Squidsie
2.1k views28 days ago
Commander
Size: 100Salt sum: 29.2
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{"ops":[{"attributes":{"bold":true},"insert":"Foreword:"},{"insert":" \nHey, Squid here. I apologize in advance for how terribly long this deck description is. For better or worse, this is a deck with a surprising amount of nuance, and is positively riddled with odd card choices whose purpose might not be apparent upon a first look through the decklist. As such, I had to choose between trying to keep it short or explaining what I could, and, well, this is the result. I hope this \"brief\" description is entertaining enough while simultaneously going over the basics of how this particular brew works, as well as explaining what on earth "},{"insert":{"card-link":"Velomachus Lorehold"}},{"insert":" is doing here.\nEnjoy!\n\n\n\n"},{"insert":{"card-link":"Scion of the Ur-Dragon"}},{"insert":" is an incredibly degenerate commander, infamous for its "},{"insert":{"card-link":"Moltensteel Dragon"}},{"insert":" + "},{"insert":{"card-link":"Skithiryx, the Blight Dragon"}},{"insert":" one-shots. It's also typically quite the expensive deck to build, what with it being five colors and all. Also it has dragons.\n\nI tried to make it none of these things.\n\nExcept the dragons part, of course.\n\nForunately enough, solving the budget problem (mostly) fixes the degenerate tendencies that a Scion deck typically has. As it turns out, not being able to use some of Magic's most comically busted dragons, such as "},{"insert":{"card-link":"Colossal Grave-Reaver"}},{"insert":", "},{"insert":{"card-link":"Ancient Copper Dragon"}},{"insert":", or "},{"insert":{"card-link":"The Ur-Dragon"}},{"insert":" itself, well, it makes the deck considerably more tame. But that doesn't make it toothless by any means, oh no. But I'm getting ahead of myself.\n\nTrying to build any sort of five-color deck on a budget is a seriously challenging endeavor, one that necessitates serious concessions in either deck consistency, or speed. This deck is no different, but that doesn't pose as big of an issue as you might expect. You see, despite my best efforts, "},{"insert":{"card-link":"Scion of the Ur-Dragon"}},{"insert":" is an absolutely "},{"attributes":{"italic":true},"insert":"terrifying"},{"insert":" presence at the table. The ability to just, "},{"attributes":{"italic":true},"insert":"become,"},{"insert":" whatever dragon is best at any given point for only two mana is really, really powerful, even if those dragons are ripped straight from the bulk bin at your LGS. So, deploying Scion without out some measure of protection is a bad idea. Now, we could load up on protective spells, but that's rather inefficient, and there's only so much deck space. On the other hand, Scion's ability becomes an awfully good tool to, ah, "},{"attributes":{"italic":true},"insert":"dissuade"},{"insert":" opponents from pointing removal its way. All we need is five mana to cast Scion, and two mana to fetch one of the deck's *ahem* "},{"attributes":{"italic":true},"insert":"bad dragons"},{"insert":", and suddenly people are a lot less keen to kill it.\n\nWe'll get to what dragons fill this role later, I promise. For now, we need to address how we reach that critical seven mana threshold. And this is where the deck makes its concession, in its speed. Trying to hit seven mana before turn five while simultaneously color-fixing is just...not possible on a budget; at least, not without the luck of the gods or a truly disproportionate amount of deck space. Fortunately, there's a great way to hit seven mana on turn five while simultaneously color-fixing, and funnily enough, it's been mostly powercrept out of the format. It's our old friend "},{"insert":{"card-link":"Explosive Vegetation"}},{"insert":"! And, like, fourteen other cards that can ramp two mana before turn five, most of which are E-Veg analogs. On their own, these type of spells are still pretty mediocre, but they have some serious upside here beyond the previously stated benefits. First, only needing to cast this spell on turn four means there's three full turns of dead space that can be occupied by playing some truly dirt-cheap fixing lands that all come in tapped (welcome back, "},{"insert":{"card-link":"Golgari Guildgate"}},{"insert":"). The second is "},{"insert":{"card-link":"Velomachus Lorehold"}},{"insert":". You see, most of these "},{"insert":{"card-link":"Explosive Vegetation"}},{"insert":"-type spells are sorceries, all of which Velomachus can cast without any boosts to her power. And with ten of these in the deck, that gives her a pretty decent chance (>50%) to hit any one of these with her attack trigger. In addition, she has both vigilance "},{"attributes":{"italic":true},"insert":"and"},{"insert":" haste, so even if she whiffs her trigger, it isn't too much of a setback. As for the downsides of relying on this method to ramp into "},{"insert":{"card-link":"Scion of the Ur-Dragon"}},{"insert":", it leaves you alarmingly open on the first four turns of the game before you're able to play Scion. This isn't too bad, and the deck runs a smattering of low-cost utility creatures (such as "},{"insert":{"card-link":"Hajar, Loyal Bodyguard"}},{"insert":", or "},{"insert":{"card-link":"Priest of Fell Rites"}},{"insert":") that can block in a pinch. On the other hand, it means that finding one of these spells is a "},{"attributes":{"italic":true},"insert":"requirement"},{"insert":" to even begin playing the game. Thus, mulliganing to find one of these"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"𑁋"},{"insert":"along with the lands needed to cast it"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"𑁋"},{"insert":"is a must. If you were wondering why the deck runs 41 lands, this is it. Fortunately, mulliganing to six, or even five cards isn't actually that bad, since Scion is a one-dragon machine that can do pretty much anything you need it to. (I've played this deck on mulligans to "},{"attributes":{"italic":true},"insert":"four"},{"insert":" a few times, and it still felt alright. I even one won of those games!)