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Been thinking about this deck for a while, but had doubts as it quite expensive =p.The main idea is ramp mana and make use and abuse of dragon tokens, plus your mana advantage. Once you get 5 lands into play you can get seriosly dangerous with the scute and the outcast. With the season, Utvara and Sarkhan you can put lots of dragons into play.Also thought to add some direct damage of X mana cost and found Clan Defiance to get some advantage of my mana.Any comments are appreciated.Sideboard cards are cards that might be included in the deck.
Just keep ramping lands for the win. Use all that mana to play those nice dragons ^^
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Good deck. Too slow for modern I think. Turn four or five its pretty much over and ramp relies on too many conditions to win. But a fun casual deck I think. Great job.
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Tks! It is not tought for a competitive enviroment though. Any help appreciated!
this deck is alright but i think my dragon deck might be a little bit faster. take a look by clicking on my user name and looking for my deck called dragon ramp. no offense intended btw.
No problem. I think it can be made even faster adding some mana generating creatures, but it will lose some of the benefits of the mana ramping.
i gotta say i really like the synergy u have with this. mana ramping to big dragons a simple enough game plan lol. pretty good build.http://cardgametalk.wordpress.com/
Tks very much!
I would consider -1 Cultivate -1 Khalni Heart Expedition and add 2 Xenagos, the Reveler.
I also think you would find Sylvan Scrying doing more for you then Frontier Guide. Frontier Guide is OK but your spending 6 mana before you get 1 basic. When Sylvan Scrying can get you a dual or Kessig Wolf Run. Journey of Discovery could also be considered in place of Frontier Guide.
Great idea on XENAGOS! Honestly I put together the deck before the Theros Block. The only issue is that in this deck I need lands in play, and Xenagos does not give me lands, just mana. The same with the Sylvan Scrying, I am trying to add lands directly into play. What do you think about replacing the frontier guide for the the Courser of Kuprix?
Elvish Archdruid is great for mana ramping with elves, and Signal the Clans for creature search. Other than that I'd add Fog for obvious reasons. I have a R/G Dragon Deck ( http://www.mtgvault.com/pjoshea/decks/here-be-dragons-2/ ) and a R/G Devour deck ( http://www.mtgvault.com/pjoshea/decks/unleash-your-inner-fat-kid/ ) I could never make the two work fast enough for me so I had to seperate them. Maybe you can do what I was unable to do, good luck!
THanks! Again as in other comments, the problem is that the elves don't put lands directly into play, they just give me mana. I'll check your decks. Thanks for the comment!
Yeah, the only reason I suggested him was because you are already running some elves and his synergy with elves is quite nice.
Made some changes including Xenagos as some guys suggested. I would like to include the Courser of Kuprix. Any idea how? Instead of the Farhaven Elf (-3 Farhaven, +2 Coursers, +1 Sakura Tribe Elder)?Also thought about including other fetches, specially the new r/g one. I have not done that exclusively for money reasons. They would be a great addition.
Two cards that ramp and can be played on turn 1 are Search for Tomorrow and Wayfarer's Bauble. Mainbord a few Fogs to buy some time. Lightning Bolt to get rid of their "mana dork" (Llanowar Elves, Birds of Paradise, etc). That should be enough for early game goodies.
Which cards would you suggest taking away?
I hate when people ask me that question... Farhaven Elf is nice, but you have to wait for 3 mana, so I'd take it out for Search for Tomorrow or BoP. Cultivate has its good points, so I'm not sure if I'd take it out for Harrow. I might even consider dropping Scute Mob for the Lightning Bolt. The Mob is nice, but Vinelasher Kudzu fills the role better.
Well the question goes as I put together the deck and couldn't see what to take, man.As for your suggestions, I am not very convinced about removing the Sucte Mob. I know that the Vinelasher can take that rol, but once you get to 5 mana, the Mob can get monstrous in very few turns.
Added the wooded foothills. Might be too crazy to have a Malkut just in case? (probably replacing two forests for two mountains)
I wouldn't run Malakut unless you are running more Mountains... you need 5 so in order for it to be effective you need to pretty much have all mountains...
I know, and I need those forests. But just crazy thinking, that's all.
Well now I might be thinking in including Atarka (doube strike on those nice dragons). Maybe taking out one Doubling Season?