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DragonBreath1989

PostPosted: Sun Feb 26, 2012 10:13 pm


So i worked really hard on this deck and I am sort of proud of it but I am still struggeling with it. I don't have mana problems. i know that is a big problem with rainbows but I don't have that.

Commander
Scion of the Ur-Dragon

Creatures:
Volcanic Dragon
Nighteyes the Desecrator
Bladewing the Risen
Kaalia of the Vast
Brawn
Alloy Myr
Palladium Mry
Steel Hellkite
Hellkite Hatchling
Hoard-Smelter Dragon
Hellkite Overlord
Numot, the Devastator
Teneb, the Harvester
Furyborn Hellkite
Vampiric Dragon
Balefire Dragon
Hellkite Charger
Flameblast Dragon
Hellkite Igniter
Broodmate Dragon
Vorosh, the Hunter
Elvish Piper
Malfegor
Rith, the Awakener
Karrthus, Tyrant of Jund
Intet, the Dreamer
Dragon Broodmother
Dragon Tyrant
Kilnmouth Dragon

Planeswalkers
Sarkhan the Mad
Sarkhan Vol

Instant
Harrow
Naturalize
Fog
Titanic Growth
Reclaim

Sorcery
Akroma's Vengeance
Unburial Rites
Diabolic Tutor
Rise from the Grave
Death by Dragons
Buried Alive
Divine Reckoning
Weild Harvest
Increasing Ambition

Enchantment
Vow of Duty
Asceticism

Artifacts
Manalith
Sol Ring
Pennon Blade
Swiftfoot Boots
Lightning Greaves
Paradise Mantle
Elixir of Immortality
Fist of Suns
Quicksilver Amulet
Firewild Borderpost
Fieldmist Borderpost
Grimoire of the Dead

Special lands
Boros Garrison
Orzhov Basilica
Simic Growth Chamber
Rakdos Carnarium
Rapture Spire
Reliquary Tower
Golgari Rot Farm
Dimir Aqueduct
Command Tower
Vivid Grove
Vivid Marsh
Vivid Meadow
Izzet Boilerworks
Selesnya Sanctuary
Azorius Chancery

This is the deck with of course lands but no islands FYI... I don't ever get mana screwed in this deck. Any changes do you think?
PostPosted: Mon Feb 27, 2012 12:17 am


DragonBreath1989
So i worked really hard on this deck and I am sort of proud of it but I am still struggeling with it. I don't have mana problems. i know that is a big problem with rainbows but I don't have that.

Commander
Scion of the Ur-Dragon

Creatures:
Volcanic Dragon
Nighteyes the Desecrator
Bladewing the Risen
Kaalia of the Vast
Brawn
Alloy Myr
Palladium Mry
Steel Hellkite
Hellkite Hatchling
Hoard-Smelter Dragon
Hellkite Overlord
Numot, the Devastator
Teneb, the Harvester
Furyborn Hellkite
Vampiric Dragon
Balefire Dragon
Hellkite Charger
Flameblast Dragon
Hellkite Igniter
Broodmate Dragon
Vorosh, the Hunter
Elvish Piper
Malfegor
Rith, the Awakener
Karrthus, Tyrant of Jund
Intet, the Dreamer
Dragon Broodmother
Dragon Tyrant
Kilnmouth Dragon

Planeswalkers
Sarkhan the Mad
Sarkhan Vol

Instant
Harrow
Naturalize
Fog
Titanic Growth
Reclaim

Sorcery
Akroma's Vengeance
Unburial Rites
Diabolic Tutor
Rise from the Grave
Death by Dragons
Buried Alive
Divine Reckoning
Weild Harvest
Increasing Ambition

Enchantment
Vow of Duty
Asceticism

Artifacts
Manalith
Sol Ring
Pennon Blade
Swiftfoot Boots
Lightning Greaves
Paradise Mantle
Elixir of Immortality
Fist of Suns
Quicksilver Amulet
Firewild Borderpost
Fieldmist Borderpost
Grimoire of the Dead

Special lands
Boros Garrison
Orzhov Basilica
Simic Growth Chamber
Rakdos Carnarium
Rapture Spire
Reliquary Tower
Golgari Rot Farm
Dimir Aqueduct
Command Tower
Vivid Grove
Vivid Marsh
Vivid Meadow
Izzet Boilerworks
Selesnya Sanctuary
Azorius Chancery

This is the deck with of course lands but no islands FYI... I don't ever get mana screwed in this deck. Any changes do you think?


I would add a vensser journal so u have no max hand it would be sad to lose one of the planeswalkers because u have the other out

RenegadeSaints

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epiclevelwarrior

Bashful Browser

PostPosted: Mon Feb 27, 2012 8:55 am


Posting the basic lands you do run would be nice.

Counts on your sections would be good too.

I count 74 total main deck cards and 15 lands, leaving 25 basics for 40 total land.

That's about right if its what you're actually playing.

I would rework your non land mana fixing.

I'd go with Signets over Borderposts. I've played with borderposts and they just aren't very good. They also fill land slots more than artifact mana slots and if you're running 40 lands you don't need any more.

If you like Weird Harvest, the G collective card from the Commander precons would be a good play.

Otherwise, Kodama's Reach and Cultivate are the best landsearch for a reason. They're much better than Harrow.

Paradise Mantle is an awful card in a deck with no cheap creatures that don't already tap for mana. I'd replace it with Wayfarer's Bauble but a Signet is also an option.

So is Expedition Map.

Darksteel Ingot and Coalition Relic are both strictly better than Manalith. I like Relic in Dragon decks because it lets you hit 6 mana on turn 4.

I would put in Mirrodin's Core, Evolving Wilds, and Terramorphic Expanse as additional multi lands. Also Exotic Orchard since it's bound to get you at least 1 color you need and probably more.

I might drop the Myr for non creature fixing. Creatures die so easily in EDH that you're better off with landfetch (which can be attached to a creature like Sakura-Tribe Elder or Farhaven Elf) or noncreature artifact mana than myr.

That's all I have time for right now. I have more to say about the rest of the deck but for now: I'd consider some cheap utility creatures and some instant speed spot removal. You seem to have few early game plays and almost no way to interact with your opponents.
PostPosted: Mon Feb 27, 2012 9:13 am


RenegadeRyder
DragonBreath1989
So i worked really hard on this deck and I am sort of proud of it but I am still struggeling with it. I don't have mana problems. i know that is a big problem with rainbows but I don't have that.

Commander
Scion of the Ur-Dragon

Creatures:
Volcanic Dragon
Nighteyes the Desecrator
Bladewing the Risen
Kaalia of the Vast
Brawn
Alloy Myr
Palladium Mry
Steel Hellkite
Hellkite Hatchling
Hoard-Smelter Dragon
Hellkite Overlord
Numot, the Devastator
Teneb, the Harvester
Furyborn Hellkite
Vampiric Dragon
Balefire Dragon
Hellkite Charger
Flameblast Dragon
Hellkite Igniter
Broodmate Dragon
Vorosh, the Hunter
Elvish Piper
Malfegor
Rith, the Awakener
Karrthus, Tyrant of Jund
Intet, the Dreamer
Dragon Broodmother
Dragon Tyrant
Kilnmouth Dragon

Planeswalkers
Sarkhan the Mad
Sarkhan Vol

Instant
Harrow
Naturalize
Fog
Titanic Growth
Reclaim

Sorcery
Akroma's Vengeance
Unburial Rites
Diabolic Tutor
Rise from the Grave
Death by Dragons
Buried Alive
Divine Reckoning
Weild Harvest
Increasing Ambition

Enchantment
Vow of Duty
Asceticism

Artifacts
Manalith
Sol Ring
Pennon Blade
Swiftfoot Boots
Lightning Greaves
Paradise Mantle
Elixir of Immortality
Fist of Suns
Quicksilver Amulet
Firewild Borderpost
Fieldmist Borderpost
Grimoire of the Dead

Special lands
Boros Garrison
Orzhov Basilica
Simic Growth Chamber
Rakdos Carnarium
Rapture Spire
Reliquary Tower
Golgari Rot Farm
Dimir Aqueduct
Command Tower
Vivid Grove
Vivid Marsh
Vivid Meadow
Izzet Boilerworks
Selesnya Sanctuary
Azorius Chancery

This is the deck with of course lands but no islands FYI... I don't ever get mana screwed in this deck. Any changes do you think?


I would add a vensser journal so u have no max hand it would be sad to lose one of the planeswalkers because u have the other out

One of my lands give me an ulimtitade hand. I can't remember which one. But I do agree with you... With both my plans walkes I have a good chance of winning a match.

DragonBreath1989


DragonBreath1989

PostPosted: Mon Feb 27, 2012 9:19 am


epiclevelwarrior
Posting the basic lands you do run would be nice.

Counts on your sections would be good too.

I count 74 total main deck cards and 15 lands, leaving 25 basics for 40 total land.

That's about right if its what you're actually playing.

I would rework your non land mana fixing.

I'd go with Signets over Borderposts. I've played with borderposts and they just aren't very good. They also fill land slots more than artifact mana slots and if you're running 40 lands you don't need any more.

If you like Weird Harvest, the G collective card from the Commander precons would be a good play.

Otherwise, Kodama's Reach and Cultivate are the best landsearch for a reason. They're much better than Harrow.

Paradise Mantle is an awful card in a deck with no cheap creatures that don't already tap for mana. I'd replace it with Wayfarer's Bauble but a Signet is also an option.

So is Expedition Map.

Darksteel Ingot and Coalition Relic are both strictly better than Manalith. I like Relic in Dragon decks because it lets you hit 6 mana on turn 4.

I would put in Mirrodin's Core, Evolving Wilds, and Terramorphic Expanse as additional multi lands. Also Exotic Orchard since it's bound to get you at least 1 color you need and probably more.

I might drop the Myr for non creature fixing. Creatures die so easily in EDH that you're better off with landfetch (which can be attached to a creature like Sakura-Tribe Elder or Farhaven Elf) or noncreature artifact mana than myr.

That's all I have time for right now. I have more to say about the rest of the deck but for now: I'd consider some cheap utility creatures and some instant speed spot removal. You seem to have few early game plays and almost no way to interact with your opponents.

I am running
I am running 25 basic lands 17 special lands So that means I am running a little more than 42 lands total
PostPosted: Mon Feb 27, 2012 9:21 am


7 forest
5 plains
7 swamps
7 mountains
0 islands

DragonBreath1989


epiclevelwarrior

Bashful Browser

PostPosted: Mon Feb 27, 2012 2:34 pm


I count 59 non land cards. If you're running 42 land (and I only see 15 nonbasic lands) then you're at 101/99 cards and need to drop two.

Anyway, I'll talk about the creatures this time:

You want to list Nighteyes as "Nezumi Graverobber" or "Nezumi Graverobber//Nighteyes the Desecrator" Probably the former since that's how it shows up on search engines.

In any case, he's a good card and an example of the sort of utility creatures I think you should be running.

Hellkite Hatchling isn't a terribly good card to begin with and you have nothing that you want to devour with it . It can be dropped.

Volcanic Dragon is overpriced and underpowered. You can find a better alternative.

Brawn only works if you have a forest out and you only have 7 forests and a couple of ways to fetch them. You also lack many discard outlets so the only way to put it in the graveyard besides playing it (wasteful) is Buried Alive.

I'm not a fan of Elvish Piper. It's very vulnerable to removal and you have to untap with it before it will do you any good.

Kaalia has the same problems. She's a good general but a bad maindeck card.

I'd be inclined to drop the cards that put things into play from your hand entirely. Just focus on having enough ramp to play what you draw in the later game and focus on reanimation in the earlier game (more draw/discard might be good.)
PostPosted: Mon Feb 27, 2012 3:07 pm


Quote:
With both my plans walkes I have a good chance of winning a match.

Just to make sure you're aware, you cannot have Sarkhan the Mad and Sarkhan Vol out at the same time. The "Planeswalker" rule is similar to the legend rule; except that they can't have the same subtypes (ie: Sarkan the Mad's and Sarkhan Vol's subtype are both Sarkhan). It's a slight, but important, difference.

Falsequivalence
Crew


RenegadeSaints

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PostPosted: Mon Feb 27, 2012 6:25 pm


Fatestitcher
Quote:
With both my plans walkes I have a good chance of winning a match.

Just to make sure you're aware, you cannot have Sarkhan the Mad and Sarkhan Vol out at the same time. The "Planeswalker" rule is similar to the legend rule; except that they can't have the same subtypes (ie: Sarkan the Mad's and Sarkhan Vol's subtype are both Sarkhan). It's a slight, but important, difference.
thats where the hand size comes in i have the same issue with my tezzerttes and karn
PostPosted: Mon Feb 27, 2012 6:29 pm


RenegadeRyder
Fatestitcher
Quote:
With both my plans walkes I have a good chance of winning a match.

Just to make sure you're aware, you cannot have Sarkhan the Mad and Sarkhan Vol out at the same time. The "Planeswalker" rule is similar to the legend rule; except that they can't have the same subtypes (ie: Sarkan the Mad's and Sarkhan Vol's subtype are both Sarkhan). It's a slight, but important, difference.
thats where the hand size comes in i have the same issue with my tezzerttes and karn

There's only one Karn planeswalker o.O
It doesn't react to having Karn, Silver Golem in play.

Falsequivalence
Crew


RenegadeSaints

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PostPosted: Mon Feb 27, 2012 6:31 pm


Fatestitcher
RenegadeRyder
Fatestitcher
Quote:
With both my plans walkes I have a good chance of winning a match.

Just to make sure you're aware, you cannot have Sarkhan the Mad and Sarkhan Vol out at the same time. The "Planeswalker" rule is similar to the legend rule; except that they can't have the same subtypes (ie: Sarkan the Mad's and Sarkhan Vol's subtype are both Sarkhan). It's a slight, but important, difference.
thats where the hand size comes in i have the same issue with my tezzerttes and karn

There's only one Karn planeswalker o.O
It doesn't react to having Karn, Silver Golem in play.
I have two karns same card yes but i have the two in my deck the same with my four plautnium angels hand size just helps ur planing method
PostPosted: Mon Feb 27, 2012 6:32 pm


RenegadeRyder
Fatestitcher
RenegadeRyder
Fatestitcher
Quote:
With both my plans walkes I have a good chance of winning a match.

Just to make sure you're aware, you cannot have Sarkhan the Mad and Sarkhan Vol out at the same time. The "Planeswalker" rule is similar to the legend rule; except that they can't have the same subtypes (ie: Sarkan the Mad's and Sarkhan Vol's subtype are both Sarkhan). It's a slight, but important, difference.
thats where the hand size comes in i have the same issue with my tezzerttes and karn

There's only one Karn planeswalker o.O
It doesn't react to having Karn, Silver Golem in play.
I have two karns same card yes but i have the two in my deck the same with my four plautnium angels hand size just helps ur planing method

This is EDH. You can only have one copy of each card in your deck.

Falsequivalence
Crew


RenegadeSaints

Unsealed Conventioneer

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PostPosted: Mon Feb 27, 2012 6:35 pm


Fatestitcher
RenegadeRyder
Fatestitcher
RenegadeRyder
Fatestitcher
Quote:
With both my plans walkes I have a good chance of winning a match.

Just to make sure you're aware, you cannot have Sarkhan the Mad and Sarkhan Vol out at the same time. The "Planeswalker" rule is similar to the legend rule; except that they can't have the same subtypes (ie: Sarkan the Mad's and Sarkhan Vol's subtype are both Sarkhan). It's a slight, but important, difference.
thats where the hand size comes in i have the same issue with my tezzerttes and karn

There's only one Karn planeswalker o.O
It doesn't react to having Karn, Silver Golem in play.
I have two karns same card yes but i have the two in my deck the same with my four plautnium angels hand size just helps ur planing method

This is EDH. You can only have one copy of each card in your deck.
i never had a issue when i played comps with it ive use the same deck for a year i added karn 3 monthes ago
PostPosted: Mon Feb 27, 2012 6:44 pm


RenegadeRyder
Fatestitcher
RenegadeRyder
Fatestitcher
RenegadeRyder
thats where the hand size comes in i have the same issue with my tezzerttes and karn

There's only one Karn planeswalker o.O
It doesn't react to having Karn, Silver Golem in play.
I have two karns same card yes but i have the two in my deck the same with my four plautnium angels hand size just helps ur planing method

This is EDH. You can only have one copy of each card in your deck.
i never had a issue when i played comps with it ive use the same deck for a year i added karn 3 monthes ago

EDH Rules
Just click on Deck Construction.

Falsequivalence
Crew


epiclevelwarrior

Bashful Browser

PostPosted: Mon Feb 27, 2012 8:01 pm


Fatestitcher is correct.

It's Elder Dragon Highlander. As in "there can only be one."
Reply
Disc: Elder Dragon Highlander:

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