Hello and welcome back to Ultra Budget Brews! Normally, we build decks where every card, commander included, costs under $1, but this week we are doing something a bit different than normal. If you are invested enough into EDH to be reading this, then you probably are more than aware that WotC just released 4 new tribal decks. Frankly, they are a ton of fun and I felt like you'd probably enjoy reading about ways to improve these decks on a budget.
To do this, I am going to assume that you bought the deck. Obviously, not everyone is going to be able to afford the $35 for a deck, a fact with which I definitely sympathize. That being said, using the pre-con as a launching point simply makes the most sense. Also, the pre-cons are filled with value. You can use the cards you cut to trade for cards that you actually want to play with. So, hopefully, this whole thing won't actually cost you much more than the starting $35. Starting with the pre-con, I will upgrade the deck using only cards that cost less than $1, as per usual.
The options we have been given are cats, dragons, vampires, and wizards. Last article, you all overwhelmingly voted for dragons. I was equal parts excited and nervous about this. Every year I squirrel away a bit of money to be able to afford one of the decks, and this year I chose dragons. I was excited to write about the deck, because it is quite a bit of fun, even out of the box, but was a bit nervous because making a budget mana base for a 5 color deck is a bit daunting. Also, dragons are very popular which means even the most mediocre dragon is often going to be above our budget.
Here is the starting deck:
Draconic Domination Pre-con
View on ArchidektCommander (1)
- 1 The Ur-DragonThe Ur-Dragon
Creatures (32)
- 1 Atarka, World RenderAtarka, World Render
- 1 Bladewing the RisenBladewing the Risen
- 1 Boneyard ScourgeBoneyard Scourge
- 1 Broodmate DragonBroodmate Dragon
- 1 Crosis, the PurgerCrosis, the Purger
- 1 Deathbringer RegentDeathbringer Regent
- 1 Dragonlord's ServantDragonlord's Servant
- 1 Dragonspeaker ShamanDragonspeaker Shaman
- 1 Dromoka, the EternalDromoka, the Eternal
- 1 Hellkite ChargerHellkite Charger
- 1 Intet, the DreamerIntet, the Dreamer
- 1 Kolaghan, the Storm's FuryKolaghan, the Storm's Fury
- 1 Niv-Mizzet, DracogeniusNiv-Mizzet, Dracogenius
- 1 O-Kagachi, Vengeful KamiO-Kagachi, Vengeful Kami
- 1 Ojutai, Soul of WinterOjutai, Soul of Winter
- 1 Orator of OjutaiOrator of Ojutai
- 1 Ramos, Dragon EngineRamos, Dragon Engine
- 1 Ryusei, the Falling StarRyusei, the Falling Star
- 1 Savage VentmawSavage Ventmaw
- 1 Scalelord ReckonerScalelord Reckoner
- 1 Scion of the Ur-DragonScion of the Ur-Dragon
- 1 Scourge of ValkasScourge of Valkas
- 1 Silumgar, the Drifting DeathSilumgar, the Drifting Death
- 1 Spellbound DragonSpellbound Dragon
- 1 Steel HellkiteSteel Hellkite
- 1 Sunscorch RegentSunscorch Regent
- 1 Taigam, Ojutai MasterTaigam, Ojutai Master
- 1 Teneb, the HarvesterTeneb, the Harvester
- 1 Territorial HellkiteTerritorial Hellkite
- 1 Tyrant's FamiliarTyrant's Familiar
- 1 Utvara HellkiteUtvara Hellkite
- 1 Wasitora, Nekoru QueenWasitora, Nekoru Queen
Lands (37)
- 1 Arcane SanctumArcane Sanctum
- 1 Command TowerCommand Tower
- 1 Crucible of the Spirit DragonCrucible of the Spirit Dragon
- 1 Crumbling NecropolisCrumbling Necropolis
- 3 ForestForest
- 1 Frontier BivouacFrontier Bivouac
