stuff, which keeps it down a grade, but for just 1 mana that's not much of a downside.

5 Teferi's Protection - The protection spell to end all protection spells. Saving yourself from a board wipe once for 3 mana is good enough for me. As this deck is often going to be on the defensive and eating up removal spells and board wipes, this can be a nice trick, and also maintains tokens.

5 Vampiric Tutor (TM, C) - A tutor similar to Demonic Tutor. It does have the additional benefit in the deck, that it combos with the commander, as well as Vaevictis Asmadi, the Dire to put something like Omniscience on top of your library directly to the battlefield. Sometimes you will be forced to get a Sol Ring or something, but if you do it on turn 1, that's not necessarily the worst play you can do, even if you are down a card, unlike Demonic Tutor.

Sorceries:

5 Crux of Fate - A 5 mana Kindred Dominance. This is the most powerful one-sided board wipe in the deck, and the other case of choosing dragons if you don't have any yourself is also there if need be.

4 Demonic Tutor (C) - Find whatever card is needed. You could play Sarkhan's Triumph as well, as that is an instant, but being open to pick other kinds of cards makes it just as worthwhile for the effect, but in a combo deck you will probably run more than one tutor anyway. In the worst case this can be used to grab a land.

4 Nature's Lore and Three Visits - These card are identical, both very similar to Farseek or Rampant Growth. The important part here is that it doesn't specify basic forest, so the end result is the same as it would be with Farseek most of the time, as this cards allows fetching all five colors due to the inclusion of shock lands and/or triomes. On top of that, this is slightly better than Farseek as it opens up for lands entering untapped - even if you would need to pay 2 health to do so, should you not wish to fetch the lone forest in the deck, as you would have to grab a shock land, of which where are three seperate hits. You often don't need that, meaning grabbing a Triome often makes you set for the game. That is a great deal, and while it doesn't fetch an additional land as Cultivate, being able to hit non-basics and costing just 2 mana is important here.

5 Toxic Deluge (MC) - If you are playing mostly big creatures, this is a great card to clean out the board one-sidedly; especially as it cost very little for what it does. It is one of the cards in the deck that can save you early, but at the same time drain yourself from a lot of life. You need to be careful about this, but never the less you really want this card in your deck, and will sometimes rival Crux of Fate as the best board wipe in the deck.

Artifacts:

5 Arcane Signet - A two-mana tap for 5 colors. That's really all you need in a mana rock, in a 5-color deck. In the deck, it is always a better Fellwar stone. Being 1 mana cheaper than Commander's Sphere does make this card superior, despite not being able to cash it in for a card draw later.

4 Dragon's Hoard - Basically a strict upgrade to Commander's Sphere - very strict upgrade. Instead of sacrificing it, you tap it instead. The cost? Playing a dragon. Note that tapping is part of that, so you may end up with a Dragon's Hoard with twenty gold counters on it that you keep tapping for mana that you really, really need.

4 Lightning Greaves (LC, MC, C) - Shroud is nice. Making 1 new creature every turn gain haste is also very nice. Most versions of the deck doesn't target the dragons themselves at all. Because of the fact that quite a few dragons do not have haste, this speeds the deck up a turn quite often, much like a mana rock would, for 2 mana. This is great for aggressive decks, decks with expensive dragons you want to get an effect from right away, and as protection for important pieces.

5 Sol Ring - This is probably a deck that wouldn't mind Sol Ring getting banned in commander, simply so that you could play something that gives you colors instead. But really, to get is unbeatable, so it makes work here.

Lands:

The mana base focuses on obtaining as high a chance as possible of being able to cast all 5 colors of mana and reducing how many lands have to enter tapped as possible. In fact, only a few always enters tapped. As The Ur-Dragon wants to reduce CMC, it is quite essential that your turns aren't delayed by enters tapped lands; cards like Evolving Wilds would result in the possibilities of the deck being too slow.

The deck uses 11 fetches and 6+5 shock lands and triomes in order to also allow for as many land types to be represented as possible. There aren't that many good domain cards, shockingly, but it is important for Scion of Draco as well as just to cover all the mana requirements in the deck. The triomes are pretty good, as this helps provide the red mana needed for some of the big spells, while still being fetchable with all fetch lands. Note that only 5 basic lands are played, which can be a big worry against some decks playing anti-non basic lands. Some might balk at that, but the deck runs only few utility lands, so to get more basics you'd have to replace 5-color lands, and that can be rough.

The deck currently plays just one of the double faced lands from Zendikar. I tried with a few more, but the additional enters tapped does have an effect, especially with the amount of triomes, and tapping for non-red can occasionally be problematic as well. With two of these, I have currently reduced the count of lands by 1 (each counting as half a land). Preventing flooding and mana starving is a bonus for the deck, as the amount of times I've ended up not really being able to play anything has been rather high so far.

4 Arena of Glory - Arena of Glory is kind of interesting, like Hall of the Bandit Lord or Slayers' Stronghold. It usually enters untapped, though you need to be careful if you don't have a Mountain, which you generally should fetch for most of the time. At its base it taps for red mana, so the floor of this is rather high. Note that using its ability means you cannot tap the land next turn, but it DOES add one more mana in the turn you use it, like if you tapped it for mana, though it does mean you are forced to have two red mana. The two red mana you get this way is great though, as it allows you to give two creatures haste each turn, as long as you split the mana you get from this onto two seperate creatures.

5 Cavern of Souls - All your dragons are now uncounterable. That's all you need to know, really. Yes, this provides a land that provides only colorless for non-dragons, but being able to play around counterspells in a land slot is fantastic.

5 Haven of the Spirit Dragon - This also is a colorless mana source unless you use it to cast a dragon, but being able to sack it to get back Ugin or an important dragon all but makes up for it. You can also use it to get another shot with Nicol Bolas, the Arisen  , though that isn't very flavorful.

5 The World Tree - This comes into play tapped, sure, but other than that it can tap for 5 colors. Yes, it says add green, but the next ability also grants it tap for any color.... which is a bit weird, honestly as it doesn't even limit which decks it can go in to just green as the last ability means it can only be played in 5 color decks. The big upside here is that it grants a Chromatic Lanturn like effect making all lands tap for whatever you want, even fetch lands. The last ability isn't completely unplayable either, as there's a couple of Gods in the deck that you could bring back if you really needed it, despite costing some very stringent 11 mana. Just getting Morophon, the Boundless is often worth the mana.

4 Three Tree City (DT) - Cabal Coffers... but Dragons! If you control zero dragons, this is a Wastes of a card, and at two dragons this is a bad five color filter land like Shimmering Grotto. The downside here is bad, but as it does enter untapped and always taps for at least colorless, that at least helps set the floor appropriately. At three dragons and above, this starts getting crazy, and remember that this does count all dragons you control, including dragon tokens. It also doesn't restrict the mana to be used on dragons like Unclaimed Territory does. Do note that it only adds mana of one specific color (likely one of those annoying Arena things to save clicks), so you have to be careful how you tap to use this.

Other dragons

Below is a ranking of all other dragons in MTG. For those I rate 2 or lower I will just list the names, and only go into detail with the ones that I feel are most likely to be considered.

5

All included in the deck.

4

Ancient Brass Dragon (F, R, MC, LC) - A six mana 7/6 that brings back stuff from the graveyard at various levels of mana cost. 6 mana can be expensive to be sure, but this is a powerful effect. In an aggressive low curve deck, creatures tend to end up in graveyards more often than not, so in fast decks you can usually get a good amount of targets. If you can't, simply stealing from other graveyards is also an option. Just be advised that if you play this with other high mana cost creatures, you are playing a bit of a disadvantage, as you don't get the Ur-Dragon's rebate with this, which raises the chances of an attack from this being a dud.

Ancient Silver Dragon (F, MC) - Seven mana is at the high end of what you would want to consider at all to casty. If you can, swinging to not only get no maximum hand size, but also draw an average of ten cards, makes this a great card. It does have some anti-synergy with Ur-Dragon, in that you only get the cards from this after combat damage, so you can't drop any of the cards directly. Still, drawing a lot of cards is something many decks really want, and just one attack from this and you won't have to discard again. Still, the high mana count here along with requiring it to deal damage, makes this a bit hard to include in a deck, but if you have ways to cheat stuff in and attack (like Sneak attack), this can work wonders even after just one hit.

Amareth, the Lustrous (F, T, TM, LC, ETB) - On the surface, Amareth doesn't appear to be that impressive as a normal card to play. As a commander, you can build around her with either an artifact or enchantment theme. This is powerful, and even a creature-only approach would work to some extend. That said, there's quite a few fetch-lands in the deck, just for the efficiency of getting five colors. This works well as you get two shots for a one in a third chance to draw the land. Also, you might not even want to crack it immediately - if the top card is really good, you now have the option to delay cracking the fetch. Outside of that, it triggers on enters the battlefield, so repeated flickering could net you additional cards; especially if you can reorder or shuffle your deck some other way. Low cost creature decks will grant more activations as well, and if you have an artifact heavy deck, treasures all trigger the effect as well.

Atarka, World Render (F, MC) - Scion was able to use Atarka as an 2-mana instant-speed everything-now-has-double strike. Sadly, the same isn't the case for the Ur-Dragon, as the ability will trigger too late if Atarka is put onto the table in response to the attack trigger. Playing her normally is also problematic due to her high mana cost of 6, though it does not itself need to attack. Double strike is fantastic, especially when already working with a high base power, but there are way cheaper options for the effect. Notably, if playing dragons that has "whenever it deals combat damage" effects, those double with double strike as well - But a lot of those effects have been changed to "when it attacks" instead. Dragons with the combat damage clause tend to be more expensive mana wise, and Atarka might be a good fit for a high mana cost version of the deck.

Atsushi, the Blazing Sky (F, T, LC, PF, R) - A 3 mana red 4/4 flying trample is already an interesting card, even if adding trample to flying isn't as good. The death trigger of adding three treasure tokens is especially fantastic, as it doesn't force particular timing restrictions upon when you get the tokens, other than Atsushi dying, and helps both if you value treasures and if you can recur from the graveyard. The other mode of impulsively drawing two cards is also worth to consider late game, though it is worth noting that as those cards are not in the hand, they cannot be played for free with Omniscience, if that ever comes up. If it dies during your turn, and you hit two lands, you can play one this turn and one the next turn, so think about that before slamming a land per turn before attacking into a blocker. Speaking of - because you get so much value from this dying, expect it to stick around for a while, making it both a good blocker and early game beater.

Backdraft Hellkite (F, R) - A Past in Flamesfoil effects in a dragon deck feels right at home in a spell slinger deck, but even a normal deck tend to run many spell, if it isn't specifically centered around permanents. If the deck doesn't really care about instants and sorceries in the graveyard once they have been used, this will allow some use of them while still being on a 4 mana 4/4 flier. It doesn't actually add any cost reduction, so you still pay full price, but if you happened to mill the cards into the graveyard or discarded them to an effect, you can still have access to the cards. It does require you to attack with it first though, but that is a manageable downside, and makes you learn more heavily towards instants that can have an effect pre-blockers. Even bringing back a ramp spell isn't too bad either, as it can be an early play.

Balefire Dragon (F, MC) - This card is great as it can clear an opponents board quite easily. It was one of my favorite dragons to clone as Scion, but without him this often isn't as impact as it could be - especially when it only targets one player, and it misses the creatures you REALLY care about, unless you can give it deathtouch. The mana cost is very real, even discounted, and this does fail to kill some valuable targets, and can even be blocked by a flier. That being said, the card is great as a repeatable board wipe, so absolutely should not be ignored. Just don't rely on it as you may not get to attack with it before it get removed if you don't have haste.

Beledros Witherbloom (F, MC, DT, C, PF) - While this doesn't create actual dragon tokens, this effect is great for a token deck. Doubling Season helps double the amount, and the tokens might be useful for blocking, or as sacrifice fodder for cards like Vaevictis Asmadi, the Dire. That's just ONE powerful side of this card - the other side is just as powerful, but for another type of deck; combos. Paying 10 life is an extreme price, but you can also play it on opponents turns. 2 full land rotations with 1 instant speed play (cheat in play effect on an artifact maybe) may yield you enough mana to do whatever expensive two-card-combo you need.

Brainstealer Dragon (F, MC) - At 6 mana, getting a 6/6 flier is a good rate, even if it takes up a high-end slot. What you get from it is interesting - Being able to play opponents cards, and each turn this is in play increases the option you have available to you. You still have to cast the cards, and you can't use something like Omniscience to cheat that.

Broodmate Dragon (F, DT, ETB) - Getting two 4/4 flyers can be deceptively powerful, especially if you can flicker the actual card to produce more tokens. If you just want 4 power dragons, you get two of them, which can often translate to drawing two cards. Five mana for eight power worth of stats may just be what the doctor ordered.

Bladewing the Risen (F, DT, R, LC, ETB) - A 6 mana dragon that when it enters the battlefield reanimates another dragon. That's sweet if you already have lots of expensive juicy stuff in the graveyard, but the mana investment is real. If you don't have any other graveyard interaction or self mill this works just fine, as you only really need one other creature to have died before to not lose value here. Especially valuable when you can flicker it, and aggressive deck or a token deck may want this as a top end for the boost effect. Be careful of the 4 colored mana pips here.

Blast-Furnace Hellkite (F, MC) - A very interesting card. 8 mana for a dragon that itself has double strike and grants it to everything else on attack is very interesting. Competes with Atarka, World Render and Sylvia Brightspear, given that double strike doesn't stack. They each have advantages; this one being able to be cast earlier by sacrificing an artifact, while also allowing you to cast it at instant speed. It also has the advantage over Atarka of being a static double-strike ability, which matters if you put it onto the battlefield with Ur-Dragon's ability. The sheer amount of upsides the card has is seriously held back by the high mana cost, so take that for what you will.

Chaos Dragon (F, LC, FG) - Chaos Dragon works best in one type of deck, and that is an aggressive one - If you're angry and you know it, play this on turn two (flap, flap). As you have no control over how the dragon attacks (baring weird vehicle shenanigans or Maze of Iths - must make sure to keep priority after ability resolves), this can actually be fun for the table to do stuff like roll die. Only downside of that is if someone plays a D20 focused deck and has a Vexing Puzzlebox, as it is the opponents themselves who rolls the die. Other than that, it is worth it to mention that this gives you an excuse to make an otherwise bad attacks due to instant speed effects like removal of a double blocker, or instant-speed double strike or something.

Deathbringer Regent (F) - A 6-mana boardwipe that leaves a 5/6 on the board afterwards. That's about par for the effect, I think, and also has the flipside of being a simple permanent when you cheat it in, so you can avoid the effect when don't want it and hit it with a random cheat effect. Because it is a board wipe it can cover that basis, but as it only covers creatures, and situationally at that. It is worth considering, especially if you are in a permanent-focused deck and don't want too many expensive sorceries if it can be avoided.

Decadent Dragon (T, LC, F) - This is a very cheap mana cost for the effect here, and that's even discounting the adventure part. This isn't exactly Goldspan Dragon, but it does play very well with it. A 4/4 for 3 mana that nets you a treasure every turn is great. Add the adventure on top of that, and this becomes very playable. You get to play cards from other players, which includes lands, so you can use this if you are stuck on mana early and quite possibly hit a land drop to play. Note that you have to pay mana costs with this, but that doesn't really matter in the 5C Ur-Dragon color pie. You unfortunately won't get Ur-Dragon rebate on the adventure part, but that's life. Do note that you don't get a treasure token unless you attack with it, and it doesn't have haste.

Draconic Muralists (F, R, LC, C) - Sarkhan's Triumph on a stick. A pretty meaty stick, with 4+ power for 3 mana - guess that stoneworking gives a better workout than strumming on a lute. The fact that you are happy to both draw (multiple?) cards due to this having 4 power, and then searching for a dragon card when it dies, makes me think this card is worth including even if you don't do any graveyard shenanigans. For combo purposes, this can do well together with Miirym, Sentinel Wyrm and a sac outlet, to get one of the several 2-dragon combos that you can play.

Drakuseth, Maw of Flames (F, MC) - This card can be absolutely backbreaking if it kills 3 creatures each turn a couple of times in a row. Other times, it just helps spread around the damage to players a bit, but if you got to that point, there probably aren't any targets to worry about. Still, Drakuseth is a a 6 mana creature that does nothing before it attacks, which is worse than some other options for that mana cost. Despite being a Balefire Dragon that can kill a few blockers before swinging, it comes down a bit too late. Note that this had 3 red mana pips as well

Dragonborn Champion (F, LC) - This is an interesting card if you can fulfil the condition often enough. If build right, this would essentially be a 3 mana Kindred Discovery that is also a creature that can itself draw cards. There's some pretty heft downsides though - quite a few dragons and dragon-token producers make 4/4s, not 5/5s, so some dragons will miss the 5 damage mark by just a teeny tiny bit. Also, without flying, it is risky for it to attack - even if you do connect through trample, that probably doesn't translate to 5 damage. Best friends with Thrakkus the Butcher.

Dragonlord Dromoka (F, C, PF)- Dromoka is a great inclusion for the deck simply because she prevents any tricks that could be done on your turn, much like Grand Abolisher. This is fantastic as she can prevent responses to combos, but is fine even if you do not have such. The life gain here is also huge, especially combined with the high power and toughness, so she can help stabilize.

Dragonlord Kolaghan (F, MC, LC, C) - When first evaluating this card, compared to Karrthus, Tyrant of Jund, it just seems to fail on all fronts. Other than making Shadowborn Apostle players very, very sad, the second ability is always flavor text, leaving only the haste part. Well - the main reason Karrthus is good IS the haste effect - the rest is basically a minor upside, and a potentially catastrophic downside if turned against you. Kolaghan isn't like that. She comes out earlier than Karrthus as well, with just one less power. She can be a target for a tutors if you had no other haste enabler. Especially powerful if you need to cheat stuff in and attack immediately, or if you are particularly aggressive.

Dragonlord Ojutai (F, PF, C) - The hexproof here is quite likely flavortext after the first turn rotation, unless you are particularly defensive. Anticipate every turn is fine, especially if you are digging for combos. On the flipside, it also grants you a blocker that is hard to interact with, which is a bonus. It is limited in that it only works once every attack step, but otherwise the card is low cost enough that it doesn't hurt to play it at all.

Dragonlord Silumgar (PF, ETB) - Stealing the biggest threat on the table is something that may win the game more often than not, and reducing his CMC to 5 is a big help in preventing others from running-away from the game before a threat can be dealt with. Stealing planeswalkers and ulting with them a turn before an opponent can (and also killing the planeswalker) is fantastic, even if less likely to come up. Note that they do get it back if Silumgar dies, so make sure to play around that if possible. If you happen to play flickering effects, you may want to have ways to sacrifice the obtained permanent and then select a new one by flickering it. Deathtouch is great on the defensive, so particularly useful when pillow forting, as you also get a new friend to defend with.

Earthquake Dragon (F, MC, LC, TM, R, PF) - This card can be fun if you have cards that care about having high power on top of your deck, like Elminster, and because it cares about mana cost, you can get a massive rebate on it from Scion of Draco. When in play, double strike and power doubling does great with this, making it worth thinking about for an aggressive deck. On defense, getting to recur it for pretty cheap is also great, making this a card that works in multiple interations of the dragon deck.

Ebondeath, Dracolich (F, LC, C, R, ETB) - Ebondeath, Dracolich just will not die. How often does creatures die in magic? Quite often. Getting a 3 mana flashable dragon into play constantly is really neat, even if it isn't that good as a blocker when it enters tapped. With enough mana and a sac outlet, you can even sack and recast this as long as something else died this turn. Having a dragon that you can repeatably cast with a sac outlet can do some fun things with enters the battlefield triggers like with Intruder Alarm. Getting enough black mana for that could be tough - unless you get that from the outlet or someone has an Urborg, Tomb of Yawgmoth in play or something.

Enduring Scalelord (F, C) - This dragon is basically for combo decks, and there's quite a few ways to cause this to combo off. Miirym, Sentinel Wyrm can give you a second copy, and the next time you give something a +1/+1 counter, be it Cathars' Crusade or a dragon with devour, you get as many +1/+1 counters as you like. Another combo that you can do with a "dragon" is Moritte of the Frost, which is changeling and thus counts as a dragon. If you include that in the deck, you can fetch it together with this to get infinite counters immediately, and attack to kill two players if you have a haste enabler on the board.

Firkraag, Cunning Instigatorfoil (LC) - The ability to goad is great if you plan on attacking, and don't want to leave back defenders. As this also draws you cards (unless they prevent them from attacking, which is also an option), and has haste, it's a great aggressive option to have on a 4 mana 3/3. That said, it misses the 4 power threshold, and the card draw is significantly delayed, and it incentivizes opponents to throw their creatures away as they will be forced to attack, and as it does this on attack, they know which creatures to block with immediately. Note that the second part happens on combat damage, so double strike will work very well, especially if you can force your own creatures to attack to trigger the effect.

Gadrak, the Crown-Scourge (T, PF, R) - Gadrak does work in quite a few decks. At just two mana, this is a great 5/4, even if it can't immediately attack. You need 4 artifacts, which you can easily get in a treasure deck, and in a defensive deck you might just want the 5/4. A graveyard focused deck can actively use this to gain a large advantage by sacrificing creatures, too. It probably isn't want you would want unless you have a large focus in one of those areas, but when you do it works well. Do note that it only triggers on YOUR end step, so don't sacrifice creatures at opponents turns or expect to generate mana off of blocking with your creatures. Also says non-token, so not good in a dragon token deck at all.

Galazeth Prismari (T, LC) - This seems primarily to work with a spell slinger build, but I really like that this comes down as a 3/4 for just 3 mana, and provides you with a quick ramp as well. It does miss the 4-power, and on it's own the ramp is a one-time use. Just being a 3 mana dragon that has an upside makes this worth considering. The deck isn't completely derived of instants and sorceries, so the second ability of the card may come into play more often than not despite not being a spell slinging deck.

Ganax, Astral Hunter (T, ETB, DT, LC) - This is a powerful card for enter the battlefield effects. It's body isn't too impressive as a 4 mana 3/4, but it compounds a lot when you play other dragons. In low cost decks or decks with plenty of dragon tokens, you can get a massive chunk of value here. This also includes flickering, meaning that if you can flicker a creature continuously, you can generate infinite mana with this, or it can help fuel the ETBs to trigger other effects. A good value generating creature. With Cloudstone Curio this generates a lot of ETB value with various cards. In this deck, it acts as a fantastic synergy with other dragons.

Guardian Scalelord (R) - This is as 3/4 that can return a card from you graveyard, if it's less than it's power when it attacks. This screams Sun Titan, but note that power limit here. Ur-Dragon has a rebate, which means that this would be able to return a dragon that cost you just 2 mana to play, unless you use backup on itself. If you do, it notably still won't trigger ETB effects that require 4 power, as it doesn't enter with the +1/+1 counter. That being said, there are plenty of 3 mana cards to consider that aren't dragons, especially enchantments, and getting those back seems great. In a more permanent-focused shell, it will do even better. Also helps that you can grant this to Ur-Dragon to bring back Omniscience, which seems great on its surface.

Hellkite Charger (F, C) - Decent base value as a 5/5 haste dragon for 5, but where it shines is the Aggravated Assault effect, which works especially well as a combo with Savage Ventmaw and Old Gnawbone. Sometimes you want the multiple attack triggers that dragons have and be willing to pay that, but the fact there are clear combos with it makes it hard to include without becoming a clear target.

Hellkite Tyrant (F, T) - This is a good win condition for a treasure deck; 20 treasures off something like Old Gnawbone is something you can probably do in a single attack, and a 5 mana 6/5 that steals artifacts is very playable. Cards that say "win the game" are scary, so this makes you a threat. Only thing to note here is that clones or myriad would work well to get the effect to hit all opponents, and even playing it without aiming for the win condition makes sense as it sets them back quite severely in some situations.

