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Draconic Domination test2 (EDH / Commander)

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This deck is based on the 2017 5-colour Dragon Tribe deck.

A number of changes were made including but not limited to the following:

Ramp - All 10 signet's, 5 talismans, and Sarkhan Unbroken were added. With a fast hand you can get the Ur-Dragon out on turn 3 with haste and attacking. This requires 3 lands, Sol Ring, 4 Talisman/Signets and Dragon Tempest. By Turn 5 or 6 you should almost always have the mana to cast it. Fist of Suns also helps out in that regard turning the UR dragons CMC from 9 to 5.

Disruption - Added Hellkite Tyrant to help deal with artifact decks. Nicol Bolas, God-Pharoah to help with disrupting opponents plans by exiling their cards, and Sarkhan the Mad to work as targeted removal or game ending if you have enough dragons on the field with his ultimate.

Protection - Added Keiga, Kokusho, Yosei, Ryusei to make attacking me and/or board wipes an unfavorable idea.

Door to Nothingness - Allows me at instant speed to remove a player from the game, usually done when it gets down to 1v1 or someone is comboing off.

Card Advantage - Added Temur Ascendancy and Vanquisher's Banner which broth draw cards whenever a dragon enters the battlefield under my control. The other Niv-Mizzet was also added to act as additional card draw.

Strionic Resonator - Added to enable additional triggers from the Ur-Dragon or any number of other permanents that have triggered abilities.

Dragonstorm - Enables you to search your library for a dragon and put it into play, also has storm so can occasionally let you find multiple dragons.

Additional Combat - Hellkite Charger & Savage Ventmaw, these two dragons can grant you additional combat steps for the low, low cost of 1 mana. When Ventmaw attacks it give you 3 green & 3 red mana, when Charger attacks it triggers its ability that allows you to pay 5RR to untap all your creatures and then have an additional combat step after this one.

Land - I used to have the 10 guildgates in here but I found that a tad slow and clunky. Eventually I would like to have all the shock and fetchlands, but that's a tad expensive for my taste. The tri-lands have been replaces with the Lair lands and the Panoramas. The Guildgates have been replaced with the painlands. As of this time none of the lands come into play tapped.

Recursion - Added Journey to Eternity and Whip of Erebos. Journey was added for the additional recursion though it can be a bit hard to kill your own creature though it does work nicely when you enchant a creature and then cast Deathbringer Regent. Whip of Erebos was added primarily for the lifelink, with a side of the recursion mostly to bring back big hitters for a turn or the Ur dragon once it inevitably dies.

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Questo mazzo sembra essere legale in EDH / Commander.

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