- 1 Haven of the Spirit DragonHaven of the Spirit Dragon
- 3 IslandIsland
- 1 Jungle ShrineJungle Shrine
- 6 MountainMountain
- 1 Mystic MonasteryMystic Monastery
- 1 Nomad OutpostNomad Outpost
- 1 Opulent PalaceOpulent Palace
- 1 Path of AncestryPath of Ancestry
- 3 PlainsPlains
- 1 Sandsteppe CitadelSandsteppe Citadel
- 1 Savage LandsSavage Lands
- 1 Seaside CitadelSeaside Citadel
- 3 SwampSwamp
- 1 Vivid CragVivid Crag
- 1 Vivid CreekVivid Creek
- 1 Vivid GroveVivid Grove
- 1 Vivid MarshVivid Marsh
- 1 Vivid MeadowVivid Meadow
Sorceries (9)
- 1 Crux of FateCrux of Fate
- 1 CultivateCultivate
- 1 EarthquakeEarthquake
- 1 FarseekFarseek
- 1 Fortunate FewFortunate Few
- 1 Fractured IdentityFractured Identity
- 1 Kodama's ReachKodama's Reach
- 1 Painful TruthsPainful Truths
- 1 Rain of ThornsRain of Thorns
Artifacts (11)
- 1 Armillary SphereArmillary Sphere
- 1 Commander's SphereCommander's Sphere
- 1 Darksteel IngotDarksteel Ingot
- 1 Dreamstone HedronDreamstone Hedron
- 1 Fist of SunsFist of Suns
- 1 HeraldHerald
- 1 Lightning GreavesLightning Greaves
- 1 Mirror of the ForebearsMirror of the Forebears
- 1 Nihil SpellbombNihil Spellbomb
- 1 Sol RingSol Ring
- 1 Wayfarer's BaubleWayfarer's Bauble
Enchantments (10)
- 1 Crucible of FireCrucible of Fire
- 1 Curse of BountyCurse of Bounty
- 1 Curse of OpulenceCurse of Opulence
- 1 Curse of VerbosityCurse of Verbosity
- 1 Dragon TempestDragon Tempest
- 1 Elemental BondElemental Bond
- 1 Frontier SiegeFrontier Siege
- 1 Kindred DiscoveryKindred Discovery
- 1 Monastery SiegeMonastery Siege
- 1 Palace SiegePalace Siege
Pick a Dragon by its Toe
The first question becomes, who will we pick as our commander? This is a bit more difficult in the dragons deck than in any of the others. When you look through the above list, you'll notice its filled to the brim with legendary creatures. I am going to simplify things and disqualify anything that isn't a 5-color dragon. This leaves us with 4 options: Ramos, Dragon EngineRamos, Dragon Engine, O-Kagachi Vengeful KamiO-Kagachi Vengeful Kami, The Ur-DragonThe Ur-Dragon, and Scion of the Ur-DragonScion of the Ur-Dragon.
O-Kagachi is a powerful card that acts as a rattlesnake card. Sadly, it has very little to do with dragons; it seems most interesting as a general for a 5-color spirits deck. So, that one is off the table. Ramos, Dragon EngineRamos, Dragon Engine is probably one of the single most powerful cards in the entire deck. It screams combo and can do some incredibly busted things.
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Seems fair.
Unfortunately, our deck isn't built to utilize it well, and it doesn't have a ton to do with dragons, and would be best in a non-budget deck, so I'll give this one a pass as well.
That leaves us with Scion of the Ur-DragonScion of the Ur-Dragon and The Ur-DragonThe Ur-Dragon. With an unlimited budget and looking at nothing besides power level, Scion is probably the best option. It is a fantastic card, tutoring is one of the strongest things you can do in a game of EDH, and there are a variety of game-ending combos that you can do with it. The Ur-DragonThe Ur-Dragon makes your other dragons cheaper, draws you cards, cheats permanents into play, and is a giant flyer. If I'm playing tribal dragons, I'm looking to have a good time, play as many big, dumb dragons as possible, and imagine that I am Trogdor. The Ur-DragonThe Ur-Dragon definitely fits the bill.