Herigast, Erupting Nullkite (F, R, MC) - 8 mana on the face of it, it allows you to play some serious sacrifice play by allowing you to sacrifice creatures to play creatures for cheaper. The two red pips in the emerge cost means that you would probably want this in a primarily red focused deck, but being in an Ur-Dragon deck actually is pretty neat as you double the rebate of Ur-Dragon (and any other rebates you have) as the emerge itself also gains the rebate, on top of what the original Dragon has in mana cost. All of this is ignoring its ability to make you draw three cards when you cast it, which can be a great cost but probably best with Herigast being a Commander, allowing you to repeatedly cycle through your deck. Of course, with the amount of creatures being sacrificed this way, it should come as no surprise that this dragon is best in a deck that cares about sacrificing creatures... and, specifically, non-token dragons.

Hidetsugu and Kairi (F, TM, MC, ETB, R) - Ignoring the ogre demon entirely, Kairi does great work with some deck strategies. The Brainstorm on ETB can do wonderful things for a deck with fetchlands, and revealing an expensive card when it dies seems like a fine death trigger, even if it only works against one opponent. The card itself, on the surface, is rather weak, but it fits wonderfully with so many existing strategies that it can be slotted in quite easily, with little fuss. Note: consider instant speed Vampiric Tutor for Scion of Draco in response to a kill spell, for maximum hijinks.

Hoarding Broodlord (F, DT, MC, ETB, C) - This is an expensive dragon, which means you most often want to get this out with convoke. It doesn't take more than a few creatures, but beware the three black pips in the casting cost. The high attack value pales in comparison to being able to repeatable tutor with it when it ETBs. This is especially interesting in a deck with 2-card combos; if you fetch Ephemerate, you get to fetch two cards to be played next turn. Still, where this shines is when you have a good combo going, but missing a key card like Omniscience, but with Tiamat or some dragon fetch card. Hoarding Broodlord is able to be fetched this way, and then be able to fetch the missing combo piece by itself, Ephemerate not required. Note that it isn't in the hand, so it cannot make use of Omnisciencve or The Ur-Dragon's cheat ability, but if you have a lot of treasure tokens, you can still get value off it.

Hunted Dragon (F, LC, FG) - A 6/6 haste dragon for 4 is fantastic, even if you give an opponent three tokens. Better in more aggressive versions of the deck, this can be absolutely bonkers early on in the game, and has a neat political aspect to it. Simply giving it to someone if they promise not to use them on you, and you basically get a free goad effect from them. Stuff like Crafty Cutpurse and the like can be changed to give them back to you, but I doubt that's a route you'd want to go with this.

Immersturm Predator (LC, R) - This is mostly a utility creature but is still a 3/3 dragon for 3 mana, making this an aggressive pick. Even without using the utility, you can use this to clear troublesome cards from opponents graveyards, but if you have a way to repeatedly tap this, you can clear a lot of cards make this rather big. Without that - and I don't see a particular way of doing that easily in the deck - it does provide a sac outlet and some graveyard decks will want that.

Incinerator of the Guilty (F) - A 5 mana 6/6 with flying and trample, which is a decent base, followed by a collect evidence-based damage swipe to an opponent's board. It's essentially a Balefire Dragon you have to fuel to use, using your graveyard - something that feels appropriate for a Dragon called an Incinerator. It is also one mana cheaper, but that one mana gives Balefire the ability to pin down a player to clear the board off creatures every turn, without any further input, while Incinerator will rapidly deplete the graveyard of resources. If you are playing a graveyard based deck, you very likely will NOT want Incinerator , simply for the fact that, despite being more likely to have an arsenal of spells to exile, you want to USE those cards, like bring them back. You can repeatedly fuel the graveyard with Descendants' Fury, if you wish to continously gain ETB effects, but it just needs that oomph to make it worthwhile playing. Notably, it can be better than Balefire, if an opponent has a board of larger creatures, like a few dozen 7/7's or something, but even then you'd probably rather buff Balefire, or give it double strike.

Inferno of the Star Mounts (F, C) - There a few ways to increase its power, and that is by comboing it Thrakkus the Butcher - Activate it 3 times, attack, and then activate it another two times, an you deal 20 damage for 5 mana. Some other effects does make it a bit easier, but those two can be retrieved together in a combo deck. Other than that, a 6/6 haste dragon for 5 is great, and not being able to be countered is a good bonus.

Intet, the Dreamer (F, MC, TM) - Intet is a peculiar card to review. It fits very well in a top card manipulation strategy, and in a deck with particularly expensive cards, but the attack trigger requires 3 mana, meaning that you have to pay for the effect on top of attacking, AND having it survive combat. 5 mana 6/6 is good stats, but you will want to put somethin expensive and game ending on top of your library and not just play this for value.

Iymrith, Desert Doom (F, PF, LC) - Most of the time, this is just another Dragonlord Ojutai, which is good by itself, really. You have significantly less card selection though, but if you are curving out fast, you might be able to draw even more cards. Stuff like Foretell, Omniscience or even something like Ice Cauldron can help here.

Karrthus, Tyrant of Jund (F, MC, C, ETB) - At first glance, this card is fantastic, if a bit expensive. Haste is great, allowing it to attack if played pre-combat, and if done so after combat, the untapping allows for a one-turn vigilance, which you can repeat in an ETB matters deck. Against other player's dragon decks or changelings, you can get a lot of value from this, and it does amazing things together with Descend of the Dragons. This would all make it a great top end, if it was not for Karrthus' sudden but Inevitable Betrayal - It likes gold too much that it is easy to succumb to Bribery. That last version especially is very popular in blue builds, and can and will end your games really fast. I recommend only playing this to get the untap effect, maybe for a combo?, or to end the game right then and there - and even then just having it in the deck is a downside. Note that the untap effect can be used with Splinter Twin to get a second copy of Karrthus that keeps dying, thus triggering ETB and dies triggers and infinite amount of times. With Dragon Tempest, that's a combo.

Khorvath Brightflame, with Sylvia Brightspear (LC) - Khorvath is optional here, as a 3/4 with haste for 5 isn't good enough stats. If you happened to have a changeling build - or your dragonborn are feeling particularly chivalrous, like Nadaar, Selfless Paladin - then granting flying may have an effect. What you really want Khorvath for is simply to tutor Sylvia. Even as a weakly human, and thus not benefiting from tribal effects and often being unable to fly, giving double strike to your board is a great swing. Thrakkus the Butcher is fun here, too, granting 4x combat damage - 12x with Fiery Emancipation!

Klauth, Unrivaled Ancientfoil (F, MC, ETB) - Klauth is essentially a Savage Ventmaw with haste that you can't use for fire-breathing or activating extra combat step abilities on the likes of Hellkite Charger. The 1 mana rebate from Ur-Dragon makes this a considerably more worthwhile card to consider, as a 6 mana 4/4 haste, and adding the additional mana is good ramp for a deck with many expense cards in it (big surprise there). That said, the fact that this activates during combat means that you cannot play Ur-Dragon off the effect before combat and attack with it; and same with other dragons with an attack effect. As such, this might be good in an enters the battlefield deck, where the additional mana can push you into getting the mana you need post-combat. If you play Savage Ventmaw, Old Gnawbone and Ancient Copper Dragon anyway, and not for Aggrevated Assault, chances are you want this as well. Worth considering for large X mana spells, too.

Kokusho, the Evening Star (F, R, PF) - A card so insane it used to be banned! For some reason. Base case, everyone loses 5 and you gain 15 when it dies, and it's a 5/5 for 5, which is also great stats. A defensive option that needs to die to help save you is very situational, unless you have a deck with recursive build into it. It doesn't have to be infinite for 15 extra life to matter.

Korlessa, Scale Singer (LC, TM) - A great utility creature for two mana; even if it doesn't get a rebate. I actually prefer this one over Realmwalker, despite being essentially the same, because this has Dragon in the typeline making this possible to play in a pure dragon deck! Er, besides that it's basically the same. A utility creature - if you want the effect, and you probably will in decks that care about the top card of the library, there's two cards that can be included.

Kura, the Boundless Sky (F, R, PF) - A 4/4 flying deathtouch dragon for 4 mana is pretty good, and works fantastic on defense not just for the deathtouch, but for option of getting 3 lands early, and a large second blocker late. A balanced card that can slot in easily in a pillow ford style deck.

Leyline Tyrant (F, LC) - This card turns all your mountain cards into batteries. That can be interesting, and does allow you to essentially cast Ur-Dragon over two turns, and has the advantage of not limiting the mana for Dragons only. But that's not the most interesting part; that part is the fact that this is a 4/4 for 3 mana. Battery is good, but in a five color deck, most of your mana probably isn't red. In a low cost focused build, this is a beefy enough boy to just act as a vanilla creature, but there are additional upsides if you somehow end up stockpiling red mana for a big boom. Might be interesting in conjunction with Inferno of the Star Mounts, but just killing Layline Tyrant yields approximately the same effect.

Lozhan, Dragons' Legacy (F, LC) - This is one of the rare dragonborn that actually do fly, being a 4 mana 4/2 flier. It is very similar to Terror of the Peaks in that it deals damage when you play other dragons. Unlike Terror of the Peaks, this deals damage based off mana cost, which is often a tad higher than normal due to the Ur-Dragon rebate. Alas, this is on cast and not enters the battlefield - That means that cheating in, flickering, tokens or whatever will not trigger this or deal damage. If you happen to play adventure cards, those triggers a well, but outside Decadent Dragon there isn't much worth playing. Notably Crib Swap will also deal 3 damage, which is a fun interaction. Note that it doesn't deal damage to commanders, so there might be some targets you really need to hit that it misses. It generally is a lot of hoops to jump through, but the targeted damage effect is real.

Manaform Hellkite (F, DT, LC, C) - A 4/4 for 3 is a great start, and this also creates dragon tokens... even if they are temporary. It is fine in a balanced deck with a lot of non-dragon spells being cast, and if you happen to have expensive spells, and X spells, those work as wells. In a deck with flicker effects this doesn't do much, as the permanents has to be cast, but you could bounce non-creature permanents and play them again. Repeatably casting The Great Henge for 2 mana seems like a great time. Great for spellslinger builds, too.

Moonveil Regent (F, R, C, LC) - A 4/4 for 3 is a really cheap dragon. Being able to discard your hand at will might be useful when reanimating, especially as the discard happens before the reanimation is cast; this works only with non-targeting reanimators, notably. Without recursion, this works well with low cost aggressive decks that can empty hand easily, as well as drawing 5 cards off of WUBRG costed cards (like Ur-Dragon). Note that this works wonders with instant-speed effects too, making it good for spell slinger decks - simply play your instants when a sorcery spell is on the stack to draw as many cards as you need.

Nicol Bolas, the Ravager   (F, LC, R, ETB) - A cheap 4/4 for 3 mana, making it a good play in many decks. The discard is a good effect, and better if you can recur it. Flipping it onto its backside, it becomes a powerful multi-purpose removal and reanimation suite, as well as card draw and a player-removal ult. At worst, you spend just 3 mana to eat an early removal spell and have everyone discard a card, so that alone is powerful. It also becomes free with Morphon on the board.

Niv-Mizzet, Dracogenius (F, C) - Ping your opponent, draw some cards. While the mana-cost takes effort to cast properly, this is a significant card-engine that can also remove a threat if necessary. That's generally not why you play this though, as this is a combo card with Curiosity cards, and also infinite mana (note that the card draw is a may). A deck based on that is probably best left up to having it as a commander, especially as playing it without the combo can make the table panic. Even as a good mana sink, it probably isn't worth that.

Niv-Mizzet, the Firemindfoil (F, C) - Ping your opponent, draw s- wait, I already did that. Anyway, having tap on this makes this both better and worse than Dracogenius; It is also a 4/4 as opposed to a 5/5, but the tab vs mana cost is the important part here. Dracogenius can activate the turn it comes into play, and works with with infinite mana combos, while Firemind needs haste to use its effect, and instead works with infinite untap combos; which I think is rarer than infinite mana combos, and significantly less useful if you don't have the Niv-Mizzet part of the combo.

Niv-Mizzet, Visionary (F, C) - Here's a fun Niv-Mizzet, for Niv-Mizzet tribal. This card does great work in letting you draw cards whenever non-combat damage is dealt, and even makes it so you don't have to discard the cards you drew. Note that if you deal damage to all opponents, it does trigger for each opponent, making this a fun card to combo with a lot of effects that you want in the deck anyway. That said, it only works when you have that other effect, so it loses a bit of luster if you don't really have that in spades. Even without it, it is a 5 mana 5/5 that removes your maximum hand size, and that's a decent floor on its own.

Obsidian Charmaw (F, LC, ETB) - This card might feel like a feel-bad card, targeting lands, but as it only target's one land, and always a non-basic, it reduces how much salt is generated by the card... unless you have ways to continuously perform the ETB effect, in which case this can be an important game ender. The biggest reason to play this outside of that is that it quite often comes down as a 2 mana 4/4 flier, and that's just great value. Even if you're not hyper-aggressive, being able to take out a Maze of Ith or super rampy lands can be a massive boon in the deck.

Ojutai, Soul of Winter (F, LC, PF) - Significantly better at 6 CMC than 7, he can allow you to put every other opponent in an effective stasis while you mow-down their HP. This makes it a good finisher in a deck with many dragons that you want to attack, preventing you dying to the backswing, but it also helps in a defensive deck where you can sneak damage through while locking down threads so your dragons aren't required on defense. You get to choose permanents to tap, not just players, so you can lock down some important pieces.

Opportunistic Dragon (F, LC, ETB) - Yes, it is fun to grab Sol Rings on turn 3, but you can't actually use it... unless you have a sac outlet. If you can sac and repeatedly flicker this, you're going to be very annoying... which is generally a good thing. That said, you can't kidnap creatures that are not also humans, and while there are plenty of those, it does leave you open to the ones that are not. Still, it hits the 4 power mark for just 3 mana, making this a solid base dragon even when not considering the effect.

Phyrexian Dragon Engine   (LC, R) - A 2/2 for 2 with double strike. In a low curve deck, that's great, as you may want ways to buff creatures. On top of that, it's an artifact and can come back later if you pay five mana, while granting you the ability to refule your hand. That's impressive, especially if you go aggressive. That ability can be performed multiple times if you use it as a reanimation target, so if you are heavy on reanimation effects you can get it to draw quite a few cards. Now, importantly, this is a meld card. The other card, Mishra, Claimed by Gix   doesn't do much in a dragon tribal deck, but it IS just four mana, and it works off attacking creatures, fitting into a low curve deck if you really want the meld. When they meld, it unfortunately loses the dragon type, but Mishra, Lost to Phyrexia     allows you to destroy multiple things, weaken things, ramp, force opponents to discard, and make your creatures hard to block... while being a modest 9/9. But, all in all, you don't really need that, but at a total cost of four plus two over two creatures, it's probably rather easy to pull off if you play tutors. So... yeah.

Ramos, Dragon Engine (F, MC) - This cards works great as a commander, but if you have a color pip focused deck, then this is a snap insert. A few dragons can put 5 +1/+1 counters on it - looking at Ancient Bronze Dragon, Jugan, the Rising Star and Vorosh, the Hunter. Only being able to trigger this once a turn makes this not work as a combo, unless you have a combo where the 10 mana can be used to repeatedly gain another turn. 10 mana is particularly great as you can cast Ur-Dragon with that; and casting Ur-Dragon refills Ramos for another shot on your next turn.

Realm-Scorcher Hellkite (ETB, C, T, F, PF) - An interesting card to combo with! You will want to play with tokens to get value from this, and if you are playing rebate cards on top of Ur-Dragon, you can get mana positive. That, on top of having to sack a treasure, does mean that decks that want to run this are somewhat limited. Still, even without comboing, getting four mana back does mean that this costs just one mana and a token to cast, so you can play multiple dragons a turn, or use its ability to ping two things for one damage. If you can get it deathtouch, that alone can easily kill a few things quickly.

Renari, Merchant of Marvels (LC, PF) - This is a 3 mana Vadalken Orrery for the dragon deck on a 2/4 body, except it doesn't include enchantments or sorceries. If you're playing very defensively, you can use this to leave up a lot of mana for bluffing interaction, but otherwise this is just a neat utility creature. When you consider that playing a dragon at the end of your opponent's turn is effectively the same as haste, it is a pretty neat card, all things considered, if you are using a less haste-focused build.

Ruthless Deathfang (F, R) - If you have a lot of sacrifice, especially devour, like Dragon Broodmother, this can be a threat. Essentially a Dictate of Erabos for sacrifice decks. Not really playable outside of dedicated sacrifice decks, though.

Ryusei, the Falling Star (F, R, PF) - A good removal spell for 5 mana, on a 5/5 body, but it doesn't hit creatures larger than 4 and requires you to have it die. Kind of a bad idea to include this in a deck filled with groundbound changelings and Dragonborn.

Savage Ventmaw (F, MC, C) - This used to feel like a lynchpin for a top-heavy Dragon deck - before Old Gnawbone, and Klauth, Unrivaled Ancientfoil were printed. Old Gnawbone is especially a better replacement, as you can get the affect from other dragons attacking, which means you can combo with Hellkite Charger by playing it off the top of the library using Ur-Dragon's attack trigger. Savage Ventmaw is also restricted to 3 red mana and 3 green mana, which may very well matter for some spells. That said, it is relatively cheap at just 5 mana, and is an additional piece for the combo, so if you play the infinite attack combo, it will be included nonetheless.

Scalelord Reckoner (F, LC, PF) - Similar to Thunderbreak Regent, but with a more powerful effect in white, downright destroying permanents. At 4 mana, this is a fine protective option for your dragons, especially when you already have a board presence at that point. Two white pips makes this more white focused than I would have liked, but this is still a fine options to protect your field.

Scion of the Ur-Dragon (F, R, C) - Scion is actually a peculiar choice in many Ur-Dragon decks. If you are playing around with color pips, like with Ramos, then Scion can fit that role, but where it shines is as a toolbox tutor, especially for combo decks. Scion can turn into both a Savage Ventmaw (or equivilant) and a Hellkite Charger, for 2 mana - meaning that if you have the other option on the table, you beat face. Another option is Ancient Gold Dragon if you have Dragon Tempest, or Scourge of Valkas. Heck, it can even become a Niv-Mizzet if you happen to have a Curiosity for whatever reason. ANOTHER combo is to first fetch Moltensteel Dragon, with another activation on the stack for Skithiryx, the Blight Dragon to kill someone with infect damage. On top of that, you can turn this into Enduring Scalelord or Worldgorger Dragon if you have the other pieces of the combo Alternative, an approach could be in a reanimation deck to fuel the graveyard, and you can get back Ancient Brass Dragon to (hopefully) bring it right back on the table (this not working with Teneb, the Harvester notably, due to the legend rule). It isn't discounted though, making it still be a 5 mana 4/4, but if you swing with this you usually want to win right there.

Scourge of the Throne (F, C, ETB) - A 5 mana 5/5, which is fine stats on its own, though it grows bigger than that, at least a little. It grants a new combat step if you are attacking the person with the highest life total, given that this isn't you. Generally, while you could do some fancy work to win the game with this, flickering it... You have other ways of achieving this, without having to shoot yourself with dragons to make you not have the most life total. Mostly via Hellkite Charger and Aggravated Assault. Unless you are haste enabled and have significant work involved with ETB effects, it is unlikely to provide an infinite combat win condition. Just having the ability to do this one additional time means that you can get off some of the more powerful on-attack or on-combat damage triggers that the dragons have. You don't have any time in which you can play sorcery speed effects, as you unlike similar spells don't get a main phase in between.

Shadrix Silverquill (C, FG) - At 4 mana, this is a really interesting early drop, but the amount of text isn't really indicative of why this card is playable. There may be some fringe combo potential if you can unlock mana by having the 2/1 token hit Intruder Alarm for Hellkite Charger, but that isn't really a combination I'd normally consider, but at least it's an option. It also has double strike by default if that matters in the deck. Really, the fun here is mostly that you can interact with your opponents and give them positive effects to make them happy about you.

Shimmer Dragon (F, T) - This card is amazing in a treasure deck, as every 2 treasures draws you an extra card every turn. If you are an aggressive equipment heavy deck - I don't see why you would be that - you can also tap equipment to draw cards. Outside of treasures, I don't see there being a dragon artifact deck, but treasures gives a good effect here for a 5 mana 5/6 with occasional hexproof.

Silumgar, the Drifting Death (DT, LC) - This is a fine dragon, especially with a lot of tokens or cheap dragons that want to attack. Attack with 7 creatures and the board get cleared. Only caveat is that it only affects a single player, meaning that you need to think about where each dragon goes compared to what the opponents creatures are at. It happens at attack, too, so you get to skip blockers, which is neat. Also, because this isn't damage but -1/-1, even if it isn't enough to kill creatures, they will likely be small enough that they can't block favorably (even if they could due to either having flying or you using Dragonborn). Sometimes this card is a significant upgrade to Balefire Dragon, as it gets around indestructible, but it requires a board to get there.

Skarrgan Hellkite (F, PF, LC) - This is actually an interesting 4 drop. As a 4/4 it has good status if you give it haste, and 5/5 if you have another effect granting that - but if you're on the defensive, you can give it deathtouch and ping a lot of stuff as a 5/5.

Smoldering Egg   (ETB, PF) - This is meant to go in a spell slinger deck, but you don't have to be to play it. This is a 1 mana effect, meaning that in an enters the battlefield deck that cares about repeatedly casting a cheap creature and returning it, this can do amazing work. Also, it does have 4 toughness for a 1 drop, which a pillow fort deck may want. As for the effect of the card - casting 7 CMC worth of instants isn't hard, so this can often be a 1 mana 4/4 flier that pings two - and if you happen to be in a pillow fort deck that can grant deathtouch to your creatures, that works just fine.

Steel Hellkite (F) - A great card for clearing tokens, and as a baseline 5/5 for 5, this is a fine card. It doesn't immediately bring any specific decks to mind that will want this (except decks that care about 4 power, which this has), but clearing a player out works fine in my mind. It isn't legendary so you can generate copies off this, so if you have a copy-focused ETB deck, it might be slightly better than average. It IS an artifact creature, so you can get it with artifact tutoring, and artifact copy effects work with it - but I don't imagine you'd play something like that here. Maybe with Vexing Puzzlebox, if you play all the ancient dragons?

Stirring Bard (ETB, LC, PF, FG) - Stirring bard is interesting. While it is a 3 mana 0/4, it isn't just an overcosted Crashing Drawbridge, as taking the initiative puts the Monarch-like mechanic of dungeon crawling into effect. The first room that you get with this makes you search for a basic land, so for 3 mana, you get a creature you can mana fix with, as well as grant haste for. The rest of the rooms gain you equal value, and while you also allow your opponents to venture, starting out means you reach the end faster, and you are very much suited to both keep and take back the initiative. The menace part of the activated ability especially works well with aggressive decks as well, meaning you can make use of this even when you haven't played a new dragon for the turn. Of course, while this is all very fun, it's an extra thing to keep track of, so be wary of that.

Sunscorch Regent (F, LC) - A 4 mana 4/3 that keeps getting bigger as well as netting you a couple of extra life points. Attacking with this early and often will be very effective. It doesn't trigger off you casting spells, so it doesn't work for spell slinging (unlike other cards with this effect).

Tanazir Quandrix (F, LC) - This is actually an interesting option in decks with +1/+1 counter synergy and cheap creatures. For just 4 mana you can get some good damage increase across the board, and this is a 4/4 flier itself. That's not bad in decks with cheap dragons, but you will want there to not be higher power creatures as those will be shrunk - it's either all or nothing with this ability.

Teneb, the Harvester (F, R) - Not necessarily a good pick for Scion of the Ur-Dragon due to the legend rule, but this does allow reanimating a dragon from the graveyard once per turn (or twice, with double strike). Good stats as a 5 mana 6/6, and you don't necessarily HAVE to be a reanimation focused deck, as long as dragons end up in the graveyard.

Territorial Hellkite (F, LC) - A 6/5 for 3 is fantastic in aggressive decks. Very similar to Chaos Dragon, except you don't roll a die. A must-include for aggressive decks.

The Kami War   (F, R, TM) - Counting this as a dragon, despite being a non-creature on the front. That fact could be interesting in some decks, like when combining with Manaform Hellkite maybe. It is very sad that this isn't Tribal - Dragon, as getting that 1 mana rebate would make this fantastic - now it is only playable. It has 5 pips, so you may want this for Ramos - but not Morophon. As for what the Saga actually does; it exiles, bounces, and forces opponents to discard. Still, waiting 3 turns before you get a notably non-haste dragon (even if you can give it haste elsewhere) isn't a good sign for a card costing 6 mana to play, so you will want this for the front side effects. If you have a deck manipulation deck that puts permanents from the top of the library into play, getting this down is a good play if you need a removal spell.

