K3Nyon
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Commander
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{"ops":[{"insert":"All non-dragon and non-kobold cards were printed in 2000 or earlier. This deck is a work in progress as my collection grows. My goal is to have the oldest/rarest versions of each card.\n\nThe primary goal is to fetch and play "},{"insert":{"card-link":"Badlands"}},{"insert":", because it is Badlands. If Badlands is played, the job is done and losing is meaningless.\n\nTo maybe win, play commander. Save Kobolds in hand until it is possible to pay the 2 to make a Dragon token. If there are multiple 0 cost kobolds in hand, up to 3 dragons can be created the next turn.\n\nAccumulate Kobolds and Dragons until critical mass is reached amd a win can be clutched.\n\n"},{"insert":{"card-link":"Zirilan of the Claw"}},{"insert":" is used to tutor "},{"insert":{"card-link":"Utvara Hellkite"}},{"insert":", "},{"insert":{"card-link":"Hellkite Tyrant"}},{"insert":", and "},{"insert":{"card-link":"Ancient Copper Dragon"}},{"insert":". If possible, sacrifice them before they get exiled so that they can be pulled from the graveyard later with "},{"insert":{"card-link":"Raise Dead"}},{"insert":", "},{"insert":{"card-link":"Rivaz of the Claw"}},{"insert":", \n\n"},{"insert":{"card-link":"Minion of the Mighty"}},{"insert":" is incredible. Ramp is hard to come by and card draw to get them is scarce. Although it doesn't generate a Kobold, the free dragon is always worth it. This is a great target for "},{"insert":{"card-link":"Demonic Tutor"}},{"insert":".\n\n"},{"insert":{"card-link":"Thawing Glaciers"}},{"insert":" is an MVP Land. It color fixes and ensures that lands drops are consistent. It is slow, but reliable card advantage and color fixing.\n\n"},{"insert":{"card-link":"City of Shadows"}},{"insert":" is helpful once there are Kobolds to sac. It can get large over the course of a game, but weighing the opportunity cost of missing damage output versus ramp is diffocult. Early game wants Kobolds for protection, but late game wants them for violence. Once ~7 mana is achieved, there are.diminishing returns on ramp.\nSome dragons are terrible. Use them as Kobold generators and sac targets.\n\nThis deck isn' great, but it is pretty pretty.\n"}]}
Commander
Rohgahh, Kher Keep Overlord
Other Kobolds you control get +2/+2.
Whenever you cast a Kobold spell, you may pay . If you do, create a 4/4 red Dragon creature token with flying.
Whenever you cast a Dragon spell, create a 0/1 red Kobold creature token named Kobolds of Kher Keep.
Whenever you cast a Kobold spell, you may pay . If you do, create a 4/4 red Dragon creature token with flying.
Whenever you cast a Dragon spell, create a 0/1 red Kobold creature token named Kobolds of Kher Keep.
Legendary Creature - Warrior Kobold

Commander
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Artifact
Sword of the Ages
This artifact enters tapped.
, Sacrifice this artifact and any number of creatures you control: This artifact deals X damage to any target, where X is the total power of the creatures sacrificed this way, then exile this artifact and those creature cards.
, Sacrifice this artifact and any number of creatures you control: This artifact deals X damage to any target, where X is the total power of the creatures sacrificed this way, then exile this artifact and those creature cards.
Artifact

Artifact
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Creature
Blast-Furnace Hellkite
Artifact offering (You may cast this spell as though it had flash by sacrificing an artifact and paying the difference in mana costs between this and the sacrificed artifact. Mana cost includes color.)
Flying, double strike
Creatures attacking your opponents have double strike.
Flying, double strike
Creatures attacking your opponents have double strike.
Creature - Dragon

Nalathni Dragon
Flying; banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
: This creature gets +1/+0 until end of turn. If this ability has been activated four or more times this turn, sacrifice this creature at the beginning of the next end step.
: This creature gets +1/+0 until end of turn. If this ability has been activated four or more times this turn, sacrifice this creature at the beginning of the next end step.
Creature - Dragon

Nova Hellkite
Flying, haste
When this creature enters, it deals 1 damage to target creature an opponent controls.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
When this creature enters, it deals 1 damage to target creature an opponent controls.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Creature - Dragon

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

Scourge of the Throne
Flying
Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.)
Whenever this creature attacks for the first time each turn, if it's attacking the player with the most life or tied for most life, untap all attacking creatures. After this phase, there is an additional combat phase.
Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.)
Whenever this creature attacks for the first time each turn, if it's attacking the player with the most life or tied for most life, untap all attacking creatures. After this phase, there is an additional combat phase.
Creature - Dragon

Creature
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Enchantment
Oubliette
When this enchantment enters, target creature phases out until this enchantment leaves the battlefield. Tap that creature as it phases in this way. (Auras and Equipment phase out with it. While permanents are phased out, they're treated as though they don't exist.)
Enchantment

Enchantment
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Instant
False Orders
Cast this spell only during the declare blockers step.
Remove target creature defending player controls from combat. Creatures it was blocking that had become blocked by only that creature this combat become unblocked. You may have it block an attacking creature of your choice.
Remove target creature defending player controls from combat. Creatures it was blocking that had become blocked by only that creature this combat become unblocked. You may have it block an attacking creature of your choice.
Instant

Instant
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Land
Land
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Sorcery
Sorcery
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Maybeboard
Ancient Brass Dragon
Flying
Whenever this creature deals combat damage to a player, roll a d20. When you do, put any number of target creature cards with total mana value X or less from graveyards onto the battlefield under your control, where X is the result.
Whenever this creature deals combat damage to a player, roll a d20. When you do, put any number of target creature cards with total mana value X or less from graveyards onto the battlefield under your control, where X is the result.
Creature - Elder Dragon

Animate Dead
Enchant creature card in a graveyard
When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Return enchanted creature card to the battlefield under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it.
Enchanted creature gets -1/-0.
When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Return enchanted creature card to the battlefield under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it.
Enchanted creature gets -1/-0.
Enchantment - Aura

Brainstealer Dragon
Flying
At the beginning of your end step, exile the top card of each opponent's library. You may play those cards for as long as they remain exiled. If you cast a spell this way, you may spend mana as though it were mana of any color to cast it.
Whenever a nonland permanent an opponent owns enters the battlefield under your control, they lose life equal to its mana value.
At the beginning of your end step, exile the top card of each opponent's library. You may play those cards for as long as they remain exiled. If you cast a spell this way, you may spend mana as though it were mana of any color to cast it.
Whenever a nonland permanent an opponent owns enters the battlefield under your control, they lose life equal to its mana value.
Creature - Dragon Horror

Chaos Dragon
Flying, haste
This creature attacks each combat if able.
At the beginning of combat on your turn, each player rolls a d20. If one or more opponents had the highest result, this creature can't attack those players or planeswalkers they control this combat.
This creature attacks each combat if able.
At the beginning of combat on your turn, each player rolls a d20. If one or more opponents had the highest result, this creature can't attack those players or planeswalkers they control this combat.
Creature - Dragon

Dance of the Dead
Enchant creature card in a graveyard
When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Put enchanted creature card onto the battlefield tapped under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it.
Enchanted creature gets +1/+1 and doesn't untap during its controller's untap step.
At the beginning of the upkeep of enchanted creature's controller, that player may pay . If the player does, untap that creature.
When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Put enchanted creature card onto the battlefield tapped under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it.
Enchanted creature gets +1/+1 and doesn't untap during its controller's untap step.
At the beginning of the upkeep of enchanted creature's controller, that player may pay . If the player does, untap that creature.
Enchantment - Aura

Goldlust Triad
Flying
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Whenever this creature deals combat damage to a player, create a Treasure token.
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Whenever this creature deals combat damage to a player, create a Treasure token.
Creature - Dragon

Herigast, Erupting Nullkite
Emerge (You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's mana value.)
When you cast this spell, you may exile your hand. If you do, draw three cards.
Flying
Each creature spell you cast has emerge. The emerge cost is equal to its mana cost.
When you cast this spell, you may exile your hand. If you do, draw three cards.
Flying
Each creature spell you cast has emerge. The emerge cost is equal to its mana cost.
Legendary Creature - Dragon Eldrazi

Invasion of Tarkir
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)
When this Siege enters, reveal any number of Dragon cards from your hand. When you do, this Siege deals X plus 2 damage to any other target, where X is the number of cards revealed this way. (X can be 0.)
When this Siege enters, reveal any number of Dragon cards from your hand. When you do, this Siege deals X plus 2 damage to any other target, where X is the number of cards revealed this way. (X can be 0.)
Battle - Siege


Territorial Hellkite
Flying, haste
At the beginning of combat on your turn, choose an opponent at random that this creature didn't attack during your last combat. This creature attacks that player this combat if able. If you can't choose an opponent this way, tap this creature.
At the beginning of combat on your turn, choose an opponent at random that this creature didn't attack during your last combat. This creature attacks that player this combat if able. If you can't choose an opponent this way, tap this creature.
Creature - Dragon

Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"All non-dragon and non-kobold cards were printed in 2000 or earlier. This deck is a work in progress as my collection grows. My goal is to have the oldest/rarest versions of each card.\n\nThe primary goal is to fetch and play "},{"insert":{"card-link":"Badlands"}},{"insert":", because it is Badlands. If Badlands is played, the job is done and losing is meaningless.\n\nTo maybe win, play commander. Save Kobolds in hand until it is possible to pay the 2 to make a Dragon token. If there are multiple 0 cost kobolds in hand, up to 3 dragons can be created the next turn.\n\nAccumulate Kobolds and Dragons until critical mass is reached amd a win can be clutched.\n\n"},{"insert":{"card-link":"Zirilan of the Claw"}},{"insert":" is used to tutor "},{"insert":{"card-link":"Utvara Hellkite"}},{"insert":", "},{"insert":{"card-link":"Hellkite Tyrant"}},{"insert":", and "},{"insert":{"card-link":"Ancient Copper Dragon"}},{"insert":". If possible, sacrifice them before they get exiled so that they can be pulled from the graveyard later with "},{"insert":{"card-link":"Raise Dead"}},{"insert":", "},{"insert":{"card-link":"Rivaz of the Claw"}},{"insert":", \n\n"},{"insert":{"card-link":"Minion of the Mighty"}},{"insert":" is incredible. Ramp is hard to come by and card draw to get them is scarce. Although it doesn't generate a Kobold, the free dragon is always worth it. This is a great target for "},{"insert":{"card-link":"Demonic Tutor"}},{"insert":".\n\n"},{"insert":{"card-link":"Thawing Glaciers"}},{"insert":" is an MVP Land. It color fixes and ensures that lands drops are consistent. It is slow, but reliable card advantage and color fixing.\n\n"},{"insert":{"card-link":"City of Shadows"}},{"insert":" is helpful once there are Kobolds to sac. It can get large over the course of a game, but weighing the opportunity cost of missing damage output versus ramp is diffocult. Early game wants Kobolds for protection, but late game wants them for violence. Once ~7 mana is achieved, there are.diminishing returns on ramp.\nSome dragons are terrible. Use them as Kobold generators and sac targets.\n\nThis deck isn' great, but it is pretty pretty.\n"}]}














































































































