Jund Dragons EDH

by LemonadePaintbrush on 03 August 2014

Main Deck (99 cards)

Sideboard (1 card)

Creatures (1)

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Deck Description

My first attempt at a Dragon EDH deck. Please help, I'm not really sure what I'm doing here.

Deck Tags

  • Dragon
  • EDH
  • Commander
  • Sarkhan Vol

Deck at a Glance

Social Stats

3
Likes

This deck has been viewed 1,297 times.

Mana Curve

Mana Symbol Occurrence

0097715

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Jund Dragons EDH

I like the theme. Just one thing that pops out at me immediately:

I'd like to see Sever the Bloodline in here. There are faster aggro EDH decks out there, and token decks can chump block your dragons for days unless you get them trample. It'll also help if something like Baneslayer Angel pops up, that just walls your dragons. Being able to get it and get the Flashback on it is great value for what it does for you.

1
Posted 06 August 2014 at 06:41

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Thanks mate! What else can I do with this deck?

0
Posted 06 August 2014 at 08:46

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Part of me says to look for anthemic effects like Coat of Arms or Obelisk of Urd that would work for dragons, especially if you are running Death By Dragons, because you'll want to make sure yours are bigger than theirs.

Aside from that, Bladewing the Risen would be helpful grave recursion while staying on theme, and since a lot of your stuff does cost a good chunk of mana, I'd look into Cavern of Souls to make your dragons uncounterable and Tempt With Discovery to ramp. You'll sometimes whiff with it, but other times, you can pick up a good 4-5 mana off that if the table sees need.

1
Posted 06 August 2014 at 17:26

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A possibility would be to change your commander, and swap from green to white. This would allow you to use "Kaalia of the Vast" as commander.
You need something to stay alive until your dragons come online. Search for creatures with a good power/ toughness ratio, and look for those that can be used again or give you some sort of bonus (carddraw, remove other creature, and so on). The key to built a good commander deck is that no of your cards is unusable in late game, e.g. a 2/1 for 1 mana may be good in other formats, in commander it's just a waste of a cardslot.

Greetings
Muktol

1
Posted 06 August 2014 at 09:23

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Thanks for the help!

0
Posted 06 August 2014 at 09:30

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He has a point that some things are just not good enough for EDH. Keep in mind that a card not only costs mana but also decreases your hand size by one. You do not need to change your general both this and the general mentioned above are good and keep in mind that many including myself would say that green is the BEST color in EDH because it has both ramp, big things that hurt, recursion and a little of everything else.

Il list some of the cards that are not good enough with reason why next to it separated by a '-'

Armillary Sphere - you play green, there are about 30 ramp spells that are straight up better then this

Elixir of Immortality - unless you are actually afraid someone is going to mill all 99 cards it just ends up being a little bit of life

Archwing Dragon - the main strength of the card is its hast, which your general already gives and thus is redundant

Burning-Tree Emissary - a 2/2 is not worth decreasing cards in hand

Dragon Egg - basically the same as the problem with Burning-Tree Emissary

Dragon Hatchling - basically the same as the problem with Burning-Tree Emissary

Dragon Whelp - basically the same as the problem with Burning-Tree Emissary

Furnace Whelp - basically the same as the problem with Burning-Tree Emissary

Jund Battlemage - basically the same as the problem with Burning-Tree Emissary

Karrthus, Tyrant of Jund - you cannot have two of the same card, hes your general so he CANNOT be in the deck itself at the same time

Volcanic Dragon - basically the same as the problem with Archwing Dragon

Jund Charm - the only good option is the grave removal but that is then nothing but a hate card with no other good effect

Tempt with Vengeance - your not a token deck, someone who is will take this and murder you with it

1
Posted 02 January 2015 at 06:09

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The real problem with the deck is a lack of utility. I run a very powerful Rafiq of the Many aggro EDH deck and I run with about a 30% of my deck being utility. That is constant with most good EDH decks with many actually running more. I have seen aggro decks with a good 40 to 50% utility and still run very well. This is because the utility is what makes the deck consistently work and puts you in the position to be a threat. Il make a mention of what types utility you should be looking for below.

-RAMP- run about 10 of these
You are running green and the biggest power of green is the ability to ramp up mana. Non-green decks still run a good amount of ramp. You want ways to have a lot of mana available so you can consistently put out your big things and if possible put out more then one big thing at a time. You can run some combination of mana rocks (signets, Darksteel Ingot, Sol Ring, etc) and ramp spells (Cultivate, Kodama's Reach, Solemn Simulacrum, rampant growth, etc).

-REMOVAL- ran about 10 of these with 3 being board wipes though many people would say to run more
You want to win but you cannot win if your opponent does before you can. Do NOT take something that does a small amount of damage of inconsistent amount of damage as a removal because you do not want to be put into the situation where you have your so called removal but cant use it because you cannot hit them with your Balefire Dragon or have no other cards in hand for a Disaster Radius. You want something like doom blade or murder which straight out states to kill something. You will also want some board wipes for when it is a token swarm or the whole field just looks bad.

-SEARCH- run as many as you can
You want to have the best cards you can in your hand but being a 100 card singleton format makes that difficult. Something like a diabolic tutor, Worldly Tutor, Fierce Empath, etc will assure you that the next card in hand will be exactly want you want whether it be a big thing or a utility spell to deal with some problem.

-PROTECTION- run about 5 to 7 if you can
You do not want to be punched in the face nor do you want your things removed. Something like Asceticism, Whispersilk Cloak, etc will make it a difficult to deal with your stuff and will inevitably lead to your opponents needing to use a lot more resources to deal with you.

-RECURSION- run a handful depending on how you think the deck will be best, this all depends on the rest of the deck
You are running both green and black, the best recursion and reanimate colors. So why play your awesome spell once when you can play it a good 2 or 3 times.

Other then that the deck is not bad. Once you add utility then you will realize that the deck is better then it first seems. Try to add some bigger things like Tyrant's Familiar if you can. Also do NOT restrict yourself to just dragons. A Worldspine Wurm may not be fully synchronized but 15 trample still hurts regardless. Just put dragons over other cards not remove all others.

1
Posted 02 January 2015 at 07:01

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