Themberchaud (F, ETB) - Oh lawd, he commin'! This big chunky boy has a strong ETB Earthquake effect, which absolutely would be something you would want... if you have enough mountains. In a 5 color deck, you probably won't have more than 4 when you play this, but dealing 4 damage to everything that isn't flying seems fine on its own. Flicker it a couple of times and you're off to the races. Note that the exert to make it fly is not often something you want, but if you are flickering it anyway, you can exert away with no consequence.

Thrakkus the Butcher (LC) - Doubling all your creatures power is great, especially as dragons tend to be large. It also means this combos with double strike (and itself, if you can get a non legendary clone, like with Miirym). Best friends with Dragonborn Champion. Secretly in a relationship with Sylvia Brightspear.

Thunderbreak Regent (F, LC, PF) - A 3 mana 4/4 dragon is great, and adding protections to the board is great, especially if you have Fiery Emancipation in play or have clone effects. Most aggressive decks can slot this slotted in, easily.

Thundermaw Hellkite (F, LC, ETB) - A 5/5 haste dragon for 4 is fantastic stats in an aggressive deck. It kills thopters and taps flying defenders, and if you can flicker it you can kill larger fliers or just prevent all but reach from blocking your flying dragons. Low curve decks might include ground-bound dragons, so it isn't exactly a card that makes everything unblockable, but even if it only works for the fliers that is still good.

Tiamat's Fanatics (F, LC, ETB) - Tiamat's Fanatics is actually a good card as a 4 mana 4/3 haste dragon, despite being a common. When you attack, you get another two 4 power tokens into play, which enchantments like Temur Ascendancy will draw cards off of. If you attack someone unable to do much against this, or make deals with it, then you can decidedly not care at all if the tokens themselves run into a brick wall, and just draw the additional cards you need of ETB cards. Be sure to grab this with Tiamat - not because there's any particular rules interaction between them beyond being dragons, but because they deserve the attention.

Two-Headed Hellkite (F) - A 5/5 for 5 at base is a good basae for a flying haste creature, but on top of that you get to draw cards, too! If you're playing a deck focusing on having a lot of colors, this has all of them, and also free with Morophon, the Boundless on the table. The card draw is great, and comparable with Dragonlord Ojutai and Iymrith, Desert Doom, who cost 1 less, but doesn't have haste. It's just a good vanilla creature.

Utvara Hellkite (F, MC, LC, DT) - This card is insane in and of itself if you have a lot of dragon tokens or just a lot of dragons in general. Despite being so expensive, you can play it and attack with the rest of your board to generate an army of blockers, making it work very well when aggressive. With either Scourge of Velkas or Terror of the Peaks in play, you deal significantly amount of damage even before blockers are declared, but even without them a few turns and the opponents will be overwhelmed by exponentiality.

Vaevictis Asmadi, the Dire (F, TM, MC, R, T, DT, FG)- Chaos Warp for everybody, every single time it attacks. If you play this, you probably want few instants and sorceries. Other than that, this hits all permanent types, meaning that this is useful for a lot of situations. With tokens - treasures or dragons - or just dragons you don't mind going to the graveyard, you get a lot of fuel to not hurt yourself, and if you are able to manipulate the top card of the deck, you can use him as a cheat into play engine, while still working as removal that also get past indestructible. Even with all that, it is still somewhat interactive for other players who get to put something on top of their library into play as well.

Vengeful Ancestor (LC, ETB) - An aggressive early drop, as a 3 mana 3/4, but it does miss the 4 power mark. At least this flies, despite being a Dragonborn. It does goat as an enters the battlefield effect as well, so flickering can make it target more creatures while still having the one damage effect occur. That being said, goading once isn't all that impressive, and the 1 damage is neglectable - and if you goad a life-link creature, it doesn't even affect them.

Verix Bladewing (F, LC, DT) - Very similar to Broodmate Dragon, but with less use in decks focused on enters the battlefield effect or creating copies (being legendary). It is a much lower rate, however, as a base 3 mana 4/4 - even if you don't get a friend as well - so low curve decks may want the option to just play this as-is.

Vrondiss, Rage of Ancientsfoil (F, DT, LC, PF) - Vrondiss is a good card in an aggressive strategy, being a 4 mana 5/4 without flying. If you happen to play stuff like Impact Tremorsfoil, it can work with token decks as well, and if you're in a D&D themed deck with the die rolling dragons, you're probably playing this too. Due to the ability of the tokens that says they have to die when they deal damage, the tokens works better on defense. A pillow fort deck might very well include some dragons for pinging purposes - mostly for deathtouch. Those same dragons can generate tokens for you... as long as you haven't gotten death touch, of course.

Wasitora, Nekoru Queen (F, DT) - A 4 mana 5/4 that can make players sacrifice creatures or gain you (excessively cute) dragon tokens. Note that the Kitty Queen only does ONE of those things, not both. You can control it by choosing which player to attack, but you probably want to use this to remove creatures more than anything, especially as the tokens don't reach the 4-power threshold. It also triggers combat damage, not attack, so you can't use it to get rid a blocker for your ground-bound troop. Note that some players would be very happy to sacrifice their silly 1/1 token, so make sure you know who to attack.

Worldgorger Dragon (R, C, ETB) - Probably the most famous card to combo with. This is a 5 mana 7/7, but in the best case scenario, you don't actually play this at all. What you do is get it into your graveyard, then reanimate it with Animate Dead. If you have ETB effect trigger on the table, like Dragon Tempest, that alone will win you the game. Outside that, if you're in an ETB deck, you might use this just for the chance of calling the rest of your ETB effects again, and flickering this means flickering everything else; note though that if you do that you need to target it while the ETB effect of Worldgorger is on the stack if using something like Crystal Shard to do that, but if you do, that's another infinite combo most likely. Now, the reason this is actually pretty good is that this also works with Miirym, Sentinel Wyrm, as it makes a cloned Worldgorger Dragon, which means another combo with two dragons you can get from effects that fetches them. This causes the worldgorgers to eat each other until you stop the loop or your opponents die. If you can get rid of Worldgorger Dragon somehow to end the loop, it grants infinite mana as well. Other cards that combo with this are Necromancy, Dance of the Dead, Molten Echoes and Minion Reflector.

Wrathful Red Dragon (F, DT, PF) - A 4 mana 5/5 is already a good base, and this gives some offensive capabilities when blocking or being blocked. You can do some interesting stuff with this. As it deals the same amount of damage taken back, it means that 1/1 tokens effectively have deathtouch. Also, if you have a lot of dragons already on the board and cast Blasphemous Act, you can win the game off this interaction.

3

Adult Gold Dragon (F, LC) - Surprisingly volatile, having both haste and lifelink. If it was just 1 mana cheaper, it might be impressive in an aggressive deck, and it does have the four power for the effects that want that. Lifelink is interesting, just to combat some of the life loss you get from lands, and to make it a bit safer to swing out. If doing some damage dealing shenanigans, lifelink can be interesting with that - but not enough to consider it a combo piece.

Akul the Unrepentant (F, DT) - A 5/5 flying trample for 4, though one that sadly does not gain anything from playing Ur-Dragon. It has an interesting ability that lets you cheat in a creature if you sacrifice three other creatures. Normally that seems rather steep, but in a token based deck that shouldn't be too hard to overcome. Just Dragon Broodmother will get you this for free, though few other cards work as well as that does. It only allows doing it once per turn, so it generally isn't something you can use as part of a combo, unless it involves flickering Akul. That seems like an unlikely thing to work, and would probably be something that works best with Akul as the Commander, not in a tribal deck.

Ambitious Dragonborn (F, LC, MC, R) - A 3 mana with power and toughness equal to your strongest dragon in play or in your bin. If you have a lot of large dragons - say, Ur-Dragon - then you can get a lot of power onto the table with this for just 3 mana. It doesn't fly, but if you had dragons die previously, or have milled cards, this can get onto the battlefield for some good effects. It also allows you to activate fire breathing to pump this a bit more, and Doubling Season does well here too.

Amethyst Dragon (F, LC) - A 5 mana 4/4 haste flier with a Pyrotechnics adventure stapled to it. Both cards here are real cards, so there isn't much overcosting here. The adventure side is a sorcery speed removal-in-a-pinch, especially against 1 toughness creatures, and the dragon side here has haste. Spells-matters deck actively wants this card, and if you're hangering for removal slots, you can spend a dragon slot for one. There's value here in playing both sides.

Ancient Bronze Dragon (F, MC) - A 6 mana 7/7 that pumps two of your creatures when it deals combat damage. It is the weakest in the cycle, I feel, but can work well in the right deck. While this does bulk up fellow dragons for the second swing, it is still a high mana requirement for a card that requires more work to close out the game. If you have haste, and especially if you have double strike, it becomes significantly better, as it allows you to trigger the effect on the turn you attack with it. It is great for putting counters on Ramos, Dragon Engine - giving it the option to ramp for 10 mana every turn in 75% of the cases.

Ao, the Dawn Sky (F, LC, DT, R, PF) - Ao is a 4 mana white dragon requiring two white pips, which alone makes it hard to run this unless you focus white. On top of that, a 4 mana 5/4 flying vigilance alone isn't worth playing in most configurations, but does make it a bit easier to pillow fort with. Ao's main power comes from it's first dies trigger - being able to put a total mana value of four onto the battlefield from the top seven cards. This doesn't make use of Ur-Dragons rebate, so you're unlikely to hit much of anything unless you just so happen to play a very low curve deck; and even then I don't see it having an effect. An aggressive deck is more like to find the other mode useful, and token decks do as well, especially if the counters get doubled with Doubling Season. If you can recur the effect, that's also going to result in a serious boost. In a normal deck, though - it's not that fantastic. While getting Temur Ascendancy onto the battlefield for free would be neat, the fact that this has 5 power doesn't really add much; playing Ao just for the possibility of hitting the few options doesn't seem worth it.

Archive Dragon (F, ETB, TM) - 5 mana 4/6 is on curve, and it does come with a bit of protection and some ETB effects. Still, despite that, this is on the low end of what is playable. If you want to modify the top card of your library, and can get the effect of this repeatably, then you could use this to do some shenanigans. Still, it's generally not all that powerful.

Artificer's Dragon (F, R) - Firebreathing that potentially also hits one or two other dragons isn't really worth playing Shivan Dragon. Artifact synergies aside - and you might want to stuff your deck full of artifacts if you have that - you can get this back from the graveyard for a single turn, which is a decent bonus, especially if you can pump a lot, or have a massive amount of red mana to kill an opponent out of nowhere from your graveyard.

Astral Dragon (F, DT, ETB, MC) - Seven mana for a 4/4 would be terrible stats, but this does give you get an additional 6/6 worth of stats by copying non-creature permanents. Still a high cost, so you really don't want to play it just for that. It would likely end up with you creating copies of lands, but those are still just fine. There are some artifacts and enchantments that would be just fine to copy, and if you can get this down early by cheating, even just getting two animated Sol Rings is more than fine. That being said, if you can get repeated value off of the ETB effect, this does a massive amount of work and gives you a great board.

Avaricious Dragon (F, LC, R, ETB) - This is a hard card to rate. A 3 mana 4/4 alone is great, but there are dragons that have this without a weird downside attached to it. If you can get this to work with the downside turned up, it's going to work okay; especially. An aggressive deck is more likely to end up with no cards left in hand, thus liking the double card draw, and a reanimation strategy would like having cards in the bin rather than the hand. Where this is most effect though is in an ETB deck that you can return to hand... and also play with flash on your opponents turn; Getting the card draw without the downside, and being able to attack as well. That is unlikely to come together though, so optimistic to focus on that.

Avenging Hunter (F, FG, ETB) - This is a 4 mana 5/4 with trample and Initiative on ETB. 4 mana is a bit high mana level to get value from fetching a basic land from the deck, but if you can repeatedly flicker this, you have a card that not only triggers 4 power ETB effects, but also keeps venturing into the undercity. The last part of the undercity is game winning if you can do it often enough, so that makes this card worth playing.

Bhaal's Invoker (F, LC, PF) - A 4/2 for 2 mana. This is a cheap dragon, and likely the cheapest you can get a 4 power dragon that doesn't come with some terrible downside. With 2 toughness it is rather fragile, but as there are quite a few enchantments that cares about 4 power or higher, this makes a good early drop to trigger that effect. The 8 mana activated ability isn't something to scuff at either, especially if you have infinite mana combos or even just if you delay the game long enough. While 80 mana to deal 40 damage to each opponent is a lot, you don't have to do it all on one turn (it can also be activated as an instant), and if you are aggressive, you may have dealt a good amount of damage earlier as well.

Bladewing, Deathless Tyrant (F, MC, R) - A 6 cost 6/6 flying dragon is a good start, if a little expensive. On top of that, you gain some good amount tokens for a sacrifice deck when you deal damage with it, which it can to immediately as it has haste, too. The tokens also have menace, so if you're just looking to deal some damage, they can do that too, but it doesn't feel aggressive. As the amount of tokens you get scale based on what you have in your graveyard, you will need to play a graveyard based version of the deck to be satisfied, hopefully with a good amount of self mill.

Bogardan Hellkite (F, MC, ETB) - A mono red version of Dragonlord Atarka that can be played with flash. A 7 mana 5/5 is rough, but dealing 5 damage at ETB is nothing to scuff at. Unlike Atarka this targets players, allowing this to work as a finisher of sorts in a flicker deck. So expensive though, so not something I'd recommend normally.

Boltwing Marauder (F, DT, LC, ETB) - A 4 mana 5/4 that you want to have a lot of creatures in. The damage increase here is small, but with enough tokens, cheap creatures, or repeatably flickered dragons, this can be a significant buff for a low mana cost. It doesn't trigger by itself entering the battlefield, you it should not itself be flickered.

Bone Dragon (F, R) - This card works well in graveyard shenanigan self-mill strategies, but note that the activated ability does not get a discount from Ur-Dragon. Otherwise this is simply a 4 mana 5/4, which isn't all that impressive.

Boneyard Scourge (F, LC, R) - This card is pretty strong in the right deck. A 3 mana 4/3 that you can get back whenever something else dies is going to be good in an aggressive deck, and reanimation decks. Pretty much build itself, really. Note that it doesn't enter the battlefield tapped, so if you sacrifice a tapped dragon, you can bring this back for 2 mana as a surprise blocker.

Capricious Hellraiser (F, ETB, R) - At base, a 4/4 for 5 is below average, but it also privdes the posibility of a free card from your graveyard. The ability to get an additional 2 rebate off of it (missing out on 1 mana due to Ur-Dragon also granting a rebate) would normally be the focus, but seems to not be as good in this deck; filling up your graveyard probably means filling it up with stuff you can't hit - creatures and lands. Still, if you're bringing creatures back from the graveyard anyway, they do get removed, and you can combine it with Delve to increase the chance of hitting something good, so having it in a reanimation shell doesn't hurt. It feels more at home in a spells-matter or artifact focused deck, where a higher hit percentage can be hit. Also, if you can flicker it, you can repeat the process until you hit the spell you want, and you can cheat out some big spells this way - like Omniscience - if they get removed or discarded. Note the heavy red mana base here makes it harder to play in a 5 mana deck.

Chiss-Goria, Forge Tyrant (F, T) - Affinity for artifacts makes this pretty good if you're playing treasures. It has haste, so it's attack trigger can trigger multiple times, but getting value off of it turn one means you have to play a particular deck variant that is both based on Treasure, as well as artifacts in general. Not completely unheard of, but you probably won't want Ur-Dragon as the head of such a deck; you would probably just play Chiss-Goria as the commander (or something like Galazeth Prismari), especially with the heavy red mana cost.

Clockwork Dragon (F, C) - A 6/6 for 6 is nice, and is a mana sink that takes colorless mana (for infinite colorless mana), and is an artifact if the deck has specific tutors for those. Having to remove a counter every combat isn't that big a downside, and this is a pretty easy way for a dragon to trigger Enduring Scalelord if you have two of them. If you happen to play a token deck with Doubling Season, this triggers off that as well, doubling the number of counters.

Crosis, the Purger (F) - This card is okay. A 6/6 for 5 is good stats, and has 3 mana pips for color-matters... but other than that the strategy of forcing card discard on attack isn't that synergistic with different types of decks. Double strike and 6 mana to get 6 cards discarded seems steep, and that sounds like the best case scenario, I think? It'll draw a big target on you that may persist between games, so I don't see many decks that would necessarily run this despite an okay power level.

Crystal Dragon (F, R) - This often isn't a card you want, especially with the cost of two white pips, but often when you want to Regrowth something from the deck, you generally do want an artifact, an enchantment, or a Dragon that often happens to be legendary. That being said, many of the dragons that do take part of combos are NOT, in fact, legendary, so it isn't particularly useful for those situations. That said, if you have mill to fuel the graveyard, then this can function as a bit of a tutor. A 5 mana 4/4 vigilance flier on top of a regrowth is a fair improvement over just including Regrowth.

Darigaaz Reincarnated (F, PF) - This is a 7/7 for 6 with haste and trample, but the ability to get it back for free isn't going to cut it outside of long games... maybe if you're very defensive? Not being able to get rid of it easily is cool.

Demanding Dragon (F, ETB) - 5 damage at once that a player can even prevent my sacrificing a token isn't particularly interesting. This is a 4 mana 5/5, s you may want to play this in an aggressive deck and target an opponent without any creatures, or just one big one. The big quality you get when you flicker this, though, meaning this is a finisher with infinite flickers.

Destructor Dragon (F, R, PF) - A 4/4 dragon for 5 that destroys non-creature permanents when it dies. As such, if you can somehow get this back from the graveyard repeatedly, you can destroy all your opponents lands, artifacts and enchantments. As a defensive option, it also does hold back players from wanting to attack you.

Draco (F, MC) - This reads as a 16 mana 9/9 you have to pay 10 mana for every turn for it to not immediately die... but in reality, it is a 9/9 for 5 mana, and that's it. That's playable, and if you can do shenanigans with the high mana cost, you could get some good value from this. Rather pointless in most decks though.

Dragonborn Looter (LC, ETB) - A one mana looter is basically just a good utility creature. That said, it helps you put stuff into the graveyard to reanimate, so that might be something you want. It's a cheap dragon, with actual power for attacking, so if the deck wants that, it can be used as such as well. Some decks may desire 1 drops for ETB shenanigans, and for that this works just as well as any other dragon; especially if you have haste so you can loot with it before returning it to hand.

Dragon Mage (F, R, C) - Getting back to 7 cards in hand is fantastic if you're digging for a combo. 6 mana for a 5/5 is also okay for the effect, and it fills your graveyard if you want that. This disrupts opponent's counter spells in hand, but opens up for other players, so it isn't necessarily something you'd want to run always; though it does help against tutoring.

Dragon Turtle (PF, ETB) - A dragon! A turtle! A dragon turtle! The fact that this costs just 2 mana makes it really interesting, but it works best on the defensive - even if it enters tapped. Also, it has Flash, not Flying, so it only deals with ground threats; but if you can flicker this in a pillow fort deck you can ensure that quite a few creatures can't attack you.

Dragonlord Atarka (F, ETB) - A great card to slam at 6 mana, being 8 power and 8 toughness. The damage dealt and will likely kill something important, though it doesn't hit players, so unlike Bogardian Hellkite you can't use it as a finisher in an ETB deck. Can still be treated as a board wipe in that deck, though.

Dread Linnorm (F) - A 6 mana 7/6 with an instant speed buff and protection spell stapled unto it. The adventure side feels rather overcosted, but it can be used both offensively and defensively. Still, 4 mana for a "hexproof and untap" effect doesn't feel good, but the dragon you get afterwards is decently sized despite the high rate. The dragn itself also can't be stopped by small creatures, so it can get through more often than not.

Dromar, the Banisher (F) - Dromar is neat, and a 6/6 for 5 that can Cyclonic Rift a one-color player for 3 mana is neat. Double strike and 6 mana and you can do it for 2 mana decks as well. Like Crosis it doesn't synergize that well, but it's really a board wipe, preetty much. If you give it first strike it can clear threats for an aggressive deck maybe, but it does run into the same issue as Steel Hellkite that it happens after blockers.

Emerald Dragon (F) - A 5 mana 4/4 flying trampler with a 3 mana Stifle adventure stapled to it. Countering triggered abilities may be of interest in some decks, and especially in some spell groups. 3 mana is a bit much, but not terrible amount to keep up. The dragon you get is well costed, even if flying and trample feels like a waste together.

Eternal Dragon (F, R) - Cycling this turn three into a triome is often going to be the best move to do, and you're not really happy actually playing a 6 mana 5/5 that otherwise does nothing else. You do want to make use of it in the graveyard if possible, but otherwise Timeless Dragon, which is actually a fine card when played normally, is superior. A more white focused deck might want to run both, maybe.

Flameblast Dragon (F, T, R) - A 5/5 dragon for 5 that you can spend mana on to kill a creature, or use a large amount of mana to deal damage to a player. This is honestly not a bad ability, as unlike most other firebreathing effects, this only requires 1 red source to activate, which works well here. A good way to turn treasures into a win condition.

Foe-Razer Regent (F, ETB) - You probably don't want to play this as just a one-off fight spell as a 6 mana 4/5 isn't good enough, but if you can abuse the enters the battlefield by flickering it, you can use it to kill quite a few smaller creatures. You only get the +1/+1 counters on the last fight, though. Fringe benefits with the Dragons side of Frontier Siege, which might be a mode you want to choose in a flicker deck.

Forgestoker Dragon (F, LC, PF) - This isn't necessary a terrible dragon, but a 5/4 dragon for 5 isn't that much. Being able to prevent flyers from blocking can be decent when aggressive, but it does do work in a pillow fort deck focusing on granting deathtouch; two mana to kill a creature is something to build upon and work to clear the way.

Furnace Dragon (F) - This might seem like an expensive dragon, but it isn't that bad. Just a single sol ring will be able to pay for 3 of the mana, and that brings it down to 5 mana to cast, which is fine. It's a 5/5 with a specific purpose as acting like a removal for artifacts. It doesn't work well in a flicker deck as you have to cast it. It works as removal, but while this is on a dragon, something like Aura Shards or Subterranean Tremors would probably work just as well. Can be tutored for, so decks that does this might consider this as a toolbox card.

Furnace Hellkite (F, T) - At a base of 6 mana for a 5/5 with firebreathing, this isn't all that powerful. In an artifact focused deck, it can get down to costing just double red for 4 artifacts in play, which with treasure tokens should be doable. 2 mana 5/5 with fire breathing isn't all that interesting however, but it might be a good curve filler if that amount of artifacts in play early is as good as guaranteed.

Furyborn Hellkite (F, LC) - This will often be a 6 mana 12/12, which is great. In an aggressive version of the deck this will do some stuff, but playing it after combat hurts. I don't see many ping effects being played, so getting it in with haste and swinging for 36 damage with Fiery Emancipation probably isn't going to happen.

Glorybringer (F, LC, ETB) - An aggressive threat as a 4 mana 4/4 haste that can kill a small creature when it attacks. In a deck with flickering, you can offset the exertion. With vigilance and deathtouch this might work in a defense deck, but that's a hoop too far, I think. Note the non-dragon clause here, as it might matter in some games, and also means you cannot use it well as an emergency sacrifice outlet.

Green Dragon (F, PF, ETB) - The enters the battlefield effect alone doesn't do much, but this effectively grants deathtouch to dragons for the rest of the turn. Putting it into play alongside Scourge of Valkas does kill two creatures, but that's not as game ending as others would be. At 5 mana, and the effect only lasting a turn, the pay off isn't there. If you can flicker it, and play stuff like Scourge or Dragon Tempest, it could be a good option.

Harbinger of the Hunt (F, PF) - A repeatable board clear for 4 mana is pretty good, except the amount of mana you would need to put into it is a bit much. Against token decks it works fine, but in a defense deck utilizing death touch, you can very easily do a lot of damage... just don't activate the flier side in that situation as the text "your opponents control" is very much missing here.

