2.1k views28 days ago
Commander
Size: 100Salt sum: 29.2
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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"}]}

Commander

Qty: 1 Price: $8.49
Scion of the Ur-Dragon
Flying
: Search your library for a Dragon permanent card and put it into your graveyard. If you do, Scion of the Ur-Dragon becomes a copy of that card until end of turn. Then shuffle.
Legendary Creature - Dragon Avatar
Scion of the Ur-Dragon (tsp) 246

Commander

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Big Damage

Qty: 3 Price: $7.07
Atarka, World Render
Flying, trample
Whenever a Dragon you control attacks, it gains double strike until end of turn.
Legendary Creature - Dragon
Atarka, World Render (tdc) 281
Earthquake Dragon
This spell costs
less to cast, where X is the total mana value of Dragons you control.
Flying, trample
, Sacrifice a land: Return this card from your graveyard to your hand.
Creature - Dragon Elemental
Earthquake Dragon (clb) 228
Moltensteel Dragon
(
can be paid with either
or 2 life.)
Flying
: This creature gets +1/+0 until end of turn.
Creature Artifact - Dragon Phyrexian
Moltensteel Dragon (nph) 88

Big Damage

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Direct Interaction

Qty: 10 Price: $19.52
An Offer You Can't Refuse
Counter target noncreature spell. Its controller creates two Treasure tokens. (They're artifacts with "
, Sacrifice this token: Add one mana of any color.")
Instant
An Offer You Can't Refuse (plst) SNC-51
Counterspell
Counter target spell.
Instant
Counterspell (dmr) 281
Crux of Fate
Choose one —
• Destroy all Dragon creatures.
• Destroy all non-Dragon creatures.
Sorcery
Crux of Fate (fic) 275
Destroy Evil
Choose one —
• Destroy target creature with toughness 4 or greater.
• Destroy target enchantment.
Instant
Destroy Evil (dmu) 17
Dispel
Counter target instant spell.
Instant
Dispel (bfz) 76
Infernal Grasp
Destroy target creature. You lose 2 life.
Instant
Infernal Grasp (j25) 456
Negate
Counter target noncreature spell.
Instant
Negate (m13) 62
Stubborn Denial
Counter target noncreature spell unless its controller pays
.
Ferocious — If you control a creature with power 4 or greater, counter that spell instead.
Instant
Stubborn Denial (ktk) 56
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
Unwanted Remake (dsk) 39
Valorous Stance
Choose one —
• Target creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
• Destroy target creature with toughness 4 or greater.
Instant
Valorous Stance (fdn) 583

Direct Interaction

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Draw

Qty: 5 Price: $6.75
Brainstorm
Draw three cards, then put two cards from your hand on top of your library in any order.
Instant
Brainstorm (c15) 90
Brainsurge
Draw four cards, then put two cards from your hand on top of your library in any order.
Instant
Brainsurge (mh3) 53
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.
Legendary Creature - Elder Dragon
Dragonlord Ojutai (plst) DTK-219
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.
Legendary Creature - Dragon Noble
Korvold, Gleeful Glutton (woc) 26
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.
Legendary Creature - Dragon Orc
Zurgo and Ojutai (mom) 258

Draw

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Extras

Qty: 9 Price: $13.31
Biomancer's Familiar
Activated abilities of creatures you control cost
less to activate. This effect can't reduce the mana in that cost to less than one mana.
: The next time target creature adapts this turn, it adapts as though it had no +1/+1 counters on it.
Creature - Mutant
Biomancer's Familiar (rna) 158
Blessed Respite
Target player shuffles their graveyard into their library. Prevent all combat damage that would be dealt this turn.
Instant
Blessed Respite (mh2) 150
Broodcaller Scourge
Flying
Whenever one or more Dragons you control deal combat damage to a player, you may put a permanent card with mana value less than or equal to that damage from your hand onto the battlefield.
Creature - Dragon
Broodcaller Scourge (tdc) 44
Dauntless Escort
Sacrifice this creature: Creatures you control gain indestructible until end of turn.
Creature - Soldier Rhino
Dauntless Escort (scd) 223
Hajar, Loyal Bodyguard
Sacrifice Hajar: Legendary creatures you control get +1/+0 and gain indestructible until end of turn.
Legendary Creature - Human Soldier
Hajar, Loyal Bodyguard (pbro) 211p
Jubilant Skybonder
Flying
Creatures you control with flying have "Spells your opponents cast that target this creature cost
more to cast."
Creature - Human Wizard
Jubilant Skybonder (iko) 223
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.
Legendary Creature - Elder Dragon
Velomachus Lorehold (tdc) 309
Wake the Dead
Cast this spell only during combat on an opponent's turn.
Return X target creature cards from your graveyard to the battlefield. Sacrifice those creatures at the beginning of the next end step.
Instant
Wake the Dead (cmm) 197
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.
Legendary Creature - Elemental Fox
Zirda, the Dawnwaker (iko) 233

