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Well the concept is pretty simple. You have plenty of removal to keep you alive until you can play your dragons, you also have plenty of ways to speed up getting a lot of mana (birds, selvala, sylvan, garruk and Xenagos). Once you have enough mana you can start dropping your dragons as well as planeswalkers to do some real damage!Suggestions Appreciated!!Sideboard are cards I am consideringHave made some changes as I've play tested, concept is the same, but I feel it's been improving.One of the biggest things is card advantage with Oracle, Chandra, and Domri. Even sometimes nissa. It's been working pretty well.
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Before I make any suggestions, is there any limits to what you're looking to achieve? Like any particular format, cards that must remain in the deck, etc?
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Nope I am open to pretty much anything
Biggest problem with Dragons is their high converted mana costs. I've recently had success with 4 Arbor Elf + 4 Utopia Sprawl (with 2-4 Birds of Paradise, depending on my needs). Next problem is what abilities your Dragons have. Because Dragons are the focus of the deck, your choice of abilities can affect how the rest of the deck is constructed.
I've played dragons for years... And the one thing that's always been their biggest problem is their speed. You've gotta find ways to get em out faster. I prefer the 3 creature sac in mine. http://www.mtgvault.com/everdev22/decks/dragons-mark-11/However, eldritch evolution is a pretty interesting card... I just never got its synergy down for dragons.
Eldritch Evolution requires you to play cards at specific converted mana costs. Cards that can come out cheaper than their actual cmc, like Tasigur or any creature cast with Heartless Summoning out, are ideal.
Cmc +2 or less... Effectivly you just trade a 4 drop for a 6 cmc. But you could tutor up any cmc creature in your target range. heartless gets you there too.... but like evolution, gotta weigh the difference. eco gets you a tutor... But you loose a body. Heartless gets you weaker beasties but just kills birds and so on.
Naturally, if one goes the Heartless Summoning route, they should plan their creature base accordingly. If you still want mana acceleration in addition to the cost reduction of Heartless Summoning, then you should look at noncreature acceleration options. I've often used Wayfarer's Bauble in addition to Heartless, but if I where to play green in a Heartless deck, Utopia Sprawl is an automatic inclusion.
Thanks guys for the tips! I've been thinking a lot of what you said about more mana ramp, and I definitely agree. My original idea was to have some but to survive through Control with all of the instants and sorceries I have in. After reviewing the deck list again if I wanted to add the extra cards for the mana ramp I would have to either get rid of a lot of dragons or planeswalkers, and even though it would probably work a bit better it just wouldn't be as much fun haha. So what I did is that I got rid of 2 planeswalkers and a dragon and added Attarkas command, allowing me to play an extra land. I thought this would be a good compromise. Let me know what you think!