Hellkite Igniter (F, T) - Whooosh! A 6 mana 5/5 haste at base, this is appropriate costed... but in a treasure deck, for 2 mana you can deal a lot of damage. You can also activate it multiple times and turn this into a KO for your opponent.

Hellkite Overlord (F, MC) - An 8/8 haste dragon for 7 is scary, and it can even regenerate and pump its damage. I don't see this being played in most decks, but in a deck focusing on expensive dragons being cheated in, this works quite well.

Hoarding Dragon (F, C, R) - This is an interesting card. Base value is a 4/4 for 4, and when you really need an artifact, and if you can recur it from the graveyard you can get multiple artifacts. A bit risky to do, seeing as exiling this before you can sac it means that you don't get the artifact, but you probably want multiple options anyway. A good early play to get a combo piece.

Hoard-Smelter Dragon (F, C, MC, PF) - Yes, you can destroy opponents artifacts with this, and repeatedly at that. You probably don't want to play expensive artifacts just to destroy them, but if you happen to play an indestructible artifact - like Blightsteel Colossus - you can activate it multiple times in a row because it destroys and not sacrifices. Probably not a combo worth focusing, and 4 mana to kill 1 artifact, even repeatedly, is a significant cost, so it might work on the defensive side but probably not otherwise. This is a good card to include with Vexing Puzzlebox and all the ancient dragons.

Hypersonic Dragon (F, LC) - This is a 4/4 haste dragon for 4, which is a good rate. This is more useful for a spell slinger deck probably, but it can be interesting to just cast a board wipe at instant speed and be the first to rebuild from it. This is probably better just for the pure haste and threatening boardwipes.

Icefall Regent (F, LC, ETB) - Keeping a permanent tapped is good on a 4 mana dragon, and it even hits the 4 power mark as well. If you can keep it, and it comes with build in protection, you can lock down a creature pretty nicely. If you play it in a flicker deck, you can target new creatures, and generally use it to repeatedly tap creatures, even if all but one get to untap.

Icingdeath, Frost Tyrant (F, LC) - This is an aggressive dragon. The Vigilance and giving-after-sacrifice might lead this to be playable in sacrifice decks or pillow fort decks, but where it really shines is to attack with it. Because it has Vigilance, you can block with it to get the sword, and that has the ability to tap when it attacks, removing a blocker from play.

Jugan Defends the Temple   (DT, LC) - One thing to note about these sagas is that despite TOTALLY being tribal - Dragon, that isn't actually written on the card, so no rebate. This one grants you a 1/1 ramp creature when you play it, so worth considering for ramp and if you have effects that likes tokens in general. Most often the second part will not do much, in that it triggers before you can play anything else, so it generally will only give it to the token you just made. In aggressive decks you might have a creature in play before this that can use the counters, so that works well there. The backside itself is interesting, as it allows you to spend excess mana to pump the dragons, and cares about having equipment and counters on your creatures. Playable in offensive decks, and grants you a bit of ramp as well.

Jugan, the Rising Star (F, PF, R) - Not gonna scuff at a 5 mana 5/5 dragon that distributes 5 +1/+1 counters when it dies - especially if you can put them all on Ramos, Dragon Engine. Being able to use this as sacrifice fodder or as a blocker makes it an interesting choice in general to think about.

Junji, the Midnight Sky (F, PF, R) - A black 4 mana 5/5 menace flier, with a dies trigger that is not very useful in most dragon tribal decks. You probably want to hit the first option in most cases, which allows you to force opponents to discard. If you can recur this from the graveyard, and generally use it as an incentive not to attack - The one player that decides to attack into it will not make friends at the table when they have to discard!

Juvenile Mist Dragon (F, ETB, LC) - A 4 mana 4/3 that freezes creatures. This can lock down a couple of creatures for a big swing, and is pretty good if you can flicker it, as the tapping affects ETB. Otherwise, the effect here is mediocre.

Kairi, the Swirling Sky (F, PF, R) - A 5 mana 6/6 flier with ward 3 that is able to bounce up to 6 mana cost worth of permanents when it dies - which allows for clearing all enemy tokens. It also has the second ability to mill six cards and get two instant or sorcery cards back from the graveyard, which is mostly ideal for graveyard decks or spell slinger decks. Tying the value of the card into the death trigger makes it so you want to be able to recur this, and you can also use this to return a dragon of your own to your hand in a pinch (even if you probably don't want to use this in a dedicated flicker deck).

Keiga, the Tide Star (F, PF, R) - Stealing a commander when it dies is pretty huge for a 5 mana 5/5 dragon. It gives incentive not to attack you, and can be silly when you can recur it from the graveyard as well as sacrifice it. Cloning it over and over again while sacrificing the clone to the legendary rule also sounds like a good time... for you.

Kilnmouth Dragon (F, PF) - A 6 mana beast that actively encourages you to not play dragons, which is weird. If you have drawn a large amount of cards this can grow big, and you can pile up +1/+1 counter on it in other ways for it to turn into a tap menace. You can use this effect right before your turn to have a large blocker that you can murder things with, if you are playing a defensive deck. Untap creature effects might also work here, like Nimbleclaw Adept.

Knollspine Dragon (F, ETB, LC) - a 7/5 for 6 that you can use to draw a large amount of cards. That makes it a top end choice for offensive decks, and can be great if you flicker it after every one of your combat steps.

Korvold, Gleeful Glutton (F, R, T, MC) - Outside of a treasure deck or a sacrifice/graveyard shenanigans deck, you probably won't be seeing this guy in an Ur-Dragon shell. The rebates do stack, but you actually need to be sacrificing things for this to give you any rebates. Notably, fetch lands and treasures do count, so in a treasure deck, you could get +2 rebate, making this a 5 mana 4/4 haste. That's not bad at all, especially as you can potentially draw 2-3 cards a turn when it attacks, which is absolutely worth running. If you care about mana cost, this is also one of the expensive dragons that comes with its own rebate.

Kyodai, Soul of Kamigawa (C, PF, ETB) - A 3 mana flash 3/3 flyer is okay, but misses the 4 power threshold. The low mana value on top of the added flash and indestructibility is pretty good, allowing her to cancel a removal spell, keeping a dragon around afterwards that is a threat - like the commander - or a permanent that acts as a combo piece. Giving a dragon indestructible this way also gives you a defender that can block for days. The WUBRG activation is expensive and probably not what you want, though notably powerful if combined with Fiery Emancipation. Note that you won't be able to target dragons that are shrouded, which is quite possible in the deck, but if that's the case then you might want to keep it in hand - or just make Steely Resolve indestructible, for a double wammy. Keeping this up as a pseudo-combat trick is worth mentioning, especially if you can make use it to trigger damage via cards like Terror of the Peaks.

Loch Dragon (R, ETB) - You don't get a discount here, and it has less than 3 power. If you care about getting something into the graveyard, you can use this to do that, and you can flicker it to also gain the effect. Otherwise not that playable.

Malevolent Witchkite (R, T, DT, F) - This fun little murder dragon, which for some reason knows how to stir a cauldron, can really net you some cards. You generally don't want to be repeatably flickering this unless you are able to turn copies into card draw, but you get to get rid of a lot of things with this. "Any number" effects like this is pretty effective usually, and you could go a long way by stealing other players artifacts and enchantments to sacrifice to this. If you make use of your graveyard or play a lot of tokens, this naturally becomes better. Note you cannot sacrifice non-token creatures with this. A fun combination is Opportunistic Dragon, where you can flicker them to keep sacrificing artifacts you steal to draw cards. With something like Cloudstone Curio you have a fun rollercoster going.

Malfegor (F, ETB, LC) - Malfegor works neatly as a 5 mana 6/6, especially in an aggressive deck that has a board state and a low hand count. It essentially turns a hand full of lands into removal spells, and each card triggers once for each opponent.

Mana-Charged Dragon (F, LC, FG) - A neat 5/5 dragon for 5 that allows you for firebreathe with all 5 colors - and that isn't even taking into account what your opponents can pump into it. You may be able to team up to finish off a player, and when there's one player left, just flip your board sideways - lands included - and swing.

Moltensteel Dragon (F, C) - Allstar with Scion, as you could pump your commander to 21 damage, but outside of that, if Scion is not the comander, combos with Skithyryx, the Blight Dragon to pump significantly less times and deal infect damage. Doesn't really work without a focus on combos, but it is a 4/4 for 4 if you lose 4 life to it, but that barely makes it baseline. If you can give it lifelink, it does become better, but you still pay 2 life to get 1 back, so unless you can give it double strike or have Fiery Emancipation, that doesn't give back the life.

Nadaar, Selfless Paladin (LC, ETB) - Just 2 mana to get a dungeon cruise going. A 3/3 vigilance isn't bad, though you mostly want to attack with it to gain venture, and it doesn't fly to get that. Flickering it a lot also works, and if you have a D&D themed deck it makes sense to get this - especially if you have gained Initiative when playing it.

Niv-Mizzet, Parun (F, C) - This iteration of Niv Mizzet is generally excellent in Commander, and has the same combos associated with it as the other versions, giving a lot of options of you focus on that. Without spell slinging, it doesn't do much, and unlike the others you don't get a rebate from this. I prefer Dracogenius by far here, especially due to the strict mana requirements. It does have can't be countered, though.

Niv-Mizzet, Supreme (F) - A lot of the words on this version of Niv-Mizzet are not very useful for Ur-Dragon. In a Ramos Charms deck, the mana cost and jumpstart might be useful, and Morophon can cast this for free. Outside of a useful instant or sorcery that just happens to be two colors, this is going to be a 5/5 for 5, without any rebate, that can dodge a couple of common kill spells and defenders.

Niv-Mizzet, Guildpact (F) - A 5 mana 6/6 flier with hexproof from multicolored. That's usually it; If you don't focus on two colored permanents, you won't get any benefits from seven of the eight lines of his rules text. If you really want to have a 5-color dragon, like to play it for free off Morophon, the Boundless, this does work like his Supreme version, but you generally want to try and get more than a couple of two-colored permanents before it becomes worthwile paying for.

Noxious Dragon (F, R) - A 5 mana 4/4 that destroys a small creature when it dies is okay. You may want that effect in a reanimation type deck.

O-Kagachi, Vengeful Kami (F, PF) - This is a 6/6 for 5 that is free if you have Morophon, the Boundless. With trample it might look like this is an aggressive card, but it is not; this card is purely to sit there and disincentive people from attacking you; if they do, they lose a permanent next turn, basically. It works well with that, but other than that and the 5 mana pips this card is rather unremarkable. A good potential commander for a pillow fort deck instead of Ur-Dragon.

Oros, the Avenger (F, PF) - This is a good repeatable board clear on a 5 mana 6/6 body. 3 damage is often a great amount as most normal, non-aggro dragons have more than 4 toughness. Good if you can give it deathtouch... but only if the rest of your creatures are white.

Palladia-Mors, the Ruiner (F, ETB, PF) - At base, she is a 5 man 6/6 with some useful keywords. Vigilance is fine for defensive purposes, and you can abuse the hexproof if you can flicker her to reset her. Other than that, she doesn't have any real useful functions other than her stats.

Patron of the Arts (T, LC, R, ETB) - A 2 mana 3/1 that gains you two treasure - one on ETB and one on death - and is cheap at 2 mana. Can be great in the right deck, but the body isn't particularly impressive (don't say that to her face, though). If you can sacrifice it or bounce it, though, or just attack with it early, you can generate a good amount of worth of this otherwise unassuming creature. Gives infinite dragon tokens with Cloudstone Curio and Miirym, Sentinel Wyrm.

Phantasmal Dragon - (F,LC) - A 5/5 of 3 is a solid stat line. Most things that would target it probably would also kill it, so it is worth considering.

Piru, the Volatile (F, R, MC) - This is a 7 mana bomb that ends up netting you a ton of life. You don't really want it around, you want it to die, and you want most of your creatures to be legendaries when it happens; except tokens, each of which nets you seven life. She is very expensive to cast, so it is good to cheat out, and if it dies immediately? Eh. Repeatability will make your opponents non-legendaries basically unplayable, and gives you a good chunk of life when it happens.

Predator Dragon (F, C, LC, DT, R) - At base, this is a 5 mana 4/4 with haste, but it can become a 6/6, or even an 8/8 or more, with haste if you have tokens or something to get rid of, or you want to sac a dragons with a death trigger. 3 of the mana needs to be red, so it might not always be possible to play on curve. There's a few decks that will want this, most of them being aggressive, but note that entering with +1/+1 counters does work with the Enduring Scalelord combo.

Preyseizer Dragon (F, C, R, PF) - Very similar to Predator Dragon, but without haste, and the counters from devour still works with Enduring Scalelord. It works less well with aggressive decks than Predator Dragon, though, but being able to damage a creature every turn is good if you can give it deathtouch.

Prossh, Skyraider of Kher *f-etch* (F, DT, R) - Yes, this can be used as a sac outlet, but the on cast ability is actively hindered by being played in Ur-Dragon, as the rebate means you get less tokens. 5 tokens you can do shenangans with is still fine - and you might prefer it being cheaper to cast - so it isn't completely bad. The tokens aren't dragons, but you might find use of them elsewhere.

Ragefire Hellkite (F, DT, R) - This dragon is unfortunately overcosted, even with the rebate. A 5/3 for 5 that when it attack makes you to sacrifice another creature to give it double strike is only really worth it if you actually want the sacrifice. 10 Damage on a stick is nice, of course, but outside of a sacrifice themed deck, it won't be attractive. If you have lots of small dragon tokens, then it might be more worthwhile.

Rapacious Dragon (T, ETB) - A 4 mana 3/3 that creatures two treasures when it enters the battlefield. In an enters the battlefield deck, that means you can flicker it to get two mana every time it enters, which enables shenanigans if you can flicker it continuously for 2 mana. On it's own, ramping for 2 once doesn't do much, but if you care especially about treasures, this does give you two of them. Combo-wise, with Cloudstone Curio and Miirym, Sentinel Wyrm, you can get 4 treasures, use the generated token to bounce the original, and replay the original Rapacious Dragon. This gives you infinite 3/3 token dragons.

Reckless Barbarian - (LC, R, ETB) - There are several ways this can be useful. The base of a 1 mana 2/2 dragon that you can sacrifice to gain advantages is generally great in aggressive decks. What makes this a worthwhile card in other decks is that it is a 1 mana card that trigger ETB effects, and can generate extra value if you recur it from the graveyard. Of especial note is that it gains you infinite mana and ETB triggers with Cloudstone Curio and Miirym, Sentinel Wyrm.

Red Dragon (F, ETB) - A 5 mana 4/4 is above rate, but dealing 4 damage to each player on ETB is fantastic if you can flicker it. In that deck it becomes a win condition. Cloning also works.

Rith, the Awakener (F, DT) - A 6/6 for 5 that can make a significant amount of 1/1s. To begin with you might end up choosing red, but if you have an elf playing opponent, and this sticks around for a couple of turns, you can get a ton of tokens by choosing green - as all the tokens are counted. This also becomes a great card when you consider Broodmother Dragon babies, which are both green and red.

Sapphire Dragon (F) - A 6 mana 5/6 with a counter adventure attached to it. Countering a non-creature spell is something you may want, but 3 mana for that effect followed by a 6 mana 5/6, whose only effect is that it scrys when it attacks or blocks? I don't think it's good enough for most situations, but you can consider this as a bonus if you want to include a 3 non-creature counter spell on a Dragon body. Like, if you get a combo piece using Tiamat, you could fetch this to have an answer to counter spells or removal in your hand.

Sarkhan's Whelp (LC, PF) - A 2/2 flier for 2 might be something you want in an aggressive deck. What you do get here is a synergy in pillow fort decks focusing on deathtouch: Sarkhan the Masterless is good in that deck, and the Whelp allows the planeswalkers (and you probably will play the others in a defenssive deck) to kill creatures. That isn't bad.

Scourge of Nel Toth - (F, DT, R) - A 6/6 for 6 normally, and you can recur it for just 2 mana if you're in a sacrificed themed deck or if you have lots of tokens. If you don't have that, you won't want this.

Shivan Hellkite (F, PF) - 6 mana is a lot for a 5/5, but if you have deathtouch this allows for repeated ping of creatures for juts 2 mana, without requiring to attack. In decks where you do that, it isn't bad.

Silvanus's Invoker (LC) - This is a 2 mana 3/2, so on its base it might be playable in an aggressive deck just off that. The 8 mana ability doesn't give you a dragon, sadly, but getting an 8/8 elemental - especially at instant speed - seems good at first glance. That said, it is only for end of turn, so you really need 9 mana to use it at all, and you risk losing the land if you do. Think of this just as a 2 mana 3/2, which is playable on its own.

Skanos Dragonheart (*LC, R) - A 4 mana 4/4 dragonborn that buffs itself when it attacks. This is a fine card if you have other dragons in the 4-5 power range, and important to note that it also counts cards in the graveyard, making this better in self-mill decks. If you have Ur-Dragon out, it becomes a bit bigger. Still, a 4 mana 4/4 that doesn't fly, even if it often attacks as an 8/8, is fine but not particularly impressive unless you are very aggressive. Note that it only counts other dragons, so it doesn't become exponential by having multiple combat steps.

Skithiryx, the Blight Dragon (F, C, LC) - A 4/4 infect for 4, that you can give haste and regeneration. Infect doesn't actually increase the damage done to players, so unless you can easily get it to 10 damage the aggression you will take for playing this makes me not want to bother with it. If you have an aggressive deck that has other infect options, it honestly isn't a bad choice to include, though. Where this card shines is that you can turn Scion of the Ur-Dragon into this, after first pumping it with Moltensteel Dragon.

Skyline Despot (F, ETB, PF, FG) - A 6 mana 5/5 is great, even if 6 mana is on the late site to introduce monarch into the game. Monarch makes the game fun, so it can be interesting to play this for that. If you have flickering effects, you can flicker this before your turn starts to get monarch and a 5/5 token immediately, and if you're pillow forting, then you probably don't even need to do that.

Skyship Stalker (LC) - A 3 mana 3/3 that can get haste AND first strike AND has firebreathing. This will work in aggressive decks due to allowing for an early play, but is otherwise uninteresting.

Slumbering Dragon (PF, ETB) - At just 1 mana (no cost-reducation), this gives players a reason not to attack you. That's a good early spell in a defense deck, actually. It'll turn into an 8/8, but the preventive measures is probably good enough here. You can give it +1/+1 counters if you have something to do that. Additionally, this can be used with various ETB effects to generate valu, costing only one mana.

Spellbound Dragon (MC, R, TM) - In a deck with top deck manipulation and expensive cards, this can do a lot of damage. Top deck manipulation isn't necessarily required, but it allows you to draw the card, so if you have a good card you need in the graveyard, this gives it to you. At only 4 mana, this can become a threat in the right deck.

Stormbreath Dragon (F, LC) - Protection from white ranges from flavor text to unfair, but a 4/4 haste dragon for 4 that can deal some damage to everyone and become a 7/7 is pretty good as well. You will want to be aggressive to use this, and it does deal damage meaning that Fiery Emancipation works as well.

Swashbuckler Extraordinaire - (ETB, T, LC) - This daring fellow is a 2 mana 2/2 that gives you a treasure when it enters the battlefield. Not only does it provide a reason to play treasures, as being able to grant double strike to your dragons is a great ability to have. The rate is aggressive, and it combos with Cloudstone Curio and Miirym, Sentinel Wyrm to give you infinite creature tokens.

Swift Warkite (F, LC, ETB) - A 5 mana 4/4 that you can reanimate cheap creatures, or even cheat them in for a turn. It can be flickered to get the ability multiple times, but you will want a lot of cheap dragons to make use of this.

Sword Coast Serpent (F, ETB) - A 6 mana 6/6 with an unsummon adventure stapled to it. Unsummons can work as disruptions quite often, and getting a dragon later on might be worth it value wise, even if the effect isn't particularly good. Being both an instant and a dragon with a spell cast trigger, this works okay in a spell slinger deck. You can use the unsummon effect on one of your own creatures in order to get another ETB trigger, or to save a crature from targeted removal. The value of this is tied more into the adventure than anything else, due to the high mana cost here.

Terror of Mount Velus (F, ETB) - This thing always has double strike, but giving the rest of the board double strike is great offensively as a 6 mana finisher. Defensively, it only really works if you have a flickering enters the battlefield deck. It can end up being redundant if you have other ways to grant deathtouch, but if you need the effect it is there.

Thunder Dragon (F, PF, ETB) - Dealing 3 damage to everything is a nice board clear for a 6 mana 5/5 dragon, especially if you can flicker it or give it death-touch in response to the trigger or just as a general effect.

Velomachus Lorehold (F, MC) - This is an expensive dragon that works best in a spell slinging deck, presumably. Being a 7/7 haste doesn't really provide all that much unless you can cheat it in early, and sometimes you might hit Crux of Fate and you're happy. Without cheating it in, I think it's too expensive for most decks, though.

Topaz Dragon (F, DT, PF) - A 5 mana 4/4 deathtoucher, with a 2 mana mass-deathtouch adventure stapled to it. This is actually an interesting card, as you can give other creatures deathtouch pretty easily. This isn't generally that amazing, but if you have a lot of tokens you don't mind losing, or are playing defensively with a focus on deathtouch, this works pretty well. Note that deathtouch works especially well with Sarkhan the Masterless, as it is the dragon that deals the damage. Casting the adventure side of this with that on the stack, or just having the creature itself on the board, makes you invincible from combat damage from non-indestructable sources. The dragon side is slightly overcosted here, but not by much, so it can be an interesting inclusion in a defensive deck.

Tyrant of Kher Ridges (F, ETB) - A 4/5 dragon for 5 that deals 4 when it enters. If you can flicker it you can get a good amount of value out of this, and firebreathing is a bonus of course. Otherwise nothing special.

Voracious Dragon (F, R, C, LC) - I don't really like to play goblins here, not even Dragonlord's Servant, so the best place for this would probably be in a changeling deck. Not counting the ability, a 4/4 dragon for 4 with devour 1 is fine. Notably this is a 4 mana dragon with an ability that can be used in combination with the Enduring Scalelord combo. If you don't really care about the counters and just want to sacrifice things, it's pretty good at that, too.

Vorosh, the Hunter (F) - A 6/6 for 5 with a mana sink that makes it bigger when it attacks. Especially good with double strike, but as it doesn't allow you to put the counters on other creatures, it loses a bit of its luster. Can still win the game by itself if allowed to, but otherwise it doesn't jive that much with other dragons (except perhaps Enduring Scalelord.

Wandering Troubadour (F, LC) - This is a 3 mana venture card for a D&D themed deck, and works great if Initiative is in play. It doesn't trigger twice from fetch lands, meaning it only triggers once a turn, making it less useful, but despite that, this is a 3 mana 4 power creature, so offensive decks might like it along with the additional stuff you get from dungeons. 2 Toughness makes it very fragile though.

Warmonger Hellkite (F, LC) - A 5 mana 5/5 without haste makes this a top ender in an offensive deck. Like with goad decks, this makes it easier for offensive decks to get through, and also can boosts the attack of the entire board. In normal dragon decks blocking isn't that big a deal - because, you know, wings - but some lower cost dragons lack flying, making it still useful there.

Yosei, the Morning Star (F, R) - If you only do the ability once, I don't see much purpose in playing this, though a 5 mana 5/5 is okay statwise. If you can recur it, however - especially if you can recur it three times per turn rotation, you have a lock. How to actually accomplish that, I'm not certain about, however, but in a dedicated recursive reanimation deck, it might be a thing.

Young Blue Dragon (ETB) - An early overcosted sorcery speed Opt, followed by an overcosted 4 mana 3/3 dragon. Now, being only 4 mana to cast, the dragon side is significantly more achievable than the spell side. If you have a deck that can return this to hand, you can both trigger ETB effects fairly often as well as casting dragons that draws you a card and scrys. The value isn't THAT good, but a 4 mana dragon that you can pay 6 for instead to scry 1 and draw isn't a terrible play. Probably decent in spell-slinger decks, too.

Young Red Dragon - (T, LC, ETB) - An incredibly cute 3 mana 3/2 stabled to a adventure that creates a treasure for 2 mana. Creating a treasure for two mana isn't net positive in mana, but casting the dragon side afterwards makes this a 5 mana 3/2 create a treasure token. While any copies won't creature value, you can return the dragon to the hand and get another treasure token. Honestly I feel less like you can make use of the dragon side more here, other than just to activate the adventure early on if you are stuck on mana.