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Burninating all the peasants, the people, and obviously, their thatched roof cottages
Cards to cut
Creatures: 8
Boneyard ScourgeBoneyard Scourge, Dragonlord’s ServantDragonlord’s Servant, Dragonspeaker ShamanDragonspeaker Shaman, Orator of OjutaiOrator of Ojutai, O-Kagachi, Vengeful KamiO-Kagachi, Vengeful Kami, Ramos, Dragon EngineRamos, Dragon Engine, Spellbound DragonSpellbound Dragon, Taigam, Ojutai MasterTaigam, Ojutai Master
As mentioned above, O-Kagachi and Ramos want their own decks, so while they are powerful, they seemed like good cuts. Taigam is insane as the commander of a U/W spells deck, but our deck is unlikely to have enough spells to have it be worth keeping him around, and making your dragons uncounterable isn't enough of an upside, unless everyone in your play group is playing Talrand, Sky SummonerTalrand, Sky Summoner or Baral, Chief of ComplianceBaral, Chief of Compliance counterspells.dec.
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Also, very un-dragonish
Dragonlord's ServantDragonlord's Servant and Dragonspeaker ShamanDragonspeaker Shaman seem like great cards, but are terrible top decks late game, and die far too easily. I wouldn't fault you for keeping them in, but these effects always seem to underperform for me. Orator of OjutaiOrator of Ojutai is a terrible EDH card. Spellbound DragonSpellbound Dragon and Boneyard ScourgeBoneyard Scourge are probably the weakest dragons in the deck and were easy cuts.
Sorceries: 4
EarthquakeEarthquake, Fortunate FewFortunate Few, Fractured IdentityFractured Identity, Rain of ThornsRain of Thorns
EarthquakeEarthquake seems like a great card in this deck, but I've always found it to be a bit underwhelming in practice. Fortunate FewFortunate Few is very close to being a fun, political boardwipe, but fails because you don't get to pick one of your permanents to keep. Fractured IdentityFractured Identity was the card I was most excited to try out and found that it just rotted in my hand, waiting for the perfect situation that never seemed to come up. Rain of ThornsRain of Thorns, was actually my last cut. It's expensive, sure, but goodness it's flexible. It might get added back in later if I feel like I need more answers, but for now, I'll take my chances.
Artifacts: 2
Armillary SphereArmillary Sphere, Mirror of the ForebearersMirror of the Forebearers
Armillary SphereArmillary Sphere is a trap for new EDH players. It seems great, but doesn't ramp you at all. Unless you are playing Borborygmos EnragedBorborygmos Enraged or Sasaya, Orochi ArchmageSasaya, Orochi Archmage, you can do better. Mirror of the ForebearersMirror of the Forebearers would be fine...if you didn't have tons of legendary dragons. *mysteriously waves hand* This is not the card you are looking for.
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That...looks creepier than I remembered
Enchantments: 4
Curse of BountyCurse of Bounty, Curse of OpulenceCurse of Opulence, Curse of VerbosityCurse of Verbosity, Palace SiegePalace Siege
The curse cards are very fun, but not very good. Curse of OpulenceCurse of Opulence would be great in an artifact deck, but other than that, I probably wouldn't play any of these outside of a curse theme deck. Palace SiegePalace Siege grinds out a ton of value, but it costs just a bit too much mana. At 5 mana, we want to start casting fire-breathing monsters, not slow enchantments.
