

Currently i only chose to run 2 effects which "enters as a copy of" and thus work with Miirym, but there arent too many more which would work. Copying on general works great, no question, but a solid amount of copy effects will take a lot of space. Copying: While there are some awesome dragons here, im not too sure if there is enough support to really make this work.Saccing the non-token dragon into it, getting 2 more dragons out of it? Its actually a nice way to go through your deck and gives you more incentive to run CMC4 and 5 dragons. There arent too much effects like this but it could be a useful sub theme if you have like 3-5 slots. Birthing Pod: Now it gets interesting.Cheating in a dragon for basically nothing is great, both cards are not too expensive (as in 6+ mana) and should fit in nicely if you play Miirym next turn. Mostly Ilharg, the Raze-Boar and Sneak Attack. Sneak attack type effects: There arent too many worth playing, but i think its worthwhile to maybe add 1-2 of them.We have realistically only a few effects and should stock up on token creators like ] or ], and of course all the treasure dragons, not just some. Token doubling: While i do like a good token doubler, i fear that the intial price and overall lack of additional token generation might be an issue.But overall, i think its too similar to other decks and that doesnt really interest me. There is even a lot of support to draw additional cards that specify you need to cast the dragon. Hardcasting: There is so much good stuff in green, you can realistically hardcast your dragons.For one, we have access to all the 3 colors that excel either at mana generation or cheating of mana cost. Ideally you dont need to run like 30 dragons as other Ur-Dragon lists, but you use that space to kinda cheat mana cost. Klauths Will might also be a good addition to get a bit more flexibility with your board wipes.Ĭasting, Token doubling, sneak-attack, Pods, copying or flickering?: Thats the large question im still strugging with. Sarkhan the Masterless is also a worthwhile inclusion, you will have a solid amount of dragons in this deck. Random stuff: I think you shouldnt run Counterspell, its a one off, one of the worst effects you could run, the mana cost is not fun to get and it will leave you further behind instead of just playing cards. Ramp: A deck with these many heavy drops needs like at least 11+ ramp effects, ideally even a bit more like 14.

You can go to 37 if your CMC is a bit lower, but since your commander and most payoffs costs 6+ mana, you really do want these natural land drops happening as long as you can. Based on hundreds of games games with my Ur-Dragon deck you want to aim at 38 lands with a CMC thats around 4.0. You actually want to hit your land drops consistently until turn 5, ideally longer. Lands: I feel youre running low on lands. My own version also struggles a bit with its focus: Ive got to be honest, im not too sure where to take this deck. Having a ] for dragons as a commander is really, REALLY powerful. Hell, I'd even throw in a ] for good measure.Īs it stands, the deck seems SOLID though. ], ], ] and things like it are good spot removal cards. ] is still good despite giving you one trigger. I also didn't see a ], but I'd recommend that. I do recommend putting in a ] since it's basically just ] but on an enchantment. It's death trigger is just so good for ramp and having two or three of them enter means your board is solid. If you decide to add more later on down the line, by all means, add him back in. I'd say ] could come out since there isn't much treasure stuff going on. ] does more for you at the same mana value, since it triggers on enter, not on attack, and it's slightly harder to remove. Again, if we were just in GR, I'd probably let it God, but it just feels a little unnecessary and it's going to be a little overcosted for an effect that's conditional for damage. ] is probably not something I'd run specifically because it's a little too conditional. ] is a good include since it allows you to cheaply push your creatures without having to sacrifice the original at the end of the turn. I didn't see a ], so if it's not in the deck, I'd through that in there. If we were in RG by itself, running something like Klauth as the commander, I'd be for it all day, but we're making token copies of creatures, and while the deck definitely benefits from their inclusion, being able to make more copies of the dragons that enter and have immediate impact would be a better option. After looking through you'd list, I feel like there's a few cards that could come out in favor of just better options.