Ziatora, the Incinerator (F, T, DT, R) - A 5 mana 6/6 that allows you to sacrifice a creature to creature 3 treasure tokens on your end step, and deal damage to any target. That both works as a sacrifice outlet if you care about that, and if you have enough token generation you can create a good amount of ramp quite easily, which most token decks probably has. The damage is secondary here, but you can sacrifice something large (Say, one of two infinite power Enduring Scalelords that you have just used to kill two players as part of a combo) to deal damage to a player. On it's own it isn't that effective, but it synergizes well in several decks.

2

Acid-Spewer Dragon (F, PF) - Deathtouch and early play is great, and it buffs on rare occations and allows for early plays, but very expensive to do that.

Akoum Hellkite (F, PF) - This is a 5 mana 4/4, which is below rate. It pings a creature when a land enters the battlefield, which specifically combos with deathtouch. Other than that, there's not much reason to play this card.

Alabaster Dragon (F, R) - This is a 5 mana 4/4, but the trick here is you don't want to play this. What you want is to have this be a safeguard against mill decks. Requires you to be able to sacrifice it after playing it on your turn after drawing it as the last card in the library. Don't think it's worth it taking a spot in the deck, but hey, it's there.

Ancestor Dragon (F, DT, LC) - In an aggressive deck, this makes you gain life for each creature you attack with, which is all the time. That often results in... maybe 3-6 life gained every turn? As a 5 mana 5/6 that isn't necessarily a bad effect, but it feels a bit lack luster nevertheless.

Ancient Hellkite (F, PF) - A card that can be used to kill a lot of creatures when it attacks if it has death touch. It's a 6 mana 6/6 which is expensive, but in a defensive deck it is an okay price to pay. What is good here is that it costs only one mana to ping each creature. Downside is that you can only do it against one opponent, unfortunately.

Arashin Sovereign (F, TM) - Might work for some top deck manipulation shenanigans, but otherwise rather expensive for what you get.

Arcades, the Strategist (PF, C, ETB) - Noteworthy interaction with Nesting Dragon, but otherwise this isn't the shell for this - just not enough defenders. Still, 3 mana defender with small combo potential with another dragon and flicker decks (if you have non-token eggs).

Archwing Dragon (F, ETB) - 3 mana 4/4 haste is great, and can trigger Dragon Tempest or Scourge of Valkas multiple times. Outside that, you probably don't want this effect as you have to cast it all over again.

Belltoll Dragon - Hexproof is interesting as a defensive option for Scion decks, but doesn't do much here. 5 mana for a 3/3 you can play as a bad early drop isn't interesting.

Black Dragon (F, ETB) - Flickering this makes this potentially playable in a ETB focused deck, but 6 mana for a 4/4 is generally not a good rate.

Blue Dragon (F) - This really doesn't do anything in any format. In aggressive decks it is way too expensive at 6 mana, and even in an ETB deck where the effect can trigger multiple times, it just makes attackers deal less damage.

Catacomb Dragon (F) - Interesting ability, but as a 5 mana 4/4, it is fringe playable and unlikely to have much of an impact.

Crimson Hellkite (F) - A mana sink removal spell is okay, but this is an 8 mana 6/6... and you have to tap it to use the ability. There are much cheaper more potent dragons with this effect.

Chromium, the Mutable (F) - This is a 7 mana 7/7 that cannot be countered, and gains hexproof by discarding a card. If the deck needs a discard outlet, this does provide it, but I don't really see this working with any real dragon deck synergies.

Cunning Breezedancer (F) - A 4/4 for 5 is below rate. It does have an upside, but that is best in spell slinging decks, so you won't get much milage of this.

Darigaaz, the Igniter (F) - This dragon has a similar effect to Crosis, the Purger. except it deals damage instead of discarding. That generally seems much worse, as it only deals a couple of points of damage this way, at most. Still a 6/6 for 5, but otherwise doesn't really do much.

Dragon Egg (PF) - This is 2 drop if you really need it, but a defender that turns into a small dragon isn't too impressive. Pretty much only a pillow fort this would want this as an early blocker, but even then that's questionable.

Dragon Hatchling (ETB, LC) - Some ETB decks may want a 1 mana dragon for flicker shenanigans to trigger other cards. There are better cards that do this, but this one is able to attack, and if the flicker shenanigans gives you infinite red mana somehow, it can kill someone with haste, which sounds pretty funny. A lot of hoops to do that, though. An aggressive deck would only use this if it REALLY wanted cheap dragons.

Dragon Tyrant (F, MC) - A 9 mana 6/6 double striker sounds fun, but only if you can cheat it in. The upkeep cost is tough, and makes the activated ability neglectable, as you probably don't have that much red mana in most cases. In scion of the Ur-Dragon it's a neat dragon, but here it's just not good enough.

Dragon Whelp (LC) - A 3 mana 2/3 you can pump up to a 5/3 is... okay. There are way better cheap dragons, though.

Dream Pillager (F) - This card isn't very good. For 6 mana, you get a 4/4 without haste, that gives you 4 impulsive draws. It isn't even until the end of your next turn, you HAVE to play them the turn it attacks. You can't even play lands with this. This opens up too many possibilities of getting the wrong card exiled with this for me to want to consider this. Doesn't even work with Omniscience.

Ebon Dragon (F, ETB) - Don't let the printed text fool you, the gatherer text specifies only enters the battlefield. That means you can flicker this to have all your opponents discard their hand. Basically a single-opponent Nicol Bolas, the Ravager   but costing double the mana (and with 1 more power). That's not good enough unless you need a good amount of dragons with ETB effects. Only thing this has over Bolas is that it isn't legendary, so you can make copies with this and they stick around.

Fallaji Dragon Engine (MC, LC) - Only really consider this as a 2 mana 1/3 with weak fire breathing, forget about paying seven mana for a 5/5. In a low curve this, a cheap flier is decent, and it is an artifact if you care about that. The high mana cost can come into play in a high mana cost set, where you may want high mana permanents that you can do something with early game. It just doesn't do a whole lot.

Fang Dragon (F) - A 6 mana 6/3 dragon with a deal 1 to enemy creature adventure stabled to it. Dealing 1 damage to everything might be interesting if you're fighting a token deck, or give your spells deathtouch, but other than that this card isn't that good. The dragon side has good power, but otherwise feels like a week bonus on top of a week spell, which can't even be cast at instant speed.

Fledgling Dragon (R) - A 5/5 dragon for 3 sounds nice, but that usually requires graveyard shenanigans, and even getting threshold isn't that easy. It is only 3 mana, but even then aggressive decks have better options than a 2/2 that may grow a bit bigger (and gain firebreathing) later.

Freejam Regent (F, T) - This specifically might be playable in a deck with lots of tressures, as tapping 3 tressures (not sacrificing them) can get you this 4/4 for just 2 mana. That's a lot of hoops to jump through, even if it does have fire breathing that works a bit better than normal with a 5 color mana base.

Furnace Whelp (LC) - A 2/2 dragon for 3 with firebreathing is okay, and probably better than Fledgling Dragon in aggressive decks - but not by a whole lot.

Hellkite Hatchling (R, C) - This works as a Sac outlet, and can be used with an Enduring Scalelord combo. It's a 3 mana 2/2 that doesn't even fly if you don't sacrifice another creature, making this rather questionable to include.

Hellkite Punisher (F) - A 6/6 for 6 with firebreathing. That's it. Good stats, but you have better options.

Hellkite Whelp (PF) - 3/3 for 4 that deals 1 damage to one creature when it attacks? That's marginal, at best. With deathtouch is does do a bit, but in decks that want that, you don't really want this, I think.

Herdchaser Dragon - By far the worst in the cycle. Trample on a flier gives little extra, and being able to play this a bit earlier doesn't really make this playable.

Imperial Hellkite (F, C) - This is basically just there to tutor a dragon, while allowing an early play. 7 mana for the effect is pretty rough, though.

Jaded Sell-Sword (F, T) - A 4/3 for 3 that can get haste and first strike if you spend a treasure to cast it. Might seem okay for an offensive deck, but it doesn't fly, and the first strike only lasts one turn.

Korvold, Fae-Cursed King (F, R) - If you play a deck with the intention to create sacrifice fodder, this might be playable simply because Korvold is the commander of a deck that does that. You get a bit of rebate making this a 4/4 for 4, and if you have sac fodder it does draw you a good amount of cards. A dedicated sacrifice deck would probably just rather have him as the commander, though.

Livaan, Cultist of Tiamat (LC) - A 2 mana 1/3 cost card that cares about non creature spells, which works in a spellslinger deck. Only other deck this might be useful in is an aggressive deck, that likes both aggressive cards and plays the occasional non-creature.

Lurking Green Dragon (F, PF) - A 3 mana 4/4 that can't attack unless an opponent has a flier, and even then it can only target that opponent. If you play this, you are probably in a defensive deck that cares about 4 power dragons entering the battlefield. Otherwise, you have access to better cards, even 3 mana 4/4s with actual upsides.

Mirrorwing Dragon (F) - I don't really see a deck that would want to play this effect, spell slinger decks included. Might be playable in some Feather, the Redeemed, but this also target all your opponents creatures. That might be good if you cast Defiant Strike on it, but I don't see much potential in a deck led by Ur-Dragon, even if it is a 4 mana 4/5.

Mist Dragon (F, C) - This is a fun card. It's a 5 mana 4/4 where you can toggle flying on and off, and comes with a 5 mana phase out protection ability. Combos with Crackdown Construct, but that sounds like a silly combo to me; but you can get 2 creatures off a couple of spells, and that means infinite damage towards one opponent, so could be included. Using the ability to toggle a "kill all fliers" spell seems like a marginal use of this, though.

Moonveil Dragon (F, DT) - 5 mana 5/5 that gives your team fire breathing. With lots of tokens that works okay, but it does require red mana for each activation, so you usually can't spend all your mana to pump your team.

Mordant Dragon (F) - A 5/5 for 5 that you can use to kill a single creature when it deals damage. Okay, but not that impressive, and by this happening on damage, you miss being able to use this to clear blockers.

Murktide Regent (F, R) - With so many fetches, getting this out early is rather simple, and if you have self mill for whatever reason, even more so. In a spell slinging dragon deck this reigns supreme, but besides that this is just a generally small dragon that costs only a bit. There are better options.

Necromaster Dragon (F, R) - A 4/4 for 4 that you can pay to get a zombie token and mill opponents. Unless your plan is to steal from opponents graveyards, I don't see much of a reason to play this.

Nicol Bolas (F) - A 7 mana 7/7 is rough, especially with haste and an upkeep cost of 3, but getting to force an opponent to discard their hand is pretty sweet. Just not worth the cost.

Niv-Mizzet Reborn (F, ETB) - A 5 mana 6/6, with no rebate from Ur-Dragon. As such, playing a deck that takes advantage of this... should probably have you just play this as the commander. This SPECIFICALLY specifies 2-mana pairs, so 3 mana pairs will not be possible to get. Even with ETB effects and the occational card drawn from it, I don't see this as good unless you really want those 5 mana pips for something.

Numot, the Devastator (F) - A 5 mana 6/6 that destroys lands is quite mean. With double strike it makes it a bit better if you can activate it twice to remove 4 lands, and you can choose other players than the player you are attacking. I think this will make you a target, even across multiple games, and the aggro you will take from the effect outweighs the use you get from having destroyed lands.

Oceanus Dragon (ETB, PF, FG) - A 5 mana 3/5 is at least not very offensive. On top of that, this taps and goads a single card when it ETBs, and even in a flicker deck I can't imagine that being particularly impactful.

Oculus Whelp (R) - This dragon, who appears to have seen better days, is a 3 mana card that replaces itself when it dies... if you have a transformed permanent. Having a transformed permanent is a hard ask, as not many transformed cards, outside of battles, really work with it, meaning this is often a 3 mana 3/2 flier. That generally isn't good enough. If you run Ur-Dragon as a Battle shell, it might be worth playing, but otherwise it doesn't seem good enough.

Ore-Scale Guardian (F, R) - A 4/4 flier with haste should cost at most 5. This at base cost 6, and you likely will have 2 lands in your graveyard when you cast this, making this a 4/4 haste for 4 on average... presumably. Adding uncertainty with the upside of being a card you can get elsewhere makes this really questionable. If you self-mill you'll likely hit the threshold more easily, but I don't see much of a reason to bother.

Plundering Predator (ETB) - A 3/3 for 4 is not good enough. It does loot on ETB, but the high mana cost makes it a difficult flicker target. I don't see a shell for this.

Purifying Dragon (F, PF) - This is a 4/3 for 4 that pings a creature when it attacks. If you can give it death touch, which defense decks may want to do, it becomes a bit better - but this is below what you want.

Pseudodragon Familiar (LC) - A 2 mana 2/1 flier. In a very aggressive deck, especially one with various dragonborn, this does do work with the additional ability to give other creatures flying for 3 mana. That's still a good chunk of mana to do, so rarely will it happen, I feel.

Quicksilver Dragon (F) - A 5/5 for 5 that can be played as a morph. Fun in Scion decks, but here there's no real upside.

Rakdos Pit Dragon (LC) - Being able to give itself double strike is fine, but you often don't want to be hell bent. A 3/3 for 3 mana is okay, but you can do better.

Rimescale Dragon (F, PF) - An interesting way for you to lock down the board. Snow mana means you need to play the snow land basics, But if you can keep it around (flickering, reanimating, cloning, the works), the ice counters can get okay far. Little synergy with the rest of the deck though, and this is 6 mana that you have to pump a lot of mana into, so the actual value isn't that high, effectively.

Rorix Bladewing (F) - A 6/5 haste dragon for 5 is pretty good state wise, but that is where it stops. Aggressive decks will want cheaper dragons, too, so I don't see many decks wanting this.

Runehorn Hellkite (F, R) - A 5/5 for 5 in most cases. If you have it in your graveyard, even if you got it there from milling, you can get a one time wheel for 6 mana. That's okay, and you can do it at instant speed, but incidental graveyard value doesn't really make me want to play this.

Sailors' Bane (F, MC) - an 8 mana 7/7 that becomes cheaper by the amounts of instant,sorceries adventures in graveyard or exile. Very likely playable in a spell-slinger deck (especially as you likely include the Adventure dragons in that deck), but otherwise a flat out 7/7 isn't worth it to jump through hoops for.

Scourge of Kher Ridges (F, PF) - Great with deathtouch, as it allows you hit everything else. That said, Harbinger of the Hunt fulfills the same niche and is much cheaper to cast, making this a significantly worse pick. You rarely want a 7 mana 6/6, so hard to include.

Shieldhide Dragon - Lifelink is okay, and you have an option to play it early, but base case is still 5 mana for a 3/3, and that isn't good enough.

Shivan Branch-Burner (F, MC) - An excessively expensive 4/4 haste. You would actively want the convoke here (like with lots of tokens), or want it for being expensive, for you to want to even consider including this.

Shivan Dragon (F) - The legend. A 5/5 for 5 with firebreathing is okay, but worse than most other options.

Shockmaw Dragon (F, PF) - A 5 mana 4/4 that when it deals damage to an opponent pings the creatures for 1. With deathtouch, that clears the board, and unlike single pingers, this doesn't target them, so get's around hexproof. Without that this isn't really worth playing.

Siege Dragon (F, PF) - A 6 mana 5/5 that deals damage when it attacks. Destroying walls is neat flavour, but unless you can add wall to your opponents creature types, it isn't worth considering. That said, in a pillow for deck with death touch, it does clear the board, and if you have an opponent that plays a defender deck, it might blow up a good amount of creatures. I don't really see a reason to focus on that, though.

Spawn of Thraxes (F, ETB, PF) - A 6 mana 5/5 that deals damage to a creature when it enters the battlefield. While the variable damage means you don't want it for an enrage type deck, it can be used in a pillow fort deck to kill something. At 6 mana, that reaches the top range you would want for that effect, but with the bad rate it generally wouldn't be worth considering in most circumstances.

Sprite Dragon - You don't get Ur-Dragon's rebate with this, and you will want to be spell slinging in order to make use here. That requires a dedicated deck so unless you have a weird enchantment or artifact recast deck, I don't see this being playable in Ur-Dragon.

Stingerback Terror - For such a terrifyingly costed dragon, this is scarily mediocre in The Ur-Dragon. A 3 mana 7/7 flying trambler sounds amazing... but in Ur-Dragon, you have no reason what-so-ever to plot this, other than maybe for storm interaction or something. It also means you won't be able to have any cards in hand to reach maximum efficiency, so unless you have some REALLY weird Malfegor tech (????) then this is often going to be equal to most uncommon dragons you can get... and potentially just dies when you play it! I see no point in this.

Stormwing Dragon - This is a 3/3 for 5. First strike makes it somewhat better, but the stat line isn't good enough, and being able to morph it doesn't really help much.

Tarox Bladewing (F, LC) - A 4/3 haste for 4 is below baseline, but playable in an aggressive deck. The ability is rarely going to be activated, outside of cloning and regrowth plays, and doubling it's power is more easily done in other ways.

Teeka's Dragon (F, MC) - An 8 mana 5/5 that becomes a 9/9 when blocked - and it even has trample to work with the rampage. It's an artifact, so anything that get artifacts onto the battlefield might work, and it has a high mana cost if you have reasons to care about that. Not really worth considering in most circumstances, but there's some play patterns here.

Tek (F, PF) - A 4/4 first strike trample dragon for 4 is pretty good, but you will not always get all the colors all the time. First strike is good on defensive in decks with deathtouch, so it might be fine there.

Thriving Skyclaw - 3 mana for a 3/2 that gives you 3 energy counters isn't all that interesting as you probably won't be making an Ur-Dragon deck focusing on energy counters.

Treva, the Renewer (F) - This is basically just a 5 mana 6/6. You can gain some life gain from this, especially if you have multiple opponents playing the same color, but that depends on other people's decks.

Two-Headed Dragon (F, PF) - Flavourful, but other than being able to block two creatures this is just a baseline 4/4 for 5.

Tyrant's Familiar (F) - A 7/7 haste dragon for 6 is good, and it even get to kill a creature... but that's not going to happen. Lieutenant requires the commander to be on the table, and Ur-Dragon costs 9. A 5/5 haste for 6 with no other effects isn't good enough, and that's often what you get.

Vaevictis Asmadi (F) - This card is in a dire state. That said, a 7 mana 7/7 you can give fire breathing with three seperate costs seems better than presumed in a 5 color deck, so the abilities at least gives it an upside than compared with others in the cycle. Other than that, this is just too expensive, and cheaty decks probably doesn't want it due to the upkeep cost.

Valukan Dragon (F) - Wizards dug deep and printed a dragon that I've had on my Unplayable list for a long time. Now it's playable, officially making it the first dragon to make that transition (unless you count Kokusho, the Evening Star, seeing as it was banned at one point). That by itself makes it notable, but it doesn't really help with making it actually be playable. Unfortunately, a 6 mana 5/5 isn't good enough, even if it can randomly end up attacking as a 10/5. If you have a multiple-attacks-per-turn focus, this might be something you want to experiment with, but otherwise you probably want to keep this one in the binder.

Vampiric Dragon (F, PF) - With deaththouch, you can continously snipe individual creatures, which is a great effect in and of itself. However, this is a 5/5 for 7 mana, and there are way cheaper options available. It's too expensive.

Volcanic Dragon (F, LC) - A 5 mana 4/4 haste is acceptable. Nothing more. Better in aggressive decks, but otherwise no real reason to play it.

Wardscale Dragon (F, C) - A 5 mana 4/4 with an interesting effect. It's a less useful version of Dragonlord Dromoka, only applying for in combat. Well, one place where you really want to prevent players from casting spells is when you use Ur-Dragon's ability, which IS in combat. Still, this requires this dragon to be attacking, so it can be a bit limiting to get this into play, but if you do it can help protect your combo. Best way to use this is probably to hold up mana, not have anything, and then declare go to attackers. They will be forced to use something to kill Wardscale dragon, if you can't already kill Ur-Dragon, for whatever reason.

White Dragon (F, ETB) - Pretty much just a limited card, a 5 mana 4/4 in itself not very good. If you can continuously flicker this, it can lock down opponents creatures, but that ability isn't all that good for the cost.

Zodiac Dragon (F, MC, C) - This is an 8 mana 8/8, which returns it to your hand if it dies. That might have some interesting combos, where you have infinite mana or a way to cheat things in continuously, sacrifice it, and then do it again. This can be done through Sneak Attack and Phyrexian Altar, and a combo deck might conceivably play both. Compare this with Arashin Sovereign, which puts it on the top of the library - this doesn't work with top deck manipulation shenanigans, though. Note that the text on the card is incorrect, with the gatherer text stating that it only works when it dies. Still, using it is a long shot, and thus I don't see a combo using this working unless you're specifically trying to show off that you have this card.

1

Arcades Sabboth (F, PF) - A 7 mana 7/7 with a hard casting cost and little upside. In a pillow fort deck it boosts toughness, and you can boost Arcades a bit further, but having to pay an upkeep cost to have this isn't really something you want to do.

Brimstone Dragon (F, MC) - A 6/6 haste of 7 sounds like it is on rat if you extrapolate upwards, but if I have to pay 7 mana to cast something, It better to a great deal more than just 6 damage a turn. Hard pass outside of specific cheaty decks.

Canopy Dragon (F) - A 5 mana 4/4 that has trample and can grow wings if you pay to. Below rate.

Chardalyn Dragon (F, ETB) - Exactly the same as Scion of Ugin, except it is also an artifact. If you want this for unlimited ETB by reducing the casting cost to 0 through various effect, that might work, and allows you to fetch it off Artifact based tutors as well, unlike Scion of Ugin. That' a pretty tough ask, and there are better ways to get 0 cost dragons, I think.

Chromium (F) - Expensive and hard to cast, with an upkeep cost. Rampage 2 means that it gains +2/+2 if it is blocked, but it doesn't have trample, so turning your 7 mana 7/7 into a 9/9 if it is blocked doesn't really do much for me.

Cloud Dragon (F) - A 5/4 dragon for 5 with a downside is not worth considering.

Covetous Dragon (F, T) - A 6/5 dragon for 4 with a downside is more interesting than Cloud Dragon, but still not really worth, considering the massive downside. Maybe in a treasure deck it is a bit better than absolute trash.

Elder Land Wurm (F, PF) - 6 mana 5/5 with a downside that doesn't even fly. Not worth considering. It's defensive, but not at a good rate.

Exalted Dragon (F, PF) - A 5 mana 5/5 dragon that requires you to sacrifice lands to attack. Well, you can stay on the defensive with it, but then it's just a 5/5. Note that it isn't a "if you have sacrificed a land this turn you may attack", but rather: "when assigning attackers, sacrifice a land to pay for this to attack this turn". I don't think there's a graveyard deck that wants you to sacrifice lands (outside of Titania, Protector of Argothfoil), so there's no reason to play this.

Fire Dragon (F, MC, ETB) - A 6/6 for 8 that deals damage when it enters the battlefield. Way too expensive. If you have flickering, you can get it to deal more, but no reason to consider such an expensive dragon unless you care about high mana cost for some reason.

Firestorm Hellkite (F, ETB) - A 6/6 for 5... with a cumulative upkeep that is tough to pay. Flicker it and it becomes baseline, so best to just avoid it.

Henge Guardian - a 3/4 for 4 that may get trample is just not good enough. Doesn't fly, either. Artifact dragon might be of interest to some decks, but should probably just skip this one.

Lightning Dragon (F) - This is actually a bit surprising. This is a 3 mana 4/4, which should be a good and aggressive card, but Echo means you have to pay 3 mana next turn as well. It doesn't have haste, so this is basically a 6 mana 4/4 you can pay over two instalments. Has firebreathing, but other than that there's not much reason to have this other than being cheap and having 4 power.

Lightning Shrieker (F, ETB) - This is a 4 mana 5/5 haste, which is great value. Unfortunately, it shuffles itself into the library at end of turn. Now, what you want with this is to draw it as the last card to always ensure that you can draw something, but unlike Zodiac Dragon you don't get it back from the graveyard if it dies. Of course, it costs just 4 mana, but still not really worth including I think. If you return it to the hand post combat the rate is okay, but probably don't want that.