Lands: 11
4x MountainMountain, 2x PlainsPlains, 2x SwampSwamp, 2x IslandIsland, 1x ForestForest
Normally, I advocate playing lots of basics. It's cheaper and you don't lose out on much. This being a 5-color deck changes the equation a bit. I kept one swamp, plains, and island, and two mountains and forests, because I want our Wayfarer's BaubleWayfarer's Bauble, Kodoma's ReachKodoma's Reach and CultivateCultivate to have targets. To make the upgrade I wanted to make, I had to either cut these or cut the Tri-lands, and the amount of fixing Tri-lands give us is worth them coming into play tapped.
Total cards to replace: 29 cards
Cards to add
Lands: 11
Maze’s EndMaze’s End, Izzet GuildgateIzzet Guildgate, Golgari GuildgateGolgari Guildgate, Orzhov GuildgateOrzhov Guildgate, Simic GuildgateSimic Guildgate, Boros GuildgateBoros Guildgate, Azorius GuildgateAzorius Guildgate, Dimir GuildgateDimir Guildgate, Rakdos GuildgateRakdos Guildgate, Gruul GuildgateGruul Guildgate, Selesnya GuildgateSelesnya Guildgate
Remember how we cut all of those basic lands? Well, this is the pay off. Guildgates are, well, they're fine. They are great budget lands, which fits our purpose perfectly, but they are admittedly slow.
Maze's EndMaze's End, on the other hand, is fantastic. It helps fix our mana by fetching whatever guildgate we might need and provides a fun, surprising win condition for our deck. Our mana base is admittedly slow. Most of our lands come in to play tapped, but that is one of the weaknesses of building a budget 5 color mana base. If we are going to have to play slower lands, we might as well have them help us win the game.
Creatures: 5
Realm SeekersRealm Seekers, Skyline DespotSkyline Despot, Bogarden HellkiteBogarden Hellkite, Flameblast DragonFlameblast Dragon, Destructor DragonDestructor Dragon
Most of the creatures I am adding are good, cheap (money, not mana) dragons. They are all either removal or draw cards and make more dragons. Their inclusions should all be pretty self explanatory.
Realm SeekersRealm Seekers is the only non-dragon creature in the deck. This is a card I always think I should see more. It does a ton of work and can get really big. Obviously, it's not in here because it gets big. It's in here because it gets us the lands we want, like a Maze's EndMaze's End or whatever color we might be missing. There aren't a ton of cards that tutor for any land without restrictions, and most of them cost more than $1. This one does that and does so repeatedly, making it a near perfect fit. Sadly, it's not a dragon. Perhaps you can alter it to make it look like they are riding dragons? Or draw a dragon in the background? To keep it on theme, I suggest Trogdor.
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In case you already forgot how majestic he is
Sorceries: 5
Sylvan ScryingSylvan Scrying, Reap and SowReap and Sow, Merciless EvictionMerciless Eviction, Animist’s AwakeningAnimist’s Awakening, Fearsome AwakeningFearsome Awakening
Merciless EvictionMerciless Eviction is a card that basically every deck with black and white in it should run. It's that good. If you haven't used it yet, you are missing out. Fearsome AwakeningFearsome Awakening reanimates a dragon and makes it bigger. You're dragons are going to attract a ton of removal, so having a few ways to get them back is a good idea. Sylvan ScryingSylvan Scrying and Reap and SowReap and Sow are both here to find you whatever land you might need, most likely Maze's EndMaze's End. Animist's AwakeningAnimist's Awakening is a card that I want to put in all of my green decks. You should be able to make a respectable amount of mana in this deck and this is a decent payoff.
Instants: 3
Sarkhan’s TriumphSarkhan’s Triumph, Utter EndUtter End, TerminateTerminate
Sarkhan's TriumphSarkhan's Triumph finds whatever scaly beast your heart desires, Utter EndUtter End takes care of any nonland problem, and TerminateTerminate is incredibly efficient targeted removal. No of these are flashy, but your deck is more resilient with them.
Enchantments: 5
Heartless SummoningHeartless Summoning, Rites of FlourishingRites of Flourishing, Into the WildsInto the Wilds, Temur AscendancyTemur Ascendancy, Bower PassageBower Passage
Heartless SummoningHeartless Summoning is probably my favorite card in the deck, It's a pretty innocuous looking enchantment. It makes our creatures a bit smaller, with the massive upside of making them all cost 2 mana less. We are playing dragons. They are already bigger than basically everything else that anyone has. Their only weakness is that they are expensive. This paired with our commander, makes all of our dragons cost a whopping 3 mana less. That's basically like having a Mana CryptMana Crypt to help cast every one of your dragons. Even if you hate every other aspect of this deck, play this card.
Temur AscendancyTemur Ascendancy gives all of our creatures haste, which is very powerful. Also, almost everyone of our dragons triggers the draw effect. Almost.
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Why are you the way that you are?
Bower PassageBower Passage basically gives our dragons unblockable (with the exception of that guy playing Deadly RecluseDeadly Recluse.dec. You know who you are). Rites of FlourishingRites of Flourishing and Into the WildsInto the Wilds are here to help us play more lands. Frankly, they are pet cards of mine and they could be easily replaced by something more to your liking, but they'll perform well in this deck.
Artifacts: 0
I didn't add any artifacts. There is certainly an argument for adding some additional mana rocks, but I felt that there was enough ramp in the deck that we should be ok without. If you find yourself continuously behind on mana, this would be the first place I'd look to add cards.
Our Upgraded Deck
After all of our cuts and additions, here is what we come out with.
The Maze of Trogdor
View on ArchidektLands (37)
- 1 Arcane SanctumArcane Sanctum
- 1 Azorius GuildgateAzorius Guildgate
- 1 Boros GuildgateBoros Guildgate
- 1 Command TowerCommand Tower
- 1 Crucible of the Spirit DragonCrucible of the Spirit Dragon
- 1 Crumbling NecropolisCrumbling Necropolis
- 1 Dimir GuildgateDimir Guildgate
- 2 ForestForest
- 1 Frontier BivouacFrontier Bivouac
- 1 Golgari GuildgateGolgari Guildgate
- 1 Gruul GuildgateGruul Guildgate
- 1 Haven of the Spirit DragonHaven of the Spirit Dragon
- 1 IslandIsland
- 1 Izzet GuildgateIzzet Guildgate
- 1 Jungle ShrineJungle Shrine
- 1 Maze's EndMaze's End
- 2 MountainMountain
- 1 Mystic MonasteryMystic Monastery
- 1 Nomad OutpostNomad Outpost
- 1 Opulent PalaceOpulent Palace
- 1 Orzhov GuildgateOrzhov Guildgate
- 1 Path of AncestryPath of Ancestry
- 1 PlainsPlains
- 1 Rakdos GuildgateRakdos Guildgate
- 1 Sandsteppe CitadelSandsteppe Citadel
- 1 Savage LandsSavage Lands
- 1 Seaside CitadelSeaside Citadel
- 1 Selesnya GuildgateSelesnya Guildgate
- 1 Simic GuildgateSimic Guildgate
- 1 SwampSwamp
- 1 Vivid CragVivid Crag
- 1 Vivid CreekVivid Creek
- 1 Vivid GroveVivid Grove
- 1 Vivid MarshVivid Marsh
- 1 Vivid MeadowVivid Meadow
Creatures (30)
- 1 Atarka, World RenderAtarka, World Render
- 1 Bladewing the RisenBladewing the Risen
- 1 Bogardan HellkiteBogardan Hellkite
- 1 Broodmate DragonBroodmate Dragon
- 1 Crosis, the PurgerCrosis, the Purger
- 1 Deathbringer RegentDeathbringer Regent
- 1 Destructor DragonDestructor Dragon
- 1 Dromoka, the EternalDromoka, the Eternal
- 1 Flameblast DragonFlameblast Dragon
- 1 Hellkite ChargerHellkite Charger
- 1 Intet, