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Upon Dark Wings (Mono-red Dragon Tribal) (Modern)

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Greetings all, this is my take on a dragon tribal deck. Now that I've had the chance to play it for a while, I feel like I can properly comment on its functions and some of my card choices. The main goal of this deck is simple: to blitz your opponents with large and powerful dragons. Below I will explain the cards that allow us to do this, as well as my dragon choices:

Lightning Bolt: Easy add, a 1 cost deal 3 damage is always going to be useful as both removal and potential finishers

Dragonlord's Servant: This little guy dropped on turn 2 allows for us to play a dragon like Thunderbreak Regent as early as turn 3; additionally, he won't die to our weenie board clear Whipflare due to the 1/3 statline

Iron Myr/Palladium Myr: Same essential function as Dragonlord's servant (to ramp/pump out big dudes), but we can utilize the mana for other spells as well.

Geosurge: another ramp choice, geosurge potentially allows for an Utvara Hellkite or Balefire Dragon to emerge as early as turn 4 or 3 respectively, each of which are highly dangerous threats that demand answers.

Whipflare: A great removal spell for aggro decks or decks with smaller creatures; a bonus is that this card won't kill our own early drops

Dragon Tempest: this enchantment is core to the "blitzy" feel of the deck so to speak. Not only will it give all of our dragons haste (consequentially forcing our opponent to deal with them quickly), but the free damage we get to throw around will add a bit of control and additional direct damage to our deck. This secondary ability can quickly become a nightmare when comboed with cards like Descent of the Dragons or Utvara Hellkite.

Thunderbreak Regent: One of the two "core" dragons that make up the backbone of this deck, Thunderbreak Regent is quite cheap and quite powerful. A 4/4 flyer on turn 3 is nothing to scoff at, and coupled with its damage dealing effect makes removing it or any other dragon on the field a dangerous nuisance for the opponent.

Thundermaw Hellkite: The other dragon that comprises the deck's backbone, Thundermaw is great for squeezing in a good chunk of damage even in the absence of an in-play Dragon Tempest.
Coupled with it's ability to nullify most opposing flying creatures the turn it enters, it's a great blitzer.

Balefire Dragon: Otherwise known as Red Eyes Black Dargon, Balefire is our other source of board removal. If this creature can get in any amount of combat damage, more than likely it will kill your opponent's board. And it has a sick flavortext.

Utvara Hellkite: Easily my favorite card in the deck, Utvara is an incredibly high threat for any opponent. More than likely if this dragon isn't stopped within a turn or two of being played, things for your opponent can spiral out of control due to the sheer amount of dragons you'll be generating. Combine this token generation with the effect of Dragon Tempest and your opponent's future will look bleak.

Moonveil Dragon: This card is often interchangeable with Descent of the Dragons. While normally I would run Descent over Moonveil, this dragon works well as an additional blitz mechanic, especially if you have a couple myrs/dragonlord servants on field. Additionally, this card can pump the damage of already existing dragons.

Chandra, Torch of Defiance: The Chandra from the newest Kaladesh expansion fits quite well into the already existing structure of our deck. She provides both ramp and a slight edge of control for the deck, as well as an additional win condition in the form of her emblem. Additionally, with her first ability we can easily "cheat" out some of the larger creatures in the deck for practically nothing.

Sideboard cards:

Roast: A nice option for dealing with beefy land creatures that you might see in something like a green deck

Hellkite Tyrant: This dragon serves as our affinity hate. Additional effects include making the affinity player vehemently hate you.

Guttural Response: Our sub option against blue decks or countermagic decks

Dragon's Claw: A flavor artifact whose main purpose is for dealing with red aggro/burn decks. Drop one of these and you'll be negating a ton of damage thanks to the heal.

Descent of the Dragons: In honesty I mostly included this card for flavor purposes, but after having used it a few times I've found it to also be fairly powerful. Drawing this card in the late game, you can use it to sac some or all of your smaller early game creatures for the 4/4 flying bodies; if tempest is in play, this card can outright kill your opponent if you have enough creatures on your side. It also works well as semi-removal against very large or troublesome creatures.

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This deck appears to be legal in Modern.

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