Lotus Guardian (F, C) - A 6 mana 4/4 that you can tap for mana. Also an artifact creature. Maybe cloning it and untapping with Intrucder Alarm plus a haste enabler might work as a combo, but that sounds a bit too unwieldy.

Mindscour Dragon (F) - A 5 mana 4/4 that mills the attacked opponent. Doesn't synergize with anything else, really, and base rate isn't good enough.

Nalathni Dragon (FG) - A 3 mana 1/1 with banding! You can boost it to a 4/1 for 3 mana, so it isn't completely useless. With banding, you can use this as a way to redirect damage away from a creature you really want to survive (and probably have trample), but it doesn't sound like there would be many places where you would want this. It's pretty famous for being a bad card, so playing it might get a reaction at least.

Palladia-Mors (F) - A seven mana 7/7. What magic upside does this give you? Trample. That's it. On a flier. Worst in the cycle, and that's saying something!

Pardic Dragon (F) - A 5 mana 4/4 is below curve, even with firebreathing - but wait! You can play this for 2! Well, if you do, and one of your three opponents decide to cast a spell on that turn rotation (how dare they, the monsters), it adds a time counter preventing it from entering for another turn. Assuming a player each casts a single spell on average on their turn, putting this into play with suspend means it enters the battlefield right about never.

Pearl Dragon (F) - A 5 mana 4/4 dragon with butt breathing (yeah, it's really called that). Not worth considering, especially not with white.

Pristine Skywise (F) - A 5 mana 6/4 that you can cast a spell to untap it (surprise vigilance) and protection. On the defensive, the low toughness isn't that good, meaning you want to attack with this and cast a spell to keep it alive against the blocking creature's color. Outside of a spell heavy deck that doesn't sound like it is worth considering to me.

Rathi Dragon (F, LC) - a 3 mana 5/5 sounds like a good rate, even if you have to sacrifice two lands. But wait! You have to sacrifice two MOUNTAINS! You're not guaranteed to have that, making this pretty much unplayable even when you want to maybe sac a land.

Scion of Ugin (F, ETB) - 4/4 dragon for 5 is below rate. Colorless means you can play it no matter what mana you have, and it could even be free if you get enough colorless discount. For something like an ETB based deck that allows for unlimited casting, but there's probably better ways to achieve that. See Chardalyn Dragon.

Sparktongue Dragon - It deals damage as an ETB effect, but costing mana to do so means that I'm not inclined to use this with flickering. Other than that, a 4 mana 3/3 isn't really worth considering, and a 7 mana 3/3 that deals 3 damage once to something is worth considering even less.

Tyrant of Valakut (F, PF) - A 6 mana 5/4 that you can play for 4 (the rebate works with surge) if you played something earlier, and then also pings something for 3 when you do. Generally this is worthless if you can't pay the surge, and even then it doesn't really do much. In a pillow fort deck with deathtouch you can kill something absolutely, but forcing you to play something first isn't a good play pattern when it is already barely at rate.

Viashivan Dragon (F) - A 5 mana 4/4 with both fire breathing and butt breathing. Not a good rate, and fire breathing generally doesn't give it that much more worth here.

Unplayable Dragons

The following dragons are great and all, but as they do not appear in proper paper magic, they are unplayable. Some don't even exist in print. Tough luck!

5 Darigaaz, Shivan Champion (Arena) (F, ETB) - A 5/5 flier for 4 at base, this is an extremely strong creature on its own. For each turn cycle it survives, however, you get a free dragon suspended on a 3-turn clock - no putting into your hand, nothing. There's no reason why you shouldn't be able to print this in paper, actually, other than not having the 13 dragons you can get already described on the card. Speaking of, the choses here are amazing for the deck - half of them either are already in the deck or has been at some point in the past, making them significantly better than a boring 4/4 token. Moonveil Regent, Terror of the Peaks, Leyline Tyrant, Immersturm Predator, Manaform Hellkite, Thunderbreak Regent are actively great cards to play normally, and the rest you actively want as you get them for free, and the reason you didn't want them before is for being overcosted. Of note, only one of the cards - Skyship Stalker - is not at least a 4 power card, making this great choice for a ferocious focused deck.

5 Darigaaz's Whelp (Arena) (LC, ETB) -This is a fantastic one drop for the deck, getting all the advantages other one drops have for bounce recastability and early play. For any dragons you draw (not play) after that, they gain +1/+1 perpetually, which is a decent bonus when played early. The strength here is that you can play this for 3 with kicker, and draw a random dragon in your deck (that get's +1/+1). That's a 2 mana bonus draw-a-relevent-card on an early drop in a deck that quote often desperately needs early drops - and if you recast it over and over in a flicker deck, you get a new dragon every time, it is not a one-off effect (if you can get at least 3 mana for each bounce, to pay for kicker). Note that the issues with playing this in paper is having to note down the dragons you draw to keep track of the bonus (and likely having to reveal it), and the time it takes to pick a random number between the dragons left in the deck (which can be made easier if you remember the total amount of dragons left, count how many is not in the deck, and choosing a random number before digging through the deck. This would also require shuffling, notably, which might interfere with top-of-library effects, unlike the Arena version.

3 Draconic Debut (Arena) (MC) - X damage spell sorcery that gives the next dragon you cast a rebate of X. Essentially, that means you can cast this spell for just R in most cases, if you plan on playing a dragon costing only R. Note that this isn't actually that good in Ur-Dragon, as you already gain 1 in colorless rebate, and you may have other cards that does the same. Still, if you have an expensive dragon, it still does work, and the way it works as an Arena card is that the effect doesn't end this turn. That means you could overpower this and use the mana next turn. This allows you to get a rebate on Ur-Dragon.

3 Dragonborn Immolator (Arena) (R) - Not a particular strong creature, but if you can kill it after having pumped it, it can boost another creature's attack, like Ur-Dragon. That's a lot of mana for a rather meh effect, but if you can recur it you can get the effect multiple times.

1 Faerie Dragon (Shandalar) - a 3 mana 1/3 flyer, requiring 2 green mana to cast. The random abilities it can result in aren't that great however - some changes color, boost power or toughness a bit, or tap a creature. One noticeable one deal 3 damage to a random creature, or put a -0/-1 counter on a random creature. For 3 mana, these effects coupled with randomness, aren't good enough, or fun to play with.

5 Fearsome Whelp (Arena) (ETB, R, LC) - A 1 mana 1/1 haste that makes all your dragons in hand permanently cheaper? Sign me up. A cheap dragon isn't just really good to have in general, early ramp like that with multiple dragons in hand will easily net you 4-6 mana acceleration early on. Now, if the deck had a way to get cards from graveyard back to hand, it would improve the use of it drastically, as the rebate is kept on the card. Other than that, a 1 mana haste is also impressive with some of the card combinations you can get with ETB based decks.

3 Glorious Dragon-Kin (The Unknown event) (F, MC, PF) - 7 mana for a 6/6 artifact flier is a bit high (even if you get 1 rebate from Ur-Dragon down to 6 mana), but the ability is worth it. When it enters the battlefield, you choose a color, and all dragons get protection from that color. This is also a great card to copy, even if you have to make sure the last color you copy is the one from the ability to copy with. Even without that, getting this on the board and choosing, white or black will make your creatures immune to quite a bit of removal. It isn't fantastic, and there are cheaper cards that does something similar, but this comes on a body already, so that's positive.

3 Heir to Dragonfire (Arena) (F, ETB) - The interesting part here is, that if you pay 2R to reveal it from your hand, this becomse a 5/5 flyer for 1 mana as you get the rebate as it becomes a dragon in your hand. Still, with the additional cost to actually reveal it, this ends up as 2RR, making it baseline, but you can pay the reveal cost at instant speed. Also, if you have a bounce-back-to-hand deck, this will be a 1-mana dragon for the rest of the game, after just one reveal.

4 Inzerva, Master of Insights (Heroes of the Realm) - A 3 mana dragon planeswalker, with a +2 that draws 2 and discards 2, a -2 that fateseals 2 and scrys 2, and - most notably - a -4 that makes it so that whenever an opponent draws a card, they take 1 damage, and also makes them play with their hand revealed. As the card starts a 4 loyalty, the ultimate can be triggered immediately. A fearsome OP planeswalker, but with no real dragon-related abilities. Can help make your opponent's life miserable, and make you draw a ton of cards too.

3 Kevin, Questing Dragon (The Unknown event) (F, MC) - For 4RRRR, you get a legendary dragon with all the keywords. Devour 2, flying, can't be countered, mountainwalk, rampage 2, bushido 2, trample over planeswalkers, damage can't be prevented, players can't gain life, and when it deals combat damage to a player you steal one of their lands and untap it. 8 mana for an 8/8 (7 with Ur-Dragon rebate) is QUITE steep, so a lot of the gains you get from this kind of shows up very late. Cheating Kevin into play works as well, though a lot of the keywords fall flat. Bushido and rampage buffs it up a lot when blocked by one or (especially) more creatures, but otherwise it doesn't do much against targets, but it does have mountainwalk. If you hit a planeswalker, the player does take damage, and you can buff it up a bit with Devour if you have any small token creatures lying around. Honestly, one of the reason Questing Beast was so good was that it cost just 4 mana, 7 is a bit too steep despite being bigger and flying. It notably also does not have haste.

4 Kharis & the Beholder (Heroes of the Realm) (PF, ETB, DT) - WWGG is a rough casting cost, but you get a 1/20 flying dragon for it that gives you a 1/1 human token each turn. It often will also get all creatures +1/+1, and on rare occasion make a copy of all non-legendary creatures. This is a great ability, and cost, for a defensive deck, but also useful in ETB based decks if you can flicker it or make use of the non-dragon tokens. Notably, this triggers Vexing Puzzlebox.

1 Magmatic Scorchwing (Arena) - A 4/4 for 4 that lightning bolts on ETB might be neat in a flicker deck, but the restriction of not having non-basic cards in your (remaining) deck makes this hilariously unplayable in a 5-color deck.

4 Nira, Hellkite Duelist (Heroes of the Realm) (F) - A card costing WUBRG, thus netting no rebate, that you can flash in to save your skin if you are about to lose - setting your life to 5 and making you draw 3 cards if you would have otherwise died. It's a 6/6 and has flying, trample and haste. 5 mana is a fine cost for the abilities here, so the card is a real beater, and is even free with Morophon, the Boundless.

2 Prismatic Dragon (Shandalar) - A 3 mana dragon costing 2 white mana, for a 2/3 flyer that can change it's color randomly. Only real application is for Scion of Draco, and maybe avoiding protection, but otherwise there's nothing here of interest.

2 Ripper Hatchling (Tactics) (LC) - I think this is supposed to be a 2R 2/2 flier with protection of blue when translated to proper magic terminology. A 2 mana 2/2 flier is very baseline - protection from blue isn't really worth fussing about. Cheap in decks that are aggressive.

5 Sarkhan, Wanderer to Shiv (Arena) (F, R) - This is the real deal. It only makes dragons in your hand cheaper, but it stacks and also mana fixes. Second ability gets you a Shivan Dragon every single turn, which is worth it if you don't need the ramping. Doubtful that you'd want to use the negative 2 to deal 3 damage, you'd rather get dragons, but it's a useful ability when you need it. Like with the Whelp, consider the ability to get cards back from the graveyard.

2 Scion of Shiv (Arena) (LC, R) - A 3 mana 3/3 flyer with permanent fire breathing for 3. That is a lot of mana to pump into getting just 1 more damage, so unless you can keep it around or get it back when it does, it isn't that impactful. Rather fragile to spend too much mana on just one creature this way.

1 Shichifukujin Dragon (Champion card) (F, MC) - If you're willing to travel to japan and rob a museum, you could put the 1 (one) total (in the world) card printing of this in your deck. Not sure why you even would though, unless you have some fancy deck based on the putting of +1/+1 counters on creatures. A whooping 8 mana to get a 7/7 non-flying dragon that you can pay 3 red mana to get another +1/+1 counter in a roundabout way. Outside of a Doubling Season heavy deck, I'd skip this.

3 Skanos, Dragon Vessel (Arena) (F, LC, R, PF) - Not sure I like this one particularly much in most scenarios. That being said, this is a 4/4 for 4 that buffs a creature at base, and increases another attacking creature's power by what Skanos has. On a non-flying dragon, that's not particularly good, and having to discard a card and pay an additional 2 mana for another keyword generally isn't worth it (white: lifelink, black: menace, blue: flying, red: first strike, green vigilance), and buffing power on black, red and green (doublly so), which also increases the other creature when attacking. These modes are fine and can be used in different scenarios, true, but having to discard a card to do - if you can't make use of the graveyard - hurts. Vigilance and high power is fine when playing defensive, and first strike if you have death touch, otherwise all the modes can see use. Honestly just too damn wordy to consider, really.

3 Sliv-Mizzet, Hivemind (Playtest) (Test Card) (F, C) - A version of the classic Niv-Mizzet architype. Unless you have a changeling focused version of the deck, this is just a strict up duplicate of Niv-Mizzet, the Firemind... except it for some reason doesn't have flying. I can see this being the head of a Niv-Mizzet tribal deck, with slivers galore, but it likely isn't going to fit in most Ur-Dragon builds.

5 Sol, Advocate Eternal (Heros of the Realm) (F) - You get to play this as a partner to Ur-Dragon, who becomes Legendary Legendary! Yay. WUBG casting cost, no rebate for a 4/4 with flying and vigilance. If you happen to attack with this alongside Ur-Dragon, you get 4 clue tokens and add some +1/+1 counters on your creatures, but you don't even need that when you have a guaranteed (mana permitting) 4/4 for 4 dragon in your commmand zone. This doesn't feel like it should be played with Ur-Dragon as it's partner commander, but eh. Also, free with Morophon, the Boundless.

2 Stet, Draconic Proofreader (Unsanctioned) (F) - If this just dealt 4 damage to any target when it attacked, it would probably be playable, as Drakuseth, Maw of Flames cost one more mana. You really don't want to spend mana to exile cards from your graveyard in the hope of maybe being able to target your opponents creatures. Now, there IS one play pattern here - deleting letters of legendary permanents so that their name matches the name of another legendary permanent they control. That's a massive amount of mana to dump in for that, though.

3 Sword of Dungeons & Dragons (Unstable) (F, DT, FG) - I actually keep a copy of this in my deck box in case someone wants to play with an uncard, and despite the mana cost you dump in, you get a good value from this. Also, keep in mind that this triggers Vexing Puzzlebox.

3 Town-Razer Tyrant (Arena) (F, LC, ETB) - A 3 mana 4/4 flyer that locks down an opponent's land, especially lands like Maze of Ith is a great counter card to some decks. 2 mana damage is neglectable whenn done once, but some utility lands are just annoying. The real value here is when you can flicker this repeatedly, marking the effect on more permanents.

3 Warriors of Tiamat (Arena) (F) - A 4 mana 4/2 that gets you another 4 mana 4/2, both with haste. That's good value over two bodies, but you don't get the other card for free, so the value if getting a 4/2 haste without flying is significantly less than the version with myriad.

Other notable non-dragons

Note that I will be focusing primarily on cards with significant interactions with the deck, and not just cards that combos with a single card. I also won't be going over generally good stuff either, as their worth should be obvious when you need them.

5

Aggravated Assault (C) - Instant win with Savage Ventmaw (unlike Hellkite Charger where you need to pay an additional 1 mana) and Sword of Feast and Famine and even Bear Umbra. It's a good card but I find it a bit too combo-y myself, and building around this feels more like something you should do with Scion of the Ur-Dragon in a cEDH deck. Still, an option.

Black Market Connections (DT, T, LC) - This card is nuts, but the high life drain you get each turn puts yourself on a clock. Just getting a treasure each turn probably isn't worth it, but if you care about the amount of dragons you have (like with Dragon Tempest), or have a particularly aggressive deck, this makes due in a pinch. A life gain deck might also consider this, but I doubt that would be a focus for most dragon builds.

Embercleave (LC, DT, C) - This card seems like it was designed for The Ur-Dragon. Swinging with your commander, drawing a card and putting Embercleave unto the battlefield attached to him, results in 22 commander damage, finishing off the player in one shot. Other possible cards can give double-strike to all creatures, like Atarka, World Render, and some cards can give +1/+1, like Mirari's Wake - but both on the same card makes Embercleave a notable card. That being said, having a card specifically for your mana commander to one shot people? Sure, it works well with other dragon's - especially those that triggers on combat damage - but you might want a different option.

Moat, and Magus of the Moat (and Teferi's Moat) (PF) - Prevents everyone else from attacking, putting the Fort in Pillow Fort. Moat is naturally extremely costly, dollar wise, and the alternatives aren't terrible either.

Sword of Feast and Famine (C) This combos with Aggrevated Assault, but also doubles your mana, which you generally want to play spells. It's a fantastic sword, no doubt, and plays great even without combos.

4

Agadeem's Awakening   (R) - You will often want to pay something like 9 mana for this one, which is pretty steep. It doesn't provide the same benefit as Eerie Ultimatum, so it isn't really game-winning by itself. Still, if you can get Scourge of Valkas, Dragonlord Kolaghan, Balefire Dragon and Utvara Hellkite... well, that's probably game. And that, on a land, despite the hoops, might make this worth considering, especially if you're doing graveyard stuff anyway, like self mill.

Ancient Tomb - A land that taps for two mana! That's amazeballs, even if it does deal a lot of damage to your own face. Of course, Ancient Tomb doesn't fix mana, but two mana for a single land is a big deal. Colorless only lands does work less effective in a 5-colored deck, especially when you also have Sol Ring.

Asceticism (PF)- Similar to Steely Resolve, but doesn't hit your opponents, doesn't prevent you from targeting them yourself, and allows you to regenerate them. That makes this a really good card, and might replace Resolve, even if it does cost 5 mana.

Battle of Frost and Fire - The big notice here is that if you can have enough dragons survive the 4 damage wrath effect, and time it right, you can end up drawing a good couple of cards, on top of being a one-sided wipe, when it hits the third lore. Notably, the discard isn't something that synergizes a lot unless you do graveyard stuff, so this is +1 card unless you have too many lands or something. The rebate from the Ur-Dragon means that you can play 5 mana value dragons for 4 mana, and for free if you have Omniscience down, making this be a one-off effect that might help you combo off. That's too many hoops for me to want to jump through, though. I will note that you can also use this to inflict psychological damage by reminding people of Season 8, so I'd avoid playing this just to avoid becoming the arch enemy.

Belbe's Portal (MC) - All your dragons now cost... 3! That's not bad, even for the initial cost. You want to be cheating things in to want the effect, though. It gives them pseudo-haste too, as you can play the ability at end step.

Bower Passage (LC) - Creatures you control have unblockable, unless some random reach creature shows up. Hey! That's not bad for 2 mana. You probably want this if your playgroup really likes counters.

Carnelian Orb of Dragonkind (LC) - This is a good effect for the deck, as granting haste is something you want. Getting it on a mana rock is par for the course, and checks two important boxes for deck requirements.

Chromatic Orrery (MC) - This card reads amazing in a 5 color deck. Chromatic Lantern that also works with Ancient Tomb and Sol Ring, ramps you 5, and can fill your hand late game? That's a big game ender... if it wasn't for the high mana cost. 7 Mana to get the effect would be okay, there's a good amount of ways to cheat it out. Though, if you do want to use the second part of this, it will cost you a total of 10 mana. 10 mana to draw 5 cards every turn isn't a bad thing to do late game, but how often will the game really go long enough to make use of that multiple times?

City on Fire (LC, C) - Redundancy for Fiery Emancipation. If you want to focus on single-hitting with Ur-Dragon, putting this in seems just as fine. I prefer Fiery, as you won't have to tap a creature to get the same cost, but this CAN be played cheaper if you have multiple creates.

Conqueror's Flail - A second instance of Dragonlord Dromoka, while also granting up to +5/+5. Relatively cheap to equip, but notice that it looks at permanent colors and not land types. Still, it will often be at least +2/+2, so worth considering.

Crucible of Fire (DT, LC) - This is a stable card for dragon tribal, though outside aggressive decks it can be a bit win-more. Still, granting +3/+3 to everything, including small tokens, is a great effect in itself.

Descendants' Fury (DT, MC, F, R, ETB) - Descendants' Fury is 4 mana, which is on the high end of an enchantment that does nothing on its own. That said, it can easily be played before combat in a way that can cause complete havoc for your opponents. This is after combat damage is dealt, so while you don't get the advantage of ninja dragons (which would be cool, but would probably just be a changeling), you at least get value from the dragons you are throwing away. If you are heavy on tokens, that's fantastic, and if you have a lot of expensive powerful dragons, that's even better. Imagine trading a 1/1 token for an Old Gnawbone or something. Now, while this does mean that your dragons will be sticking around for a turn rotation, what makes this great is that it allows you to make use of ETB effects, and you have free choice which dragons to get rid of, if any. Also, if you are playing support creatures in the deck, like goblins, you get to skip them as they arn't dragons, which reduces some of the potential duds you can have. You could also sacrifice a unique creature type to get a changeling, so it can be used as a neat way of getting Morophon onto the table, if someone gives you a sprit, beast or elephant token. Also, the Dragons you sacrifice do stick around in the graveyard in case you can make use of it later, if you end up sacrificing a non-token.

Descendants' Path (MC, TM) - Plays your dragons for free, as long as they're on the top of your library. That's pretty good, especially if you have topdeck manipulation, but if not the chance of getting a dragon isn't that high unless you have a lot of them. Three mana to get this into play is a good enough price that I would consider this even in non top deck manipulating decks.

Despark - Despark really does the job pretty well. It exiles any non-land permanent you're really afraid of, and comes with a build-in guarantee that you won't waste this too early. Sure, sometimes you REALLY want to get rid of that 3 CMC card, but that's probably a smaller downside than your opponent getting a land, or you losing 3 life. That said, it grows worse the more tuned the opponent's deck are, and you could face some decks where key pieces are, in fact, with a mana value of 3 or less. Still, it will often be targeting something you want to get rid of.

Door of Destinies (ETB, LC, DT) - 4 mana to pump up your team of dragons. This is a fantastic card in a deck that cares about ETB effects and replaying dragons, as you can get your team deadly very easily. Outside of that, this is about par with Crucible of Fire, as 3 counters feels roughly what you're likely to get out of it on average.

Double Major (ETB) - With the mana rebate you get from your commander, is it worth it to play this card to get double the value of a creature? Yes, I'd say so - often, in fact. The fact that you get a token that has enter the battlefield effects, AND avoids the legendary rule, means you can target some pretty fun stuff, and the deck has a lot of ramp, so you should be able to find opportunities to cast this. At lot like Mystic Reflection, without the upside of acting as removal as well.

Dragon's Approach - I want to mention this card because of being able to play any number of these. For spell slinger decks, I can see versions where you build a deck around this card. You probably won't see one like that with the guide here, but this has particular notations for dragon tribal decks, especially combos and cheating a few specific expensive dragons into play.

Eerie Ultimatum (R) - Really difficult to cast version of Primevals' Glorious Rebirth that also grabs nonlegendary permanents. This is a card that you play late and turn a long grueling game around. This can often have a game ending effect, all the dragons and all that, but is still a non-permanent card (thus uncheatable) in the deck that costs 7 mana. While you won't be casting this early, the double-white requirement can still be really problematic as the deck is currently going low on white in comparison to other colours.

Enlightened Tutor (TM) - The idea here is that when your commander's trigger is on the stack, or Vaevictis Asmadi, the Dire, then you can put Omniscience on top of your library (or something else, like Doubling Season). You could also turn 1 tutor for Sol Ring, so there's multiple paths here for the card. This deck might also want to include Academy Rector.

Esika, God of the Tree   / The Prismatic Bridge   - Ignoring the fact that this is not a dragon, this card fits right into the deck. This is another card that looks specifically for creatures, and this time also planeswalkers, so that you get to abuse the fact that the deck doesn't have many low-CMC hits in those categories. Playing the front side, Esika, God of the Tree  , is probably not going to matter much, but it might help getting out the commander a couple of turns early in some scenarioes, which may be worth it. I don't really consider the creature side, though, and it DOES mean that it can be hit like a creature as well, so the card does have a downside. Still, I like the dragons in the frame of the alternate art version of this, so it's worth keeping just for that. As a bonus, you can get this by cracking the World Tree, too.

Formless Genesis - Formless Genesis is a spell, not a creature, but it does get a rebate due to the tribal changeling effect here. It gains deathtouch, and looks at cards in your graveyard, so if you're all fetchlandy, that helps a lot. Note that you generally want to cast this over and over, so if you can play this and then play your lands from the graveyard with Crucible of Worlds effects, you're set.

For the Ancestors (TM) - A three mana instant that can draw you six cards... and then six cards again later for four more mana. Now, that's being a bit generous about the top end of the effect, as you do need to draw dragons, specifically. If your deck is roughtly one third dragon, you will get an average of two cards per use, for a total of four total. If you can manipulate the top of your library that's great too, and it's especially good in a non-combo deck where you just want any dragon on top of your library. It doesn't help you if don't want to draw a dragon but instead a removal spell, or something, but you kind of feel good about if you whiff by hitting six lands.

Frontier Siege (ETB) - Both modes makes sense here, and you may want to play either of these at different times. The khans side is the default mode here, and will help you to sometimes cast two spells each turn, and otherwise ramp 2 for 4 mana, which is decent. The dragon side here works with entering battlefield effects. If you play large dragons and can flicker them, that side can do some serious work.

Garruk's Uprising (F, ETB) - A great card for 4 power and larger dragons, and one of the big payoffs to play those. That said, I like Temur Ascendancy more, as it grants haste, and trample is mostly flavor text for fliers. That said, there are dragonborn non-ffliers it can fit well with, and there are a couple of dragons with effects that trigger on combat damage to a player... not to mention thopters can be rather annoying. The fact that this replaces itself if you have a big dragon in play already is great, too if you draw it later, so this isn't all that bad a card even if you completely ignore the trample. Notably with these effects is that flickering re-triggers the card draw.

Gimli's Reckless Might (F) - An enchantment that gives your creatures haste, and if you have Formidable, you can fight with an attacking creature. That happens before combat, so make sure to attack a player than can't block it, but that shouldn't be a big worry with flying dragons. A repeatable fight card seems great, and granting haste as a base is a good deal that the deck wants, but 4 mana for a card that only triggers once a turn is a bit meh, given that it requires you to have several big dragons already.

Glasspool Mimic   (ETB) - 3 mana to copy your best creature, with the cost of having a tap land in your deck, is worth considering. Note that the front face is a creature, so it can be hit with cards like Selvala's Stampede, and this does not avoid the legendary rule, so it will be sacrificed immediately if you target such a card. It isn't a changeling, so doesn't count as a dragon on the stack or when searching the library, either.

Guardian Project (ETB, LC) - Elemental Bond, but costing 1 more mana. That said, if you are playing a lot of very cheap small dragons, this works well. Be sure to stack triggers right if you have Miirym, Sentinel Wyrm in play.

Haunting Voyage (R) - This is a 6 mana ability that returns 2 dead dragon's to the battlefield, OR a 7 mana ability that returns all dragons to the battlefield (if you paid 2 for the ability previously). This competes with the likes of Eerie Ultimatum and Primevals' Glorious Rebirth, and you'd probably want to play all 3 of these in Scion of the Ur-Dragon. I like that you can cast this a turn earlier than Eerie Ultimatum, even if it doesn't bring back fetches. It's also MUCH easier to cast.

Heirloom Blade (LC, R, TM) - Another cool equipment that churns out dragon's quickly. Can be great in decks that manipulate the top of the deck, and the cheap equip cost is notable here when you want to buff up small creatures and you don't care much if they die. If you can reanimate from the graveyard, you can also get the old card back, so this can work to draw a card off sacrifice effects too.

Herald's Horn (LC) - Discount to dragons, and grants occasional card draw, especially in decks where you have a larger amount of dragons. You want to be in a deck where most of your dragons have 2 colorless mana if you want to play this card, but if you do then you can gain a good amount of value with this.

Heroic Intervention - A cheaper version of what Teferi's Protection essentially does that often does exactly what you want from it - protect your stuff. It doesn't protect you, in the way Everybody Lives! does, but you're bound to run into a board wipe, and leaving two mana up to survive many board wipes is pretty good.

Helm of the Host (ETB) - The help is terrific with large dragons, especially those that have enters the battlefield effects. A total of 9 mana to cast and equip does make this an expensive effect, but a free token each combat should not be underestimated. The biggest worry, legendary creatures, doesn't even apply here.

Imposing Grandeur (R) - This is a great card for Ur-Dragon, and probably a very bad card for your average opponent. One of the possible best wheel effect the deck can play, despite being sorcery speed and five mana. If you can make use of the discarded cards, hey, even better.

Invasion of Fiora   - The choise herer of destroying all legendary and/or non-legendary creatures is interesting, as it may allow you to get a bit ahead based on which dragons you have at that point in time. It still requires you to actually attack, so you might want to choose both and then attack with a haste creature the following turn. Marchasa is strong on defense, strong on offense, and allows you to draw cards as well. A very flexible board wipe spell. Note that Marchase is especially good if you have a lot of other battle cards, as it allows you to single handedly "win" a battle.

Invasion of Gobakhan   - Getting a 3 attacking flier is very little to ask for, and you get to snoop someone's hand and add a command tax to one of them. The one-shot Heroic Intervention on the flip side is worth playing just for that, as is the end step counters for attacking creatures (which does, in fact, include the dragon you got from flipping it). All together, this is a worthwhiile battle to include, even if Gobakhan probably doesn't have many dragons?

Invasion of Ikoria   (F, C) - Dragons may not be dinosaurs, but they are also for the most part not human. This allows you to find a dragon you need, and you can even get it from your graveyard. Costing 2 additional mana, that is essentially like if you found a dragon with Demonic Tutor and immediately played it. The backside is an interesting finisher move, as it allows your dragons, and your fancy new 8/8, to attack through defenders.

Invasion of Kaldheim   - This essentially doubles the cards you have to choose from, and when it flips you can exchange lands for impulsive card draw. Notably, cycling lands will also trigger that effect.

Invasion of Shandalar   (R) - This grants you cards back from your graveyard, and then allows you to put permanent cards onto the battlefield, after it flips after 4 mana. With expensive permanent cards like Omniscience, that's a fantastic play. Note that unlike The Prismatic Bridge  , you need the card in your hand for this.

Karn's Sylex - A colorless Pernicious Deed that comes into play tapped. The addition of not allowing opponents to pay life can be a kidney punch to some decks (mostly K'rrik), but if you just want it for a permanent with a board wipe that you can adjust to not hit your own expensive stuff, then this is a fine 2nd Pernicious Deed indeed.

Kindred Discovery (ETB, DT, LC) - A serious card draw spell that originally came with the original Ur-Dragon commander deck, and for good reason. 5 mana is expensive, but being able to cast it and then attack to draw one or two cards makes it not a dead play. If you flicker dragons, play a lot of cheap ones, like to attack, play dragon tokens... you can get significant value out of this. It is a big investment to cast it, and generally the ability for only ETB cost 2-3 mana, not 5, so the price you get for getting the attack portion on top is what is interesting here. If you play a lot of cheap dragons that you like to attack with, it's very playable even at the higher mana cost.

Kiora, Behemoth Beckoner (F) - A great version of this effect,, even if it can be attacked. You can activate this planeswalker to ramp, and if you play permanents you'd otherwise like to untap, this does it too.

Last March of the Ents (MC) - 8 mana is slow, thus lore acurrate. It's especially so for a card that, in some circumstances, does exactly nothing. Still, when it works, it does work. If you have Ur-Dragon on the table, you draw 10 cards... and can play however many dragons from that, for free. Now, how many dragons are you likely to get from 10 cards? Probably something like 3. Maybe you have 1 or 2 additional ones in your hand you havn't played yet, so I think on average you get to play 4-5 dragons. That's enough to save mana from the spell, and isn't counting the value of the rest of the cards you draw. Not being able to be countered can also be valuable naturally. If you have Omniscience on the table already, this does at least give you the value of card draw, which in that situation is very important.

Living Deathfoil (R) - A mass reanimation spell that works very well for tribal decks like Ur-Dragon. With some self mill and an empty board, you can gain a good amount of value. If you have sac outlets, you can even empty the board and get all the creatures back again. Just be aware that this may also help your opponents, but usually not as much as it helps you.

Lurking Predators (MC, TM) - Can be used for cheating expensive stuff in, and good if you can manipulate the top card of the library. Might just be generally good if you have a large amount of dragons in the deck as well.

Magda, Brazen Outlaw (T, C) - Not a dragon, but in a treasure specific deck, you can use this to fetch dragons. With 10 treasure, you can fetch game ending combos, and you can even get artifacts that are sometimes part of combos. This on a 2 mana creature is really nice, but you want to be into treasures to take advantage of this.

Masked Vandal (ETB, LC) - Not really a dragon, but get's the rebate nonetheless, and counts for it where it matters. The ability to exile permanents is great, and you will often do that, and on top of that is a 1 mana 1/3 that is great for decks that wants to continuously play cheap dragons.

Mimic Vat (ETB, R) - Mimic Vat works great to get repeated ETB effects, cheat expensive dragons into play by milling them to your graveyard, and other fun stuff. You can even make multiple copies a turn if you can untap it.

Mirror Entity (LC) - Counts as a dragon (technically), meaning it costs only 2 to play, and can help pump the team up. A dragon token deck probably still has a generally expensive dragons, so this works best in aggressive cheap decks.

Mirror of the Forebears (LC, C) - Can become a copy of a dragon, and sometimes that is what you want. Enduring Scalelord is the biggest contender for that, and it is cheap enough that you don't mind to turn it into your best creature. Not good for copying legendary dragons, unfortunately.

Mirror Room / Fractured Realm - 3 mana to get a copy of your best creature is on rate, but this time it comes with a 7 mana side effect that makes all your triggered abilities trigger once more. That's an effect a lot of Ur-Dragon decks want, and even if you only get to activate it a bit later in the game, it does come early with a clone. Beware that this doesn't work well with legendaries, unless it's one of those Kamigawa dragons with death triggers.

Mists of Lorien (ETB) - A potential replacement for Cyclonic Rift, though at sorcery speed. At base cost 3, you can use it as a board wipe for tokens, and even if your opponent's creatures have hexproof, you can still get them if there is another permanent with the same cost on your table, or another player's. Where Mists shines over Cyclonic Rift is if you actively want to return your own creature - but maybe not all of them - to your hand.

Monster Manual (MC, R) - I don't see myself playing the adventure side of this that often... unless you happen to have 3 mana available and maybe care about having cards in the graveyard. The 2 mana tap ability to get dragons into play from hand is a really cheap cheating effect with no other requirement.

Mutavault - Why Mutavault? Well, one of the primary ways this deck can win is using the Dragon Tempest / Scourge of Valkas interaction. This cards adds +1 to that math, and can just tap itself to do so. It can also attack to add +1 to the math of Ur-Dragon, as well as other triggers that care about the number of creatures attacking. For the cost of having a Wastes in the deck, that's really good - and that isn't even counting the fall case of being a 2/2 blocker occasionally.

Mystic Reflection (DT, ETB) - This card is actually really interesting here, as it has a lot of potential uses. It's really unfortunate that Utvara Hellkite's ability brings in the dragon tokens one-by-one, as you could otherwise have used this ability to create a horde of Utvara Hellkites for two mana. What you can do though is turn the faerie dragons of Elminster and Ancient Gold Dragon int real creatures - especially with Ancient Gold Dragon. Outside of this, it also works as removal; While the card says non-legendary, that part is specifying what non-legendary to turn the card on the stack into. As such, you can use this to turn opponent's commanders into dingy 1/1s. You don't even have to have those 1/1s yourself - you can turn them into one of your opponent's goblins or zombies too. Often foretelling this and just leaving 1 blue mana up until a situation presents itself isn't that hard to do, and even if they see that coming, it might slow down their play as they can't interact with your exiled Foretell cards that easily.

Nanogene Conversion (DT, LC, C) - Are you my Scourge of Valkas? Turning your entire board into a specific dragon is hilariously good if you have a card like Scourge on the battlefield. It can often win you the game on the spot just from that, even if it does require several cards to do that. Do note that your opponent's creatures also turn into your selected creature, but that isn't so much a worry if they can't make use of the effect, like with Scourge.

Nicol Bolas, Dragon-God - 5 mana for a Bolas planeswalker is really cool, especially as you can sometimes win the game on the spot if casting this after Doubling Season, even if not quite reliable. Outside of that, this is either going to destroy a threat or just sit there and continue to tick up until nobody but you have cards in hand. Theoretically, as it's probably going to be killed rather quickly. The static ability is neat, but rarely relevant, but worth noting, especially if the opponent plays something cool themselves. A significant downside is the mana requirement, which isn't very fun in a five color deck, though you will often fulfill it.

Nicol Bolas, God-Pharaoh (MC) - Game ender if you can cheat it out early, but 7 mana is pretty steep for an effect that doesn't immediately deal with the board, like Ugin does. A board wipe if played with Doubling Season as well, and the ability to drain everyone's hands for cards is powerful.

Nicol Bolas, Planeswalker (MC) - With Doubling Season this shuts down a single player, and without it steals an important card piece, or can use its plus ability to destroy lands. Still, eight mana is a lot to ask for here, and it also doesn't clear the board like Ugin does.

Orb of Dragonkind - This dragon signet is essentially, a two mana Commander's Sphere in a dragon deck. Allowing you to look at the top 7, instead of just the top card, also means that you get to pick and choose. Only working for dragons is able a bit of a pain in most decks, though, but the main purpose of ramp in the deck is to get Ur-Dragon out, so that should work out okay. If it doesn't it isn't that much to crack.

Over the Top (T, DT) - In a deck going a token strategy - especially treasures, to actually pay for it, this can do a massive amount of work. In the right situation this can win the game on the spot. Most board wipes opponents could get into play would only trigger on cast (or not be a permanent), so you are somewhat safe from others preventing you from winning this way. A great finisher in a deck that might not have many of such.

Pernicious Deed - A permanent boardwipe where you choose how cheap permanents have to be for you to get rid of them. That's great in a deck that grants a discount on mana costs, as the discount isn't taken into account when this triggers. If you're especially interested in permanent-based wipes, this can do good work.

Plaza of Heroes - A colorless land, but one you can use to pay for legendaries, and for whatever you want if a legendary of that color is on the table (including non-creatures!). That alone is nice, but the additional bonus of being able to save a single creature from a removal spell means the ceiling of this is high, it comes in untapped. It's an on-board trick, however, so do note that it can lead to salt if you just pretend to play this as a normal land, and there will be many situations where you can't get any colors at all from this, leaving it a waste. Still, if you have room for a spell land that often will give you colors as well, this isn't a bad land to include.

Primevals' Glorious Rebirth - This is a slightly worse version than Eerie Ultimatum, and I would rather play that, but that doesn't make this one bad. There's plenty of legendary permanents in the deck to activate it, and if you have an especially legendary focused deck, it works just as well.

Prismatic Geoscope (MC) - If you care about getting to 10 mana (and you probably do), getting this into play gets you there. Great if you can untap it, too, and you often have all 5 colors thanks to fetch lands and triomes. Unlike Gilded Lotusfoil, this taps for combinations of mana, so also great for fixing your mana.

Pyre of Heroes (LC, ETB) - Nice tribal alternative to Birthing Pod. As you get a rebate on the dragon's you play, you can turn in some pretty big dragons pretty fast, and you populate the graveyard with dragons that can be reanimated later. This is worth considering if you don't care much about the creatures you have, and play an especially low curve.

Realmwalker (LC, TM) - A second copy of Korlessa, Scale Singer.

Reflections of Littjara (ETB) - Whenever you play a dragon, you get a copy of that dragon. That's pretty interesting, but it doesn't work with cheating into play, flickering, or legendaries. However, in specific ETB decks that bounce back to hand, this does significant work, especially with Enduring Scalelord combinations.

Return of the Wildspeaker (F, LC, MC) - I like that this card is an instant, and the card draw is really great with the large dragons. The second mode is less useful with fewer large dragons, but in a deck with tokens or just a lot of small creatures, it can cause a lot of damage with the other mode. You probably want to use this to draw cards though, if you can't outright finish the game with it. A downside is that it only counts your creatures after it resolves, so an instant speed wipe or Cyclonic Rift will make you waste the card, both modes. Five mana is on the tougher side for a spell like this, notably.

Rhystic Study - Draw a million cards... potentially. Works well in most iteration of decks, as you always want to draw cards, but this does paint a target on your face. On the face of it, you won't have to worry about drawing cards for the rest of the game, but paying that one mana just means delaying the board a bit. That's worth something too, but it gives your opponent options. If you have a stable card draw package already, while this is a good card, there are other card draw cards worth playing.

Rhythm of the Wild (LC, ETB) - If you want this just for haste, it really isn't good enough for three mana. However, granting protection from counter spells, and granting a way for Enduring Scalelord to get a counter, helps this significantly. You often want the haste, but if you already do have it, your creatures get a little bigger.

Selvala's Stampede (MC, TM) - In a deck with few small creatures, like Scaled Nurturer or Dragonlord Servant, you can still get a good amount of value for this; The smaller the average curve, the less general value you get from this. Your opponent is likely to choose Free to use up your resources in the hand, meaning that often you will pay 6 mana to get a random dragon, which should hopefully have at least a mana value of 7 (which, with Ur-Dragon rebate, would be 6). That's generally not feasible unless you play a lot of high cost dragons, or manipulate the top of your library. Now, on top of that, should your opponent choose to play Free, you are able to put lands into play to ramp, and also play large non-creature permanents, like planeswalkers or a sneaky Omniscience. If the table knows or suspect you have something, and you choose Wild, they will all be kind of forced to choose Wild as well, netting you four dragons, and that's fantastic, meaning they're going to be forced to cooperate and force you to put three permanents onto the battlefield. In that kind of situation, Selvala's Stampede becomes an extreme powerful card, but in many other configurations this risks hitting a lot of low power dragons.

Sarkhan, Dragonsoul (C) - Combos with with Doubling Season, if you play that. Really no other reason to include it, but if you have that you can play another combo piece to win.

Sarkhan, Fireblood - A decent ramp card for the dragon deck that also helps you filter. Later on can be cashed into several dragons, if it survives that long. It is held back a bit for not being able to ramp non-dragons, but feels like an impactful card to play, nonetheless.

Sarkhan's Triumph and Eladamri's Call (C) - Tutor at instant to fetch a dragon. Makes the deck more consistent in general, but for combo decks, you generally want dragons to fetch, and these do so.

Sarkhan's Unsealing (F) - Play it, and the dragons you play will deal some damage here and there. Note that it triggers on cast, so it doesn't hit tokens, and general ETB shenanigans won't affect it. Sometimes is another Scourge of Valkas, but for decks that want to break ETB effects, it isn't as good.

Sarkhan the Masterless (PF) - The static ability here is noteworthy. If you have a team of dragons, you can just have them hang back and generate Dragons / attack with planeswalkers all day long. Deathtouch makes you impossible to attack, too, but even if you have just 5 dragons (even if they're eggs or something), then you are just as hard to attack.

Scroll Rack (TM) - This is a card that comes down early, and for only 1 mana allow you to filter away all the stuff in your hand you don't need right now. It works instant speed, too, so you don't have to do it right away ether. It's a good utility artifact in the deck, as there's a good couple of cards, most notably the commander, that cares what's immediately on top of your library. This helps you set up as you need to. With 11 fetch lands in the deck, you will often be able to use this to cycle away stuff you don't need. A bad top deck, notably, as it basically doesn't help you unless the second card you draw after that is a fetch land.

Shatterskull Smashing   - Being a red mana land works well in the red-leaning dragon deck, especially as it doesn't come in tapped if you need it not to. Being able to act as a removal spell, and one that can be used even quite early in the game on some mana dorks, makes this a notable dual land / removal piece. That said, it isn't a removal piece that does a lot early, but in that case you'd probably want to play the card as a land anyway.

Shifting Shadow (R, LC, TM) - This is a great card, much like Heirloom Blade, especially when you don't care if your creatures die. Putting this on a token to get a real dragon, with haste, is pretty good too. That said, if that creature dies at any point, unlike the blade, it won't get you another dragon, so it can't be used as protection. Also, you often can't get the enchantment OFF if it hits one of your good dragons. If you focus more on the reanimation strategy, this seems like a great way to get dragons into the graveyard.

Show and Tell (MC, C) - You won't be winning many games turn 1 with this, but getting an early Omniscience is enough to consider the card. In a deck with plenty of very high CMC cards, this really is a nice fit, even if your opponent are keeping some big stuff themselves, as if they have no answer you can sometimes win right then and there. On the other hand, giving this ability to opponents with eldrazi or Blightsteel Colossus or something, makes this a pretty bad card to play in quite a few situations, considering your opponents together get 3 permanents onto the table, and you only one.

Sivitri, Dragon Master (PF) - The plus one here forces opponents to pay life to attack you, and the minus 3 acts as a Sarkhan's Triumph, with the ultimate being Crux of Fate. That's a great combination of abilities on a planeswalker that costs just 4 mana - and on a permanent that is rather cheap, considering the potential. Simply using it as a tutor with the upside of punishing attackers is a great upside for a tutor spell. Don't expect the ultimate to hit unless you do Doubling Season shenanigans, but the option is on the table if it comes so far.

Smuggler's Surprise (C, TM, F, R, MC) - This card is interesting, in that it has severam modes. The most easily overlooked, but most powerful, is the 2 mana Heroic Intervention for your 4-power creatures, which should be most of them. That alone would make this card playable, but the MAIN mode of this is cheating cards into play. 6 mana to put two creatures unto the battlefield is right up there with Selvala's Stampede (though not quite), and the fact that you can do this at instant speed is surprisingly powerful. The last mode is milling 4 and getting cards back from your graveyard, which also does allow you to put lands there as well. Combined with the second mode, it allows you to get big combo targets back into play, and if you can put something on top of your library, then it's almost as good as being in your hand. For a combo deck, it's not quite as good as something like Tooth and Nail, but this is cheaper if you have the cards in hand to begin with. This is a surprisingly strong card that works very well in multiple circumstances, so keep it in mind.

Spit Flame (ETB) - A neat dragon tribal removal spell. Being able to recur it feels like paying one to draw a decent card, so you want this occationally in decks with cheap dragons that enters the battlefield.

Stinging Study - This is a pretty big deal for Ur-Dragon. Drawing 9 cards is fantastic for 5 mana, but the 9 damage to your face is tough as well. The instant speed here does wonders. If you're digging for answers or combos, this helps you more than most.

The Elder Dragon War (F, C) - Clearing some small creatures, refreshing your hand, and gaining you a 4/4 is great value, if you can make use of all three stages. The Read ahead part is fine if you just want a 4/4 dragon for 4 (no rebate unfortunately), but sometimes playing it on the first step is fine to get another draw trigger, or perhaps even play an instant card draw spell with the 2nd chapter on the stack.

There and Back Again (DT, T) - This is an interesting card to evaluate, but generally I find myself wanting more. You're unlikely to be stacking ring temptation, and only getting the first step doesn't net you a whole lot of benefits. The dragons can't be blocked by creatures with greater power, which is normally good for a deck that wants to punch through, but dragons tend to be large and can fly, besides. Preventing one creature from not being able to block for a few turns is also okay, but quite situational. The second step gets you a mountain, which is fine, but it does come rather late, and you don't even get the benefit the second turn if you fetch a tri land. The final step nets you a (the) 6/6 dragon token with haste, which is a good rate for a token dragon, but everyone knows it will be coming. Of course, if it does die, you get a boat load of treasure, but that's 3 turns to get that far. All in all, this card does do a lot for 5 mana, but its going to be a do-nothing for awhile, so be prepared for that.

The World Spell (MC) - This is essentially Tooth and Nail on a permanent. Instead of an additional entwine cost, you can have it trigger over multiple turns instead. Notably, you can use this to fetch Tiamat and Omniscience. Rather slow if you don't already have the cards, but this can do some good work.

