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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, Sarkhan Unbroken, and Dragon's Hoard 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, which also synergizes very well with Mycosynth Lattice which itself helps alot with mana fixing. 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. Also replace Wasitoru with Vaevictis Asmadi, the Dire, Vaevictis works very well with removing troublesome lands/enchantments/artifacts/creatures rather than forcing your opponent to sacrifice something. Sarkhan's unsealing was also added in place of earthquake at the high end or targeted removal at the low. Replaced Crosis, the purger with the original Nicol Bolas, which when paired with Dragon Tempest or Scourge of Valkas allows you to cause one or more players to discard their entire hand as a ETB.
Protection - Added Keiga, and Kokusho 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 and for flavor. Nicol Bolas, the Ravager was also added primarily for Card Draw but also for his other abilities.
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 GGG & RRR 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 with Maze's End as a win-con but I found that a tad slow and clunky. Eventually I would like to have all the fetchlands, but that's a tad expensive for my taste's at this time. The tri-lands have been replaces with the Lair lands and the Panoramas. The Guildgates have been replaced with the shocklands. I have also added in Shizo, Death's Storehouse, Okina, Temple of Grandfather's, Eiganjo Castle, Minoma, School at Water's Edge, and Shinka, the Bloodsoaked Keep mostly because I had them laying around and for there various utility abilities. 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. 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. Here is also a nice synergy between Scion of the Ur-Dragon and Atzal, Cave of Eternity (Journey to Eternity's flip-side) in play. Scion allows you to find a dragon from your deck and put it into the graveyard for 2 mana, and then you use Atzal's ability for 6 mana to put said dragon onto the battlefield. Though you do need to be careful not to legend rule yourself since Scion is a copy of whichever dragon you found till end of turn.
Optimal Hand - Sol Ring, Fist of Suns, Primal Surge, 2 lands, 2 signets. You do need to make sure you can make WUBRG with your signets and lands.
Turn 1 - Play a land, tap it and play a Sol Ring, tap it and play a Signet.
Turn 2 - Tap Sol ring and a land for Fist of Suns. Play a land, tap it to power signet and play another signet.
Turn 3 - Tap WUBRG for Primal Surge with Fist of Suns. Unless you are unlucky you should win at this point. The only other non-permanent is Crux of Fate.
Ramp - Still use all 10 signet's, but replace the Talisman with borderposts, which are a turn slower but significantly cheaper.
Land - Replace the shock lands with guildgate's or some other tapped dual lands, and replace the fetch lands with panoroama's and lair lands. Also get rid of the Kamigawa legendary land cycle and replace them with basic lands, they don't add a whole lot to the deck and are mostly in there because I had them in my trade binder.
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