\n\nNow, you were promised dragons, and it's about time I made good on that promise. Most of the deck's dragons are pretty self-explanatory, whether it be "},{"insert":{"card-link":"Vaevictis Asmadi, the Dire"}},{"insert":"'s ability to remove almost anything, "},{"insert":{"card-link":"Zurgo and Ojutai"}},{"insert":"'s astonishingly effective capacity to draw only the cards you need (and not your dragons, Scion can't find them in your hand (this will come up later)), or "},{"insert":{"card-link":"Earthquake Dragon"}},{"insert":"'s penchant for being "},{"attributes":{"bold":true},"insert":"THICK."},{"insert":" That said, a few deserve special mention, particularly the four dragons that do the all-important job of keeping removal pointed away from Scion itself:\n-"},{"insert":{"card-link":"Firdoch Core"}},{"insert":" offers the ability to dodge most board wipes;\n-"},{"insert":{"card-link":"Silumgar, the Drifting Death"}},{"insert":" is the one of only two dragons in the whole game that offers unconditional hexproof;\n-"},{"insert":{"card-link":"Keiga, the Tide Star"}},{"insert":" is going to die, but not without making your opponent's regret it;\n-and "},{"insert":{"card-link":"Piru, the Volatile"}},{"insert":"...is a bomb.\nThese four do an "},{"attributes":{"italic":true},"insert":"astonishingly"},{"insert":" good job at keeping "},{"insert":{"card-link":"Scion of the Ur-Dragon"}},{"insert":" alive, and, strangely enough, they become "},{"attributes":{"italic":true},"insert":"more"},{"insert":" effective if your opponents know about them. If your opponents know your commander can turn into a tactical nuke at the slightest provocation, strangely enough, they usually stop trying to remove Scion while that threat is still around. And if they never deign it necessary to force you to make good on that threat, well, that's all the better for you. You can always keep that threat squarely in your back pocket, and hang it over your opponents' heads like some sort of budget Sword of Damocles. \n\nNow if you feel I didn't give "},{"insert":{"card-link":"Piru, the Volatile"}},{"insert":" the time she deserves here, don't you worry, she'll come up again later. Piru is, after all, my #1 pet card, and this deck is, in a sense, my love letter to this dorky, overcosted menace.\n\nBefore I move onto to the deck's gameplay tendencies, there are two more oddities I'd like to mention. \nFirst is the deck's lack of card draw. Now, for anyone who's piloted a "},{"insert":{"card-link":"Scion of the Ur-Dragon"}},{"insert":" deck before, you probably understand exactly why the deck runs not only this small quantity of card advantage, but also why I've chosen these particular cards. To explain, drawing cards isn't a bad thing on its own, but it "},{"attributes":{"italic":true},"insert":"can"},{"insert":" be. Since Scion can't turn into a given dragon if it's in your hand, you lose a lot of versatility, and a lot of the deck's little tricks stop working. There is no worse feeling while playing a Scion deck than drawing your only copy of "},{"insert":{"card-link":"Moltensteel Dragon"}},{"insert":". With the exception of "},{"insert":{"card-link":"Korvold, Gleeful Glutton"}},{"insert":", none of these card draw pieces can draw you a card you "},{"attributes":{"italic":true},"insert":"don't"},{"insert":" want. "},{"insert":{"card-link":"Brainstorm"}},{"insert":" and "},{"insert":{"card-link":"Brainsurge"}},{"insert":" even allow you to rescue hand-locked dragons by placing them back on top of your deck before promptly shuffling them away with Scion's ability. As for the low quantity, that's even easier to explain. If you're running low on cards, well, Scion itself can always fix that with one of the dragons in its toolbox, though, full truth be told, I haven't found playing this deck in pure topdeck mode to be a serious drawback.\nSecond is the rather...unusual...choices for interaction. The counterspells all make some measure of sense, especially since once Scion transforms, it's pretty well stuck that way until end of turn, and subsequently vulnerable to removal. But this array of spot kill spells? Surely there's better options than "},{"insert":{"card-link":"Unwanted Remake"}},{"insert":"!? I mean, hell, "},{"insert":{"card-link":"Swords to Plowshares"}},{"insert":" is barely even a dollar! And in pretty much any other circumstance, that would be a perfectly accurate assessment. But you see, "},{"insert":{"card-link":"Swords to Plowshares"}},{"insert":" "},{"attributes":{"italic":true},"insert":"exiles "},{"insert":"creatures, and we can't have that. "},{"insert":{"card-link":"Piru, the Volatile"}},{"insert":" won't get her death trigger if she gets exiled, you see. That's right, every spot kill spell moonlights as a board wipe, and an instant speed board wipe at that! Turning your commander into a pipe bomb and hucking it onto the table is something people might expect from a deck with Piru herself, but this? Pointing "},{"attributes":{"italic":true},"insert":"your own removal spell"},{"insert":" at the commander your entire deck "},{"attributes":{"italic":true},"insert":"needs"},{"insert":" to function is just so unhinged that it works way, "},{"attributes":{"italic":true},"insert":"way"},{"insert":" better than it has any right to.\n\nFortunately, and lastly, the deck's gameplay is actually pretty straightforward aside from the previously mentioned bits. The deck typically tries to build advantage by either drawing cards with a transformed"},{"insert":{"card-link":"Scion of the Ur-Dragon"}},{"insert":" or dropping "},{"insert":{"card-link":"Velomachus Lorehold"}},{"insert":" and letting her work her magic. Game-ending threats can be dealt with by the array of dragon-y hate pieces Scion can transform into. As for winning the game, it turns out beating people to death with big chunky fliers is a remarkably effective strategy. Commander damage is the usual way that the deck gets its kills, since it rarely has more than three dragons on the field at once, but it can go wide given enough time, and enough recursion (thank you "},{"insert":{"card-link":"Teneb, the Harvester"}},{"insert":"). Interestingly enough, in my experience opponents have been remarkably amenable to being swung at by Scion, most likely thanks to the lack of the truly horrific transformation targets locked out of the deck thanks to the budget. This is easily most apparent in the case of "},{"insert":{"card-link":"Moltensteel Dragon"}},{"insert":" combos; with the absence of "},{"insert":{"card-link":"Skithiryx, the Blight Dragon"}},{"insert":", the combos the deck does have come with a much higher cost. With Moltensteel and "},{"insert":{"card-link":"Atarka, World Render"}},{"insert":", opponents will be able to see it coming, and (possibly) block accordingly, since the combo must be deployed prior to declaring attackers. In the case of Moltensteel and "},{"insert":{"card-link":"Earthquake Dragon"}},{"insert":", it has a significantly higher life cost than the Skittles-combo, being 22 life instead of 12 (assuming all phyrexian mana is paid in life). In even the most passive of games, 22 life is waaay too much to pay to take down one player aaaaand Piru's back again. Yeah, so, as it turns out, a single "},{"insert":{"card-link":"Piru, the Volatile"}},{"insert":" explosion gains "},{"attributes":{"italic":true},"insert":"such "},{"insert":"a ridiculous amount of life "},{"attributes":{"italic":true},"insert":"so "},{"insert":"consistently, that paying Moltensteel's life cost isn't even hard most games, even if the follow-up transformation is a comparatively smaller dragon such as "},{"insert":{"card-link":"Tyrant's Familiar"}},{"insert":" (which conveniently has haste for a situation such as this). \n\nNow, the deck certainly isn't invincible, and there certainly are avenues of counterplay for opponents, but in my opinion, that's a good thing for a casual commander deck to have. As it turns out, this deck's kryptonite is a nearly 20 year old card you probably haven't heard of called "},{"insert":{"card-link":"Fleshbag Marauder"}},{"insert":", but working around the deck's weaknesses are half the fun of playing it. As long as you can still cast your "},{"insert":{"card-link":"Scion of the Ur-Dragon"}},{"insert":", you still have a way back into the game. With that being said, the deck certainly has a preferred power level it likes to play at. Upper bracket three is usually just a little too fast for the deck's bulk bin dragons to recover from, and bracket two decks usually can't handle the deck's slipperiness combined with the consistency Scion as a commander provides. Low-mid bracket three, in my experience, is where the deck is happiest.\n\nBut that's enough out of me for now. This is one of my favorite decks to play and talk about (could you guess?), and I hope I could share a bit of its magic with you.\n\nThank you for coming to my TED talk.\n\n\n\n"},{"attributes":{"bold":true},"insert":"Postscript:"},{"insert":"\nThis deck was built in January 2025, with a budget of of $50 (commander included) by measure of TCGplayer's card pricing. Over time, the prices of cards in the deck have fluctuated (looking at you, "},{"insert":{"card-link":"Stubborn Denial"}},{"insert":"), and between that and my own card substitutions both increasing and decreasing the deck's total cost, it has resulted in the price point you now see. It's a little higher then what it originally was, especially since many of the decks core cards (like, y'know, the "},{"attributes":{"italic":true},"insert":"commander"},{"insert":") never fully recovered from Tarkir Dragonstorm's price spikes. But eh, c'est la vie.\n\nAlso, if the deck's "},{"insert":{"card-link":"Explosive Vegetation"}},{"insert":" shtick seems familiar to you, that's most likely because I drew inspiration on that particular aspect from Salubrious Snail's now-famous "},{"insert":{"card-link":"Radha, Heir to Keld"}},{"insert":" deck.\n"}]}
Big Damage
Big Damage
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Direct Interaction
Unwanted Remake
Destroy target creature. Its controller manifests dread. (That player looks at the top two cards of their library, then puts one onto the battlefield face down as a 2/2 creature and the other into their graveyard. If it's a creature card, it can be turned face up any time for its mana cost.)
Instant

Direct Interaction
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Draw
Dragonlord Ojutai
Flying
Dragonlord Ojutai has hexproof as long as it's untapped.
Whenever Dragonlord Ojutai deals combat damage to a player, look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
Dragonlord Ojutai has hexproof as long as it's untapped.
Whenever Dragonlord Ojutai deals combat damage to a player, look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
Legendary Creature - Elder Dragon

Korvold, Gleeful Glutton
This spell costs less to cast for each card type among permanents you've sacrificed this turn.
Flying, trample, haste
Whenever Korvold deals combat damage to a player, put X +1/+1 counters on Korvold and draw X cards, where X is the number of permanent types among cards in your graveyard.
Flying, trample, haste
Whenever Korvold deals combat damage to a player, put X +1/+1 counters on Korvold and draw X cards, where X is the number of permanent types among cards in your graveyard.
Legendary Creature - Dragon Noble

Zurgo and Ojutai
Flying, haste
Zurgo and Ojutai has hexproof as long as it entered this turn.
Whenever one or more Dragons you control deal combat damage to a player or battle, look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order. You may return one of those Dragons to its owner's hand.
Zurgo and Ojutai has hexproof as long as it entered this turn.
Whenever one or more Dragons you control deal combat damage to a player or battle, look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order. You may return one of those Dragons to its owner's hand.
Legendary Creature - Dragon Orc

Draw
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Extras
Velomachus Lorehold
Flying, vigilance, haste
Whenever Velomachus Lorehold attacks, look at the top seven cards of your library. You may cast an instant or sorcery spell with mana value less than or equal to Velomachus Lorehold's power from among them without paying its mana cost. Put the rest on the bottom of your library in a random order.
Whenever Velomachus Lorehold attacks, look at the top seven cards of your library. You may cast an instant or sorcery spell with mana value less than or equal to Velomachus Lorehold's power from among them without paying its mana cost. Put the rest on the bottom of your library in a random order.
Legendary Creature - Elder Dragon

Zirda, the Dawnwaker
Companion — Each permanent card in your starting deck has an activated ability. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.)
Abilities you activate that aren't mana abilities cost less to activate. This effect can't reduce the mana in that cost to less than one mana.
, : Target creature can't block this turn.
Abilities you activate that aren't mana abilities cost less to activate. This effect can't reduce the mana in that cost to less than one mana.
, : Target creature can't block this turn.
Legendary Creature - Elemental Fox

Extras
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Land
Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land

Land
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Oh? You're removing me?
Oh? You're removing me?
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Ramp
Path of the Animist
Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Will of the Planeswalkers — Starting with you, each player votes for planeswalk or chaos. If planeswalk gets more votes, planeswalk. If chaos gets more votes or the vote is tied, chaos ensues.
Will of the Planeswalkers — Starting with you, each player votes for planeswalk or chaos. If planeswalk gets more votes, planeswalk. If chaos gets more votes or the vote is tied, chaos ensues.
Sorcery

Rivaz of the Claw
Menace
: Add two mana in any combination of colors. Spend this mana only to cast Dragon creature spells.
Once during each of your turns, you may cast a Dragon creature spell from your graveyard.
Whenever you cast a Dragon creature spell from your graveyard, it gains "When this creature dies, exile it."
: Add two mana in any combination of colors. Spend this mana only to cast Dragon creature spells.
Once during each of your turns, you may cast a Dragon creature spell from your graveyard.
Whenever you cast a Dragon creature spell from your graveyard, it gains "When this creature dies, exile it."
Legendary Creature - Lizard Warlock

Sage of the Maze
: Add two mana in any combination of colors.
: Until end of turn, target land you control becomes an X/X Citizen creature with haste in addition to its other types, where X is twice the number of Gates you control. Activate only as a sorcery.
Tap an untapped Gate you control: Untap this creature.
: Until end of turn, target land you control becomes an X/X Citizen creature with haste in addition to its other types, where X is twice the number of Gates you control. Activate only as a sorcery.
Tap an untapped Gate you control: Untap this creature.
Creature - Wizard Elf

Skyserpent Seeker
Flying, deathtouch
Exhaust — : Reveal cards from the top of your library until you reveal two land cards. Put those land cards onto the battlefield tapped and the rest on the bottom of your library in a random order. Put a +1/+1 counter on this creature. (Activate each exhaust ability only once.)
Exhaust — : Reveal cards from the top of your library until you reveal two land cards. Put those land cards onto the battlefield tapped and the rest on the bottom of your library in a random order. Put a +1/+1 counter on this creature. (Activate each exhaust ability only once.)
Creature - Snake

Ramp
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Recursion
Priest of Fell Rites
, Pay 3 life, Sacrifice this creature: Return target creature card from your graveyard to the battlefield. Activate only as a sorcery.
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Creature - Human Warlock

The Cauldron of Eternity
This spell costs less to cast for each creature card in your graveyard.
Whenever a creature you control dies, put it on the bottom of its owner's library.
, , Pay 2 life: Return target creature card from your graveyard to the battlefield. Activate only as a sorcery.
Whenever a creature you control dies, put it on the bottom of its owner's library.
, , Pay 2 life: Return target creature card from your graveyard to the battlefield. Activate only as a sorcery.
Legendary Artifact

Recursion
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Scion-based hate
Incinerator of the Guilty
Flying, trample
Whenever this creature deals combat damage to a player, you may collect evidence X. When you do, this creature deals X damage to each creature and planeswalker that player controls. (To collect evidence X, exile cards with total mana value X or greater from your graveyard.)
Whenever this creature deals combat damage to a player, you may collect evidence X. When you do, this creature deals X damage to each creature and planeswalker that player controls. (To collect evidence X, exile cards with total mana value X or greater from your graveyard.)
Creature - Dragon

Protector of the Wastes
Flying
When this creature enters or becomes monstrous, exile up to two target artifacts and/or enchantments controlled by different players.
: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.)
When this creature enters or becomes monstrous, exile up to two target artifacts and/or enchantments controlled by different players.
: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.)
Creature - Dragon

Vaevictis Asmadi, the Dire
Flying
Whenever Vaevictis Asmadi attacks, for each player, choose target permanent that player controls. Those players sacrifice those permanents. Each player who sacrificed a permanent this way reveals the top card of their library, then puts it onto the battlefield if it's a permanent card.
Whenever Vaevictis Asmadi attacks, for each player, choose target permanent that player controls. Those players sacrifice those permanents. Each player who sacrificed a permanent this way reveals the top card of their library, then puts it onto the battlefield if it's a permanent card.
Legendary Creature - Elder Dragon

Scion-based hate
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Maybeboard
Quest for the Necropolis
Landfall — Whenever a land you control enters, put a quest counter on this enchantment.
, Sacrifice this enchantment: Put target creature card from a graveyard onto the battlefield under your control. This ability costs less to activate for each quest counter on this enchantment. Activate only as a sorcery.
, Sacrifice this enchantment: Put target creature card from a graveyard onto the battlefield under your control. This ability costs less to activate for each quest counter on this enchantment. Activate only as a sorcery.
Enchantment

Silent Hallcreeper
This creature can't be blocked.
Whenever this creature deals combat damage to a player, choose one that hasn't been chosen —
• Put two +1/+1 counters on this creature.
• Draw a card.
• This creature becomes a copy of another target creature you control.
Whenever this creature deals combat damage to a player, choose one that hasn't been chosen —
• Put two +1/+1 counters on this creature.
• Draw a card.
• This creature becomes a copy of another target creature you control.
Creature Enchantment - Horror

Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"attributes":{"bold":true},"insert":"Foreword:"},{"insert":" \nHey, Squid here. I apologize in advance for how terribly long this deck description is. For better or worse, this is a deck with a surprising amount of nuance, and is positively riddled with odd card choices whose purpose might not be apparent upon a first look through the decklist. As such, I had to choose between trying to keep it short or explaining what I could, and, well, this is the result. I hope this \"brief\" description is entertaining enough while simultaneously going over the basics of how this particular brew works, as well as explaining what on earth "},{"insert":{"card-link":"Velomachus Lorehold"}},{"insert":" is doing here.\nEnjoy!\n\n\n\n"},{"insert":{"card-link":"Scion of the Ur-Dragon"}},{"insert":" is an incredibly degenerate commander, infamous for its "},{"insert":{"card-link":"Moltensteel Dragon"}},{"insert":" + "},{"insert":{"card-link":"Skithiryx, the Blight Dragon"}},{"insert":" one-shots. It's also typically quite the expensive deck to build, what with it being five colors and all. Also it has dragons.\n\nI tried to make it none of these things.\n\nExcept the dragons part, of course.\n\nForunately enough, solving the budget problem (mostly) fixes the degenerate tendencies that a Scion deck typically has. As it turns out, not being able to use some of Magic's most comically busted dragons, such as "},{"insert":{"card-link":"Colossal Grave-Reaver"}},{"insert":", "},{"insert":{"card-link":"Ancient Copper Dragon"}},{"insert":", or "},{"insert":{"card-link":"The Ur-Dragon"}},{"insert":" itself, well, it makes the deck considerably more tame. But that doesn't make it toothless by any means, oh no. But I'm getting ahead of myself.\n\nTrying to build any sort of five-color deck on a budget is a seriously challenging endeavor, one that necessitates serious concessions in either deck consistency, or speed. This deck is no different, but that doesn't pose as big of an issue as you might expect. You see, despite my best efforts, "},{"insert":{"card-link":"Scion of the Ur-Dragon"}},{"insert":" is an absolutely "},{"attributes":{"italic":true},"insert":"terrifying"},{"insert":" presence at the table. The ability to just, "},{"attributes":{"italic":true},"insert":"become,"},{"insert":" whatever dragon is best at any given point for only two mana is really, really powerful, even if those dragons are ripped straight from the bulk bin at your LGS. So, deploying Scion without out some measure of protection is a bad idea. Now, we could load up on protective spells, but that's rather inefficient, and there's only so much deck space. On the other hand, Scion's ability becomes an awfully good tool to, ah, "},{"attributes":{"italic":true},"insert":"dissuade"},{"insert":" opponents from pointing removal its way. All we need is five mana to cast Scion, and two mana to fetch one of the deck's *ahem* "},{"attributes":{"italic":true},"insert":"bad dragons"},{"insert":", and suddenly people are a lot less keen to kill it.\n\nWe'll get to what dragons fill this role later, I promise. For now, we need to address how we reach that critical seven mana threshold. And this is where the deck makes its concession, in its speed. Trying to hit seven mana before turn five while simultaneously color-fixing is just...not possible on a budget; at least, not without the luck of the gods or a truly disproportionate amount of deck space. Fortunately, there's a great way to hit seven mana on turn five while simultaneously color-fixing, and funnily enough, it's been mostly powercrept out of the format. It's our old friend "},{"insert":{"card-link":"Explosive Vegetation"}},{"insert":"! And, like, fourteen other cards that can ramp two mana before turn five, most of which are E-Veg analogs. On their own, these type of spells are still pretty mediocre, but they have some serious upside here beyond the previously stated benefits. First, only needing to cast this spell on turn four means there's three full turns of dead space that can be occupied by playing some truly dirt-cheap fixing lands that all come in tapped (welcome back, "},{"insert":{"card-link":"Golgari Guildgate"}},{"insert":"). The second is "},{"insert":{"card-link":"Velomachus Lorehold"}},{"insert":". You see, most of these "},{"insert":{"card-link":"Explosive Vegetation"}},{"insert":"-type spells are sorceries, all of which Velomachus can cast without any boosts to her power. And with ten of these in the deck, that gives her a pretty decent chance (>50%) to hit any one of these with her attack trigger. In addition, she has both vigilance "},{"attributes":{"italic":true},"insert":"and"},{"insert":" haste, so even if she whiffs her trigger, it isn't too much of a setback. As for the downsides of relying on this method to ramp into "},{"insert":{"card-link":"Scion of the Ur-Dragon"}},{"insert":", it leaves you alarmingly open on the first four turns of the game before you're able to play Scion. This isn't too bad, and the deck runs a smattering of low-cost utility creatures (such as "},{"insert":{"card-link":"Hajar, Loyal Bodyguard"}},{"insert":", or "},{"insert":{"card-link":"Priest of Fell Rites"}},{"insert":") that can block in a pinch. On the other hand, it means that finding one of these spells is a "},{"attributes":{"italic":true},"insert":"requirement"},{"insert":" to even begin playing the game. Thus, mulliganing to find one of these"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"𑁋"},{"insert":"along with the lands needed to cast it"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"𑁋"},{"insert":"is a must. If you were wondering why the deck runs 41 lands, this is it. Fortunately, mulliganing to six, or even five cards isn't actually that bad, since Scion is a one-dragon machine that can do pretty much anything you need it to. (I've played this deck on mulligans to "},{"attributes":{"italic":true},"insert":"four"},{"insert":" a few times, and it still felt alright. I even one won of those games!)\n\nNow, you were promised dragons, and it's about time I made good on that promise. Most of the deck's dragons are pretty self-explanatory, whether it be "},{"insert":{"card-link":"Vaevictis Asmadi, the Dire"}},{"insert":"'s ability to remove almost anything, "},{"insert":{"card-link":"Zurgo and Ojutai"}},{"insert":"'s astonishingly effective capacity to draw only the cards you need (and not your dragons, Scion can't find them in your hand (this will come up later)), or "},{"insert":{"card-link":"Earthquake Dragon"}},{"insert":"'s penchant for being "},{"attributes":{"bold":true},"insert":"THICK."},{"insert":" That said, a few deserve special mention, particularly the four dragons that do the all-important job of keeping removal pointed away from Scion itself:\n-"},{"insert":{"card-link":"Firdoch Core"}},{"insert":" offers the ability to dodge most board wipes;\n-"},{"insert":{"card-link":"Silumgar, the Drifting Death"}},{"insert":" is the one of only two dragons in the whole game that offers unconditional hexproof;\n-"},{"insert":{"card-link":"Keiga, the Tide Star"}},{"insert":" is going to die, but not without making your opponent's regret it;\n-and "},{"insert":{"card-link":"Piru, the Volatile"}},{"insert":"...is a bomb.\nThese four do an "},{"attributes":{"italic":true},"insert":"astonishingly"},{"insert":" good job at keeping "},{"insert":{"card-link":"Scion of the Ur-Dragon"}},{"insert":" alive, and, strangely enough, they become "},{"attributes":{"italic":true},"insert":"more"},{"insert":" effective if your opponents know about them. If your opponents know your commander can turn into a tactical nuke at the slightest provocation, strangely enough, they usually stop trying to remove Scion while that threat is still around. And if they never deign it necessary to force you to make good on that threat, well, that's all the better for you. You can always keep that threat squarely in your back pocket, and hang it over your opponents' heads like some sort of budget Sword of Damocles. \n\nNow if you feel I didn't give "},{"insert":{"card-link":"Piru, the Volatile"}},{"insert":" the time she deserves here, don't you worry, she'll come up again later. Piru is, after all, my #1 pet card, and this deck is, in a sense, my love letter to this dorky, overcosted menace.\n\nBefore I move onto to the deck's gameplay tendencies, there are two more oddities I'd like to mention. \nFirst is the deck's lack of card draw. Now, for anyone who's piloted a "},{"insert":{"card-link":"Scion of the Ur-Dragon"}},{"insert":" deck before, you probably understand exactly why the deck runs not only this small quantity of card advantage, but also why I've chosen these particular cards. To explain, drawing cards isn't a bad thing on its own, but it "},{"attributes":{"italic":true},"insert":"can"},{"insert":" be. Since Scion can't turn into a given dragon if it's in your hand, you lose a lot of versatility, and a lot of the deck's little tricks stop working. There is no worse feeling while playing a Scion deck than drawing your only copy of "},{"insert":{"card-link":"Moltensteel Dragon"}},{"insert":". With the exception of "},{"insert":{"card-link":"Korvold, Gleeful Glutton"}},{"insert":", none of these card draw pieces can draw you a card you "},{"attributes":{"italic":true},"insert":"don't"},{"insert":" want. "},{"insert":{"card-link":"Brainstorm"}},{"insert":" and "},{"insert":{"card-link":"Brainsurge"}},{"insert":" even allow you to rescue hand-locked dragons by placing them back on top of your deck before promptly shuffling them away with Scion's ability. As for the low quantity, that's even easier to explain. If you're running low on cards, well, Scion itself can always fix that with one of the dragons in its toolbox, though, full truth be told, I haven't found playing this deck in pure topdeck mode to be a serious drawback.\nSecond is the rather...unusual...choices for interaction. The counterspells all make some measure of sense, especially since once Scion transforms, it's pretty well stuck that way until end of turn, and subsequently vulnerable to removal. But this array of spot kill spells? Surely there's better options than "},{"insert":{"card-link":"Unwanted Remake"}},{"insert":"!? I mean, hell, "},{"insert":{"card-link":"Swords to Plowshares"}},{"insert":" is barely even a dollar! And in pretty much any other circumstance, that would be a perfectly accurate assessment. But you see, "},{"insert":{"card-link":"Swords to Plowshares"}},{"insert":" "},{"attributes":{"italic":true},"insert":"exiles "},{"insert":"creatures, and we can't have that. "},{"insert":{"card-link":"Piru, the Volatile"}},{"insert":" won't get her death trigger if she gets exiled, you see. That's right, every spot kill spell moonlights as a board wipe, and an instant speed board wipe at that! Turning your commander into a pipe bomb and hucking it onto the table is something people might expect from a deck with Piru herself, but this? Pointing "},{"attributes":{"italic":true},"insert":"your own removal spell"},{"insert":" at the commander your entire deck "},{"attributes":{"italic":true},"insert":"needs"},{"insert":" to function is just so unhinged that it works way, "},{"attributes":{"italic":true},"insert":"way"},{"insert":" better than it has any right to.\n\nFortunately, and lastly, the deck's gameplay is actually pretty straightforward aside from the previously mentioned bits. The deck typically tries to build advantage by either drawing cards with a transformed"},{"insert":{"card-link":"Scion of the Ur-Dragon"}},{"insert":" or dropping "},{"insert":{"card-link":"Velomachus Lorehold"}},{"insert":" and letting her work her magic. Game-ending threats can be dealt with by the array of dragon-y hate pieces Scion can transform into. As for winning the game, it turns out beating people to death with big chunky fliers is a remarkably effective strategy. Commander damage is the usual way that the deck gets its kills, since it rarely has more than three dragons on the field at once, but it can go wide given enough time, and enough recursion (thank you "},{"insert":{"card-link":"Teneb, the Harvester"}},{"insert":"). Interestingly enough, in my experience opponents have been remarkably amenable to being swung at by Scion, most likely thanks to the lack of the truly horrific transformation targets locked out of the deck thanks to the budget. This is easily most apparent in the case of "},{"insert":{"card-link":"Moltensteel Dragon"}},{"insert":" combos; with the absence of "},{"insert":{"card-link":"Skithiryx, the Blight Dragon"}},{"insert":", the combos the deck does have come with a much higher cost. With Moltensteel and "},{"insert":{"card-link":"Atarka, World Render"}},{"insert":", opponents will be able to see it coming, and (possibly) block accordingly, since the combo must be deployed prior to declaring attackers. In the case of Moltensteel and "},{"insert":{"card-link":"Earthquake Dragon"}},{"insert":", it has a significantly higher life cost than the Skittles-combo, being 22 life instead of 12 (assuming all phyrexian mana is paid in life). In even the most passive of games, 22 life is waaay too much to pay to take down one player aaaaand Piru's back again. Yeah, so, as it turns out, a single "},{"insert":{"card-link":"Piru, the Volatile"}},{"insert":" explosion gains "},{"attributes":{"italic":true},"insert":"such "},{"insert":"a ridiculous amount of life "},{"attributes":{"italic":true},"insert":"so "},{"insert":"consistently, that paying Moltensteel's life cost isn't even hard most games, even if the follow-up transformation is a comparatively smaller dragon such as "},{"insert":{"card-link":"Tyrant's Familiar"}},{"insert":" (which conveniently has haste for a situation such as this). \n\nNow, the deck certainly isn't invincible, and there certainly are avenues of counterplay for opponents, but in my opinion, that's a good thing for a casual commander deck to have. As it turns out, this deck's kryptonite is a nearly 20 year old card you probably haven't heard of called "},{"insert":{"card-link":"Fleshbag Marauder"}},{"insert":", but working around the deck's weaknesses are half the fun of playing it. As long as you can still cast your "},{"insert":{"card-link":"Scion of the Ur-Dragon"}},{"insert":", you still have a way back into the game. With that being said, the deck certainly has a preferred power level it likes to play at. Upper bracket three is usually just a little too fast for the deck's bulk bin dragons to recover from, and bracket two decks usually can't handle the deck's slipperiness combined with the consistency Scion as a commander provides. Low-mid bracket three, in my experience, is where the deck is happiest.\n\nBut that's enough out of me for now. This is one of my favorite decks to play and talk about (could you guess?), and I hope I could share a bit of its magic with you.\n\nThank you for coming to my TED talk.\n\n\n\n"},{"attributes":{"bold":true},"insert":"Postscript:"},{"insert":"\nThis deck was built in January 2025, with a budget of of $50 (commander included) by measure of TCGplayer's card pricing. Over time, the prices of cards in the deck have fluctuated (looking at you, "},{"insert":{"card-link":"Stubborn Denial"}},{"insert":"), and between that and my own card substitutions both increasing and decreasing the deck's total cost, it has resulted in the price point you now see. It's a little higher then what it originally was, especially since many of the decks core cards (like, y'know, the "},{"attributes":{"italic":true},"insert":"commander"},{"insert":") never fully recovered from Tarkir Dragonstorm's price spikes. But eh, c'est la vie.\n\nAlso, if the deck's "},{"insert":{"card-link":"Explosive Vegetation"}},{"insert":" shtick seems familiar to you, that's most likely because I drew inspiration on that particular aspect from Salubrious Snail's now-famous "},{"insert":{"card-link":"Radha, Heir to Keld"}},{"insert":" deck.\n"}]}





















































