Threats Undetected (C) - This gives you some options in a commander game. If you are allying yourself, you can choose an opponent to give you 4 dragons, and even worst case you have the other dragons shuffled into your deck so you don't lose access to them. Finding the four dragons when searching your library can take a bit of time, but otherwise this seems like a great choice, especially when considering that Tiamat can be put in the pile with the dragons you don't need right now. Do note that they have to have different powers, of course, but picking Scourge of Valkas (4) and Terror of the Peaks (5), Ancient Copper Dragon (6), and Tiamat (7) is a good starting suggestion. If you have a combo heavy deck, you can actually just pick two piles with different dragon combos in them.

Timeless Lotus (MC) - Don't see this as a better Gilded Lotusfoil that comes in tapped, but a Prismatic Geoscope where you don't get to choose your colors. Of course, if you happen to be that one color short, Timeless Lotus is better, but in other situations the additional mana fixing that Prismatic Geoscape allows is just better. That said, in decks that wants a 5 mana artifact that taps for 5, I can see playing multiple of those.

Titan of Littjara (F, LC, DT, ETB) - This card misses the Ur-Dragon rebate, so this remains a 6/6 for 6, unfortunately. It does do some good work. If you have a wide board, you can end up drawing quite a few cards each turn, making this similar to Kindred Discovery. That said, this doesn't fly, so it can be easily dealt with if you do attack with it. Flickering or replaying it would be safer to get the effect repeatedly, so it can be pretty good in the right deck format for that.

Tooth and Nail (C) - While expensive to use normally, there are several combos that needs just two dragons to (essentially) end the game. This does that, so play this in combo decks.

Ugin, the Spirit Dragon (MC) - With the exception of enchantments and (important to note) tokens, most permanents played are either a high CMC or colorless. This makes Ugin a nice inclusion here, especially considering the options to cheat it into play. The Ult is unlikely to ever happen (as you are most likely going to minus 4 or something when you play him), but if it does occur, the quality of the 7 permanents being put on the battlefield will generally be high enough to win the game. Note that you can get him back with Haven of the Spirit Dragon as well.

Valakut Awakening   - Sometimes you just need to take a free mulligan. This card doesn't put things into the graveyard, which is fine as you don't necessarily care about your graveyard. Where the instant side of this is fantastic is if you have a big swing and draw a lot of cards with something like Omniscience on the board. In this case, the 4 lands you bottom is great. That's all for the price of a tap land that allows you to play another mountain, even if tapped. That said, you probably want this as a land most of the time, and despite being the most useful color in the deck, that's a tapped 1-color land.

Whip of Erebos (R) - Get dragon's back from your graveyard, and provides lifelink for everything. That's actually really good in the deck, even if it does lose to both artifact AND enchantment removal. Still, I don't think it's ethical to whip your dragons.

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Breath Weapon (LC, DT) - Not really an effect you would want usually, but if you have a lot of weak creatures, this would help survive that while dealing damage to everything else. Because it doesn't hit dragons, it cannot be used to combo with Wrathful Red Dragon.

Chaotic Transformation (TM) - An effective chaos warp, but sorcery speed and 6 mana. You will want to manipulate the top of your library and only target your own stuff for this.

Cloudstone Curio (ETB) - This is an essential tool for ETB decks. Get ETB for one dragon and bounce another. There's quite a lot of combinations that, while not infinite, will be usable a lot of times, and if you have two 1 mana dragons, you can do some nifty things by just bouncing them.

Colossal Majesty (F) - Another 3-cost enchantment that draws you cards when you play dragons with power 4 or greater, though this one only triggers once per turn.

Combat Research - An unassuming Curiosity variant, that notably won't be played in many Niv-Mizzet decks. This is a 1 mana spell that you can put on a creature before combat to draw a card, and with a few combat steps throughout the game with that creature on the board, the value ramps up. Especially good with Double Strike, and having plenty of legendaries does boost the damage just a tiny bit to matter for that. The additional 1 mana defense on ward can trip people up as well. Just be careful as Shroud from Steely Resolve prevents you from applying this, unless it was put onto the battlefield by flickering or from the graveyard.

Conduit of Worlds (C, R) - Not only does this card allow you to replay fetch lands, it also allows you to cast a critical component if it got removed. It is a decent choice if you have a combo deck, as it allows you to get back a combo piece from the graveyard; if you want it badly enough, you probably don't want to cast any more spells anyway.

Crippling Fear - A 4 mana non-Dragon -3/-3 effect. Good against decks with cheaper creatures (obviously), but sorcery speeds means it cannot be used as a combat trick.

Crystal Shard (ETB) - A very synergistic piece for ETB decks. You can return a dragon to your hand, but only one per turn unless you can untap it with things like Intruder Alarm. This combos with Worldgorger Dragon as well, notably, and can help you stop the loop.

Dragonkin Berserker (LC) - Might be worth considering in a low cost deck that get dragons out fast enough and wants to attack anyway. Other than that not much to note here.

Dragonstorm (C, MC) - This is very expensive to use normally, but if you desire specific cards, this gets them. With combo decks caring about 2 dragons specifically, this can get them if someone plays a card on your turn and you can afford 9 mana.

Drag to the Bottom - An interesting Toxic Deluge type card. It is unfortunate that this actually goes a bit too high for what you usually want, and you cannot choose a number less than what your domain gives you. Some of your bigger stuff may survive, but minus six toughness is rough. It's an interesting choise for the deck, notably, as it can get around indestructable, unlike Damnation.

Electroduplicate (C) - Create a copy of your best dragon for 3 mana is a thing you probably do want sometimes, but do remember that it gets sacrificed at end of turn unless you have any "end the turn" shenanigans. You get to do it twice so that's great, and sometimes paying 7 mana to create two Twinflame Tyrants or something is actually a game winning move, especially as it gives haste. Still, you want the right deck for this, especially because it doesn't play well with legendaries.

Elemental Bond (F, ETB) - Another instance of "play dragon, draw card" on a 3-cost enchantment, though this one also counting 3 creatures. It is worth considering if your dragons are tiny bit smaller and you don't the others, but otherwise it is just weaker than Temur Ascendancy and Garruk's Uprising.

Elminster (TM, DT, ETB) - Elminster has some utility in a spellslinger deck, but what you REALLY want this guy for is the minus 3 ability. Getting 3-6 dragon tokens from a single activation can be almost as good as Ancient Gold Dragon, and can deal a lot of damage and trigger ETB effects on board. If you have top-deck matters as a theme anyway, you may as well consider this.

Entish Restoration (F) - Entish Restoration in this deck is pretty decent, despite only fetching basic lands. If you can get value out of having a land in your graveyard, like with Crucible of Worlds, then that's a bonus. You are often going to have a 4 power creature if you play towards ferocious, meaning this is a 3 mana instant for what is usually a 4 mana sorcery. Without it, the effect isn't as good, of course, and that's where the card fails a bit as you want to have that ramp value earlier on in the game.

Fist of Suns (MC) - Most decks are happy to just play the discounted cost Ur-Dragon provides, but if you focus on especially expensive dragons, this helps. The primary reason to run this is that it discounts the commander 4 mana, but and with Morophon, the Boundless you can play dragons for free.

Forging the Tyrite Sword (T, LC) - Ramps twice and gets you an equipment. Embercleave, Heirloom Blade, Sword of Feast and Famine and Helm of the Host are all good choices.

Goddric, Cloaked Reveler (F, LC, T, DT, ETB) - Goddric is kind of weird, honestly. It SHOULD be possible to count him as a dragon, but even then, you won't be able to get rebate from Ur-Dragon, making this a 3 cost, always. It would trigger Dragon ETB effect as it would enter as a dragon, and another card that buffs the board is great for low curve decks and tokens. Low curve decks and token based decks are probably the only decks that would want him, as getting 2 permanents to enter the table on your term consistantly isn't free, unless you do bouncy things or generate tokens constantly. It does trigger on stuff like treasure tokens, too, notably, and having haste and flying can make this a threat if you can generate a mass amount of mana. That's a lot of Ifs for me to be comfortable with it, though.

Invasion of Alara   - While you can get up to 8 mana worth of cards just from casting this, 7 damage is a steep price even for a dragon deck to have this flipped. The word salad on the back does give a decent amount back for the effort, and you can even bargain other players to attack it, by promising to have them get a couple of cards or for you not to target their stuff for destruction. The two combined together may very well be worth 5 mana, but you probably won't want this that badly for your deck.

Invasion of Amonkhet   (F, R) - If you have a dragon in your graveyard, you can have this ETB as that dragon, but with 4 power and being a zombie. That's fine for a 3 mana card, especially if you play a graveyard synergy deck. Just don't put Ur-Dragon into your graveyard and except to go off with this.

Invasion of Ergamon   - A bit of ramp, card selection, and fetching other battles when it flips after 5 damage. That's okay if you have a lot of battles. You can also find a non-basic land if you need it, but feels like you want another battle with this one.

Invasion of Theros   - You can use this to tutor for Morophon, the Boundless or Tiamat, but otherwise I don't think this is worth considering. You might get a card draw off a random enchantment, but otherwise this is just a 4/4 most times with no other effects.

Invasion of Vryn   - This is a weird battle to consider, but the effect generally seems worth it. 4 mana and 2 additional cards, 4 damage to flip it, and you get to copy a large spell for just one more mana. That's a surprisingly good rate, given that with Lithoform Engine this costs 4 mana. It might just be as a one off, and requires a turn to attack, but that's pretty good in my book.

Invigorating Hot Spring (LC) - For low curve decks, this allows you to grant a total of 4 creatures you play haste, with the upside being your dragons get a bit bigger. Especial note here due to interaction with Enduring Scalelord.

Jade Orb of Dragonkind - Getting a one turn hexproof can be good, especially for preventing instant removal of a hasty Ur-Dragon, and entering with a +1/+1 counter on it can make some 3 power dragons trigger the 4 power requirement of some of the enchantments in the deck. Also works great with Enduring Scalelord, as it both protects it and gives it the counter it needs.

Lapis Orb of Dragonkind - Scrying is always good, especially if you're searching for something, but otherwise there's not much to say about a 3 mana rock here.

Lazotep Plating - A good defensive card, and triggers Enduring Scalelord. Not much else to note.

Legion Loyalty (MC, DT, ETB) - Legions Loyalty is expensive, but what happens when you attack is that you get a lot of dragons entering the battlefield effects. If your deck can make use of that - which includes the ever present Dragon Tempest - then this can be a great card. Other than that, I wouldn't consider it, as many of the good dragons are legendary, and thus die immediately to the legendary rule.

Leyline Binding - At a glance, 6 mana to remove a creature temporary is terrible, but it does come with domain, allowing you to pay just 1 mana for this when you have a threat you want to get rid of. This puts it in line with good white removal spells, even if they will be able to get the creature back if they destroy the enchantment. That's the crux of the issue, though, as you generally want to be rid of the thing, but sometimes exiling it temporarily is good enough, and if you want a more permanent-heavy focus, this can be used to replace an instant.

Lithoform Engine (ETB) - This card reads better than it plays. In most decks, you dont't want to wait casting your dragons until you have enough mana to copy them, and copying spells is fine but often isn't necessary or requires too much mana. When it works though, it works fine. For 3 mana more you can remove two targets with a cheap instant removal spell, and for just 2 mana you can copy the Ur-Dragon's attack ability to draw additional cards and put an additional permanent onto the battlefield. On top of that, if you have a deck that cares about ETB effects, some dragons like Enduring Scalelord are some you really want to get a copy of, meaning you are glad to pay the additional 4 if you are capable of doing so. The problem with the card is that legendary creatures are a big chunk of the good dragons you can play, so often times you can't use it for that.

Magda, the Hoardmaster (T) - An interesting support creature for the deck. Unlike the other Magda, this version simply spawns dragon tokens, at the cost of 3 treasures, while it generates a treasure each turn if you commit a crime, which includes pinging something with a Dragon's ability, of which there are quite a few - though doing so during all of your opponents turns would be rather expensive. It's just 2 mana to play this, so it seems like a good early curve filler in a treasure based deck, as you generally would want other treasure generators for this to work well, similar to the other Magda. 3 treasure is certainly less than 5, but a simple dragon token, even if it is also a scorpion, is not as good as getting a dragon card from your library.

Majestic Genesis (MC) - This uses (abuses) the fact that Ur-Dragon has a mana cost of 9. 8 mana to dig down 9 cards isn't THAT much of an improvement on Genesis Wave, but if you're cheating stuff in, then this might be worth the cut.

Mana Cannons (ETB) - In a deck that focuses on enter the battlefield effects - and especially ones where you return a card to your hand - Mana cannons can do some work on top of working well with multi colored spells. Still, in a combo deck, Impact Tremorsfoil does better, works with flickering, and costs less.

Maskwood Nexus - A good card for Conspiracy shenanigans, but you want to focus your deck on this. Good for changeling versions of Ur-Dragon.

Mirror of Life Trapping (ETB) - Doubles ETB effects for cast dragons, that is, not cheated dragons. It works for other players too though, so might be a bit risky. There are some lockout scenarios with cards entering without being cast, so watch out as this artifact may unintentionally harm yourself.

Molten Echoes (F, LC, C, ETB) - This is a combo piece with Worldgorger Dragon but it also works well in aggressive decks and decks that wants ETBs. It can also be used in a deck that cares about triggering off 4 power creatures.

Monstrous Vortex (F) - An on-cast trigger for (most) of your dragons that allow you to get a free spell off. In combination with Ur-Dragon rebate and this basing off mana value, you can actually get a surprisingly good amount of value off this, though notably not through shenanigans as it requires casting. With an initial mana investment of 4 mana, it generally feels safer to play Sunbird's Invocation despite the card costing two more mana, as it doesn't just trigger off your dragons. Still, if you can get it reliably, paying 2 less for a sunbird's Invocation effect is super neat.

Mystic Remora - A good option for a deck that generally doesn't have much going on in the first couple of turns. It's not Rhystic Study good, but it's a devastating turn 1 play nonetheless. Later on, playing it when you happen to have one mana available isn't that worse, as the additional mana cost is quite steep.

Nogi, Draco-Zealotfoil (LC) - The small discount here is nothing to ignore. While you don't want too many of that effect, as you already have 1 colorless rebate off your commander, it works well if you have enough two mana targets where it makes sense. If you are curious why this isn't rated as highly as Sarkhan, Soul Aflame, despite being very similar, it is due to how Nogi just becomes a normal featureless dragon, while Sarkhan copies the effects of other dragons.

Obsidian Obelisk - If you already have Arcane Signet and Fellwar Stone and need just one more multi-colored 2 mana cost rock, then this can do in a pinch. Coming in tapped and not giving you colors unless the spell is more than 1 color is a trivial downside if you're in a need of cheap rocks.

Orvar, the All-Form - A 3 mana 3/3, as a changeling counts as a dragon. It also has an interaction that enables you to copy dragons, if you can target it with spells. Often times that isn't really what you want to work towards, but if you have an interaction that works with it, this does help.

Patriarch's Bidding (R) - Reanimation spell that is a mainstay in tribal decks. Affects all players, but opponents likely won't be able to get as much value out of it that you do, and if you do just don't play it at that moment.

Portal to Phyrexia (MC, ETB) - In a deck that wants to ramp out large threats anyway, you generally will wind up being able to get to 9 mana. When you do, it has immediate impact on the board, acting as a small board clear. It doesn't hurt token decks much, notably, but it is unlikely that all three players are part of that archetype. The ability to get a creature back each turn makes this a fine top end, especially if you can cheat stuff out earlier or can flicker this to get repeated creature denial from your opponents. Do note which flicker cards you have that can target non-creatures, though.

Quicksilver Amulet (MC) - Getting to pay 4 generic mana for dragons is super neat, but the discount isn't that strong for a 4 mana artifact unless you are going into higher casting costs. The power here is also being able to cast them instant speed. Dragon Arch is similar, and very thematic, but only allows you casting multicolored dragons.

Relic of Legends - Three mana to allow you to use legendary creatures you control to ramp. That's not a bad thing! Sometimes you have cards like Renari, Merchant of Marvels or Korlessa, Scale Singer that you don't really care to attack with, and you can get a bit of value out of them this way. Still that is only a small handful of cards you generally don't want to attack or block with, so even in a deck with many legendary dragons it might not be the best fit.

Rite of the Dragoncaller - This enchantment costs 6 mana, so it has to have a pretty amazing upside. It works pretty well if you cast a lot of - especially cheap - spells, so this is a shoein for the Spellslinger dragon configuration. That generally isn't something I'm covering for this, so it falls a bit lower than it would usually see when utilized correctly. Also note that it is specifically instants and sorceries, so no luck with artifacts unfortunately.

Spirit-Sister's Call (R, RYN) - This is an interesting (dragon-themed!) enchantment, which allows you to sack dragons (perhaps with death triggers), to get back other dragons. Note that the dragon you get back doesn't have a death trigger, so if you use this to get the previously sacrificed dragon back, it won't hit the graveyard. It also works to get other enchantments back, and if you need to, you can target Spirit-Sister's Call to get another enchantment card, like the other dragon themed sagas, which is also great. Still essentially a 5 mana no nothing enchantment. Is made better if you self mill.

The Raven's Warning - Ooooh, I so WISH that you could put cards from a sidebord into play in commander! If you could this would be a fine card to include, as most, if not all, of the dragons do fly, unless you play a lot of dragonborn. The second step works really well in a multi-player setting, and it can end up drawing you 3 cards.

The Reaver Cleaver (T) - Build your own Old Gnawbone... alomst. Paying 6 mana to get a much less powerful version of Old Gnawbone - which costs 6 mana to cast in the deck - isn't that exciting. Sure, you can move it around, but that cuts into your mana supply, even if you might now have some treasures to pay for that. Still, if you really care about Treasure Tokens, knock yourself out.

Urza's Incubator (MC) - A three mana artifacts that makes your dragons 2 cheaper sounds fantastic on paper, but it has two very notable downsides: One, it only subtracts colorless mana, and only from your dragons, and two, that also applies to your opponents dragons. For something like Utvara Hellkite adding 2 extra discount, on top of the Ur-Dragon's, is great, but several dragons in the deck won't benefit from it. Most importantly, the rest of your cards won't be impacted, and you're unlikely to play two dragons on the same turn, which would something like Worn Powerstone better.

Vexing Puzzlebox (MC, C) - If you're playing all the Ancient D20 dragons anyway, you might as well include this artifact. You're probably not going to get a big Infect artifact, unless you WANT to have that option elsewhere, like if you cheat expensive stuff in or combo with it some other way, but getting an artifact dragon like Scion of Draco, or The Great Henge, isn't all that bad of a fail case if you have nothing else. Probably not worth getting in most situations, though.

Vraska Joins Up (ETB, PF) - A two mana card that makes all your (current) creatures have deathtouch. That's easily the cheapest an effect that does that, though it doesn't grant it statically to future creatures. It can be bounced as well, and works in decks where you bounce legendary creatures. A neat little card when you care aabout deathtouch, which you do if you play pillowfort.

Walk-In Closset / Forgotten Cellar (T) - At 3 mana, this fits the Crucible of Worlds slot pretty neatly. With Conduit of Worlds and Raunap Excavator, thats 4 cards that does this, in case you really like fetch lands and seeing your opponents suffer while you shuffle. The Forgotten Cellar portion here is pretty forgettable, which is funny considering it's basically just Yawgmoth's Will. This costs 5 mana on its base though, so if you want to play your graveyard you better have some mana handy for it. You can get that with tressures if you focus on that, or just in general if you are playing a lot of cheaper lands. It's not something I expect to matter that often, but playing 6 or 7 mana to cast that critical removal spell you need might be enough to turn the game.

Warstorm Surge (ETB) - A non-creature version of Terror of the Peaks, and a bit more expensive to play. It's worth mentioning if you are looking at having creature-ETB be your primary source of damage, as it grants an additional option to trigger that.

Winged Portent (DT) - Getting to draw a card for each of your dragons for 3 mana is super good, especially at instant speed. If you have a lot of tokens, this works quite well, but most aggressive decks, which usually has a lot of dragons, can sometimes play a lot of non-flying dragons, meaning they don't count there.

2

Cursed Mirror - A mana rock that can act as a hasty clone is good - especially as it taps for red. Now, it becomes a rock again the next turn, so there will better clone effects, and better rocks. If you want a specific one off clone effect - say, with Enduring Scalelord perhaps - this might be considerable.

Draconic Destiny - If you happen to play a sort of mixed creature type tribal synergy with Ur-Dragon in charge, the dragon typing provided here might do something. Other than that, granting flying and haste for 3 mana isn't really worth it, even if you can replay it. Theoratically, if you have something like 6-8 utility creatures that are not dragons, you can turn one of those into a dragon too, but if you don't then this is a dead card.

Elemental Eruption - A dragon storm card, that isn't called Dragonstorm. Now, it costs 2 less, but only creatures tokens instead of searching the library. Honestly, at base, 4/4 tokens for 6 mana where you maybe get 2 isn't good enough, so you probably want this more ina spell slinger deck or in some infinite combo deck of some sort. It generally doesn't seem too useful to me, but there might be places where it can be slotted in.

Fearsome Awakening (R) - Getting an additional two counters on the dragon is nice (Enduring Scalelord says hi), but other than that this is a rather mediocre reanimation spell. At five mana, it is just too expensive. This is the same mana cost as Patriarch's Bidding!

Goro-Goro and Satoru (LC, ETB) - The ability to get a 5/5 dragon each turn with some hoops isn't all that impressive. The ability to gain haste would be great if it wasn't because of having to pay two mana to get the effect. Even if it comes on a 3 mana creature, there's just not enough here to consider, I think. If you are really aggressive and have other haste stuff in play, or just like to bounce your creatures for ETB effects, then maybe this will be a better fit.

Polymorph and Transmogrify (TM) - A removal spell that can double as turning a dragon token, or even an egg, into a real dragon. That's a pretty good interaction for the deck, but is hurt by being sorcery speed.

Sarkhan the Mad - More of a finisher spell than anything else, and can be used to get a problematic creature out of the way. Don't expect this planeswalker to stick around long, in fact, activate the ultimate right after casting it to win. If it doesn't I don't see why you would bother. Note it only targets one player

Taigam, Ojutai Master - Grants dragons you control uncounterable, as well as whatever spells you need to get out. The rebound thing will give you some value, and the card only costs 3, but he's not a dragon.

The Dragon-Kami Reborn   (TM, LC) - Not only does this not get a rebate, this dragon saga isn't even a dragon on the BACK side, it's just an egg! Also, actually getting anything from this card other than a bit of life is a struggle, as it requires it to stick around for 3 turns, and then die to something, AND that you happened to exile something good. Too much of a hassle to bother with, I think, without the rebate. Cheaper dragons are generally better, and if you can manipulate the top of your library you get better options.

The Mycosynth Gardens - Generally, you want a particular amount of artifacts for this to be interesting. Copying a sol ring generally isn't good enough, and many good artifact cards happen to be quite expensive. Some of the dragons are artifacts, so it isn't out of the question that this can be playable as an additional potential creature target that you can have in a land slot, but having colorless mana that you probably are unlikely to turn into an artifact land to generate the mana you want, makes it a dicey think to include.

Tyrite Sanctum (PF) - The deck has plenty of legendaries. Paying 6 mana over two turns to turn The Ur-Dragon indestructible seems okay, but the deck doesn't have much room for colorless lands, so I don't think I'd want to include something of that nature in the deck unless you really want your creatures to be indestructable.

1

Draconic Intervention (R) - This doesn't really do much, but can be an acceptable cheap board wipe if you play self mill. If not, then you rarely get anything out of this. Spellslinger decks might get more use out of this.

Loot Dispute (T, FG) - I don't see this as being good enough unless you are going all in on dungeons - and I don't see why you would do that outside of a gimmicky deck. It does grant you a couple of Treasure tokens, and you do get that land drop when you venture into the undercity, so it at least makes the games more interactive. Dont't expect to get the dragon token particularly often.

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92% Casual

Competitive

Date added 7 years
Last updated 3 weeks
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

28 - 0 Mythic Rares

53 - 0 Rares

8 - 0 Uncommons

5 - 0 Commons

Cards 100
Avg. CMC 4.27
Tokens Copy Clone, Dinosaur 3/1 R, Dragon 1/1 RG, Dragon 2/2 R, Dragon 4/4 R, Dragon 5/5 R, Dragon Egg 0/2 R, Eldrazi Spawn 0/1 C, Faerie Dragon 1/1 U, Timeless Dragon 4/4 B, Treasure
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