Extras

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Land

Qty: 41 Price: $14.44
Ash Barrens
: Add
.
Basic landcycling
(
, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
Land
Ash Barrens (m3c) 318
Azorius Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Azorius Guildgate (fdn) 683
Boros Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Boros Guildgate (fdn) 684
Bristling Backwoods
This land enters tapped.
When this land enters, it deals 1 damage to target opponent.
: Add
or
.
Land - Desert
Bristling Backwoods (otj) 253
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (cmr) 350
Dimir Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Dimir Guildgate (fdn) 688
Eroded Canyon
This land enters tapped.
When this land enters, it deals 1 damage to target opponent.
: Add
or
.
Land - Desert
Eroded Canyon (otj) 256
Escape Tunnel
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
, Sacrifice this land: Target creature with power 2 or less can't be blocked this turn.
Land
Escape Tunnel (mkm) 261
Evolving Wilds
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Evolving Wilds (mm2) 241
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (tdc) 360
Forest
(
: Add
.)
Basic Land - Forest
Forest (hbg) 308
Forlorn Flats
This land enters tapped.
When this land enters, it deals 1 damage to target opponent.
: Add
or
.
Land - Desert
Forlorn Flats (otj) 258
Golgari Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Golgari Guildgate (fdn) 689
Gond Gate
Gates you control enter untapped.
: Add
.
: Add one mana of any color that a Gate you control could produce.
Land - Gate
Gond Gate (clb) 353
Great Hall of the Citadel
: Add
.
,
: Add two mana in any combination of colors. Spend this mana only to cast legendary spells.
Land
Great Hall of the Citadel (ltr) 254
Gruul Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Gruul Guildgate (fdn) 690
Island
(
: Add
.)
Basic Land - Island
Island (hbg) 295
Izzet Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Izzet Guildgate (fdn) 691
Kessig Wolf Run
: Add
.
,
: Target creature gets +X/+0 and gains trample until end of turn.
Land
Kessig Wolf Run (tdc) 375
Lush Oasis
This land enters tapped.
When this land enters, it deals 1 damage to target opponent.
: Add
or
.
Land - Desert
Lush Oasis (otj) 261
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (hbg) 301
Orzhov Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Orzhov Guildgate (fdn) 692
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.)
Land
Path of Ancestry (afc) 254
Plains
(
: Add
.)
Basic Land - Plains
Plains (hbg) 292
Rakdos Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Rakdos Guildgate (rvr) 284
Secluded Courtyard
As this land enters, choose a creature type.
: Add
.
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type or activate an ability of a creature source of the chosen type.
Land
Secluded Courtyard (lcc) 350
Selesnya Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Selesnya Guildgate (fdn) 694
Simic Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Simic Guildgate (fdn) 695
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (hbg) 299
Terramorphic Expanse
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Terramorphic Expanse (moc) 439
Unclaimed Territory
As this land enters, choose a creature type.
: Add
.
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type.
Land
Unclaimed Territory (ecc) 175

Land

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Oh? You're removing me?

Qty: 4 Price: $2.56
Firdoch Core
Changeling (This card is every creature type.)
: Add one mana of any color.
: This artifact becomes a 4/4 artifact creature until end of turn.
Artifact Kindred - Shapeshifter
Firdoch Core (ecl) 255
Keiga, the Tide Star
Flying
When Keiga dies, gain control of target creature.
Legendary Creature - Dragon Spirit
Keiga, the Tide Star (tdc) 156
Piru, the Volatile
Flying, lifelink
At the beginning of your upkeep, sacrifice Piru unless you pay
.
When Piru dies, it deals 7 damage to each nonlegendary creature.
Legendary Creature - Elder Dragon
Piru, the Volatile (mh2) 207
Silumgar, the Drifting Death
Flying, hexproof
Whenever a Dragon you control attacks, creatures defending player controls get -1/-1 until end of turn.
Legendary Creature - Dragon
Silumgar, the Drifting Death (plst) FRF-157

Oh? You're removing me?

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Ramp

Qty: 16 Price: $11.50
Cartographer's Survey
Look at the top seven cards of your library. Put up to two land cards from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order.
Sorcery
Cartographer's Survey (vow) 190
Circuitous Route
Search your library for up to two basic land cards and/or Gate cards, put them onto the battlefield tapped, then shuffle.
Sorcery
Circuitous Route (fdn) 635
Encroaching Dragonstorm
When this enchantment enters, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
When a Dragon you control enters, return this enchantment to its owner's hand.
Enchantment
Encroaching Dragonstorm (tdm) 142
Explosive Vegetation
Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Sorcery
Explosive Vegetation (drc) 112
Faeburrow Elder
Vigilance
This creature gets +1/+1 for each color among permanents you control.
: For each color among permanents you control, add one mana of that color.
Creature - Druid Treefolk
Faeburrow Elder (blc) 252
Jade Orb of Dragonkind
: Add
. When you spend this mana to cast a Dragon creature spell, it enters with an additional +1/+1 counter on it and gains hexproof until your next turn. (It can't be the target of spells or abilities your opponents control.)
Artifact
Jade Orb of Dragonkind (clb) 236
Map the Frontier
Search your library for up to two basic land cards and/or Desert cards, put them onto the battlefield tapped, then shuffle.
Sorcery
Map the Frontier (otj) 170
Migration Path
Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Cycling
(
, Discard this card: Draw a card.)
Sorcery
Migration Path (iko) 164
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.
Sorcery
Path of the Animist (moc) 38
Planar Engineering
Sacrifice two lands. Search your library for four basic land cards, put them onto the battlefield tapped, then shuffle.
Sorcery
Planar Engineering (sos) 158
Reach the Horizon
Search your library for up to two basic land cards and/or Town cards with different names, put them onto the battlefield tapped, then shuffle.
Sorcery
Reach the Horizon (fin) 195
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."
Legendary Creature - Lizard Warlock
Rivaz of the Claw (dmu) 314
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.
Creature - Wizard Elf
Sage of the Maze (m3c) 119
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.)
Creature - Snake
Skyserpent Seeker (dft) 224
Terramorph
Search your library for a basic land card, put it onto the battlefield, then shuffle.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Sorcery
Terramorph (mh2) 177
Vastwood Surge
Kicker
(You may pay an additional
as you cast this spell.)
Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle. If this spell was kicked, put two +1/+1 counters on each creature you control.
Sorcery
Vastwood Surge (plst) ZNR-217

Ramp

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Recursion

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Bloodline Bidding
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for
or one mana of that creature's color.)
Choose a creature type. Return all creature cards of the chosen type from your graveyard to the battlefield.
Sorcery
Bloodline Bidding (ecl) 91
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.)
Creature - Human Warlock
Priest of Fell Rites (fic) 328
Teneb, the Harvester
Flying
Whenever Teneb deals combat damage to a player, you may pay
. If you do, put target creature card from a graveyard onto the battlefield under your control.
Legendary Creature - Dragon
Teneb, the Harvester (c17) 198
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.
Legendary Artifact
The Cauldron of Eternity (eld) 82

Recursion

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Scion-based hate

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Hoard-Smelter Dragon
Flying
: Destroy target artifact. This creature gets +X/+0 until end of turn, where X is that artifact's mana value.
Creature - Dragon
Hoard-Smelter Dragon (scd) 147
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.)
Creature - Dragon
Incinerator of the Guilty (mkm) 349
Numot, the Devastator
Flying
Whenever Numot deals combat damage to a player, you may pay
. If you do, destroy up to two target lands.
Legendary Creature - Dragon
Numot, the Devastator (cmd) 215
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.)
Creature - Dragon
Protector of the Wastes (tdc) 14
Steel Hellkite
Flying
: This creature gets +1/+0 until end of turn.
: Destroy each nonland permanent with mana value X whose controller was dealt combat damage by this creature this turn. Activate only once each turn.
Creature Artifact - Dragon
Steel Hellkite (mkc) 239
Tyrant's Familiar
Flying, haste
Lieutenant — As long as you control your commander, this creature gets +2/+2 and has "Whenever this creature attacks, it deals 7 damage to target creature defending player controls."
Creature - Dragon
Tyrant's Familiar (scd) 165
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.
Legendary Creature - Elder Dragon
Vaevictis Asmadi, the Dire (plst) M19-225

Scion-based hate

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Doomed Necromancer
,
, Sacrifice this creature: Return target creature card from your graveyard to the battlefield.
Creature - Human Cleric Mercenary
Doomed Necromancer (j25) 426
Dromoka, the Eternal
Flying
Whenever a Dragon you control attacks, bolster 2. (Choose a creature with the least toughness among creatures you control and put two +1/+1 counters on it.)
Legendary Creature - Dragon
Dromoka, the Eternal (frf) 151
Gold-Forged Thopteryx
Flying, lifelink
Each legendary permanent you control has ward
. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays
.)
Creature Artifact - Dinosaur Thopter
Gold-Forged Thopteryx (mat) 31
Immersturm Predator
Flying
Whenever this creature becomes tapped, exile up to one target card from a graveyard and put a +1/+1 counter on this creature.
Sacrifice another creature: This creature gains indestructible until end of turn. Tap it.
Creature - Vampire Dragon
Immersturm Predator (fdn) 660
Iymrith, Desert Doom
Flying
Iymrith has ward
as long as it's untapped.
Whenever Iymrith deals combat damage to a player, draw a card. Then if you have fewer than three cards in hand, draw cards equal to the difference.
Legendary Creature - Dragon
Iymrith, Desert Doom (afr) 62
Kutzil, Malamet Exemplar
Your opponents can't cast spells during your turn.
Whenever one or more creatures you control each with power greater than its base power deals combat damage to a player, draw a card.
Legendary Creature - Warrior Cat
Kutzil, Malamet Exemplar (lci) 304
O-Kagachi, Vengeful Kami
Flying, trample
Whenever O-Kagachi deals combat damage to a player, if that player attacked you during their last turn, exile target nonland permanent that player controls.
Legendary Creature - Dragon Spirit
O-Kagachi, Vengeful Kami (mb2) 138
Qasali Pridemage
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
, Sacrifice this creature: Destroy target artifact or enchantment.
Creature - Wizard Cat
Qasali Pridemage (2x2) 386
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.
Enchantment
Quest for the Necropolis (mh3) 104
Quicksilver Dragon
Flying
: If target spell has only one target and that target is this creature, change that spell's target to another creature.
Morph
(You may cast this card face down as a 2/2 creature for
. Turn it face up any time for its morph cost.)
Creature - Dragon
Quicksilver Dragon (plst) ONS-103
Ryusei, the Falling Star
Flying
When Ryusei dies, it deals 5 damage to each creature without flying.
Legendary Creature - Dragon Spirit
Ryusei, the Falling Star (arc) 45
Scourge of Kher Ridges
Flying
: This creature deals 2 damage to each creature without flying.
: This creature deals 6 damage to each other creature with flying.
Creature - Dragon
Scourge of Kher Ridges (fut) 107
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.
Creature Enchantment - Horror
Silent Hallcreeper (pdsk) 72p
Spell Pierce
Counter target noncreature spell unless its controller pays
.
Instant
Spell Pierce (xln) 81

Maybeboard

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Deck Info

Deck stats

20 pips - 16 cards
22 mana - 19 cards
18 pips - 16 cards
24 mana - 21 cards
18 pips - 13 cards
22 mana - 19 cards
21 pips - 15 cards
23 mana - 20 cards
27 pips - 26 cards
28 mana - 25 cards
0 pips - 0 cards
6 mana - 6 cards
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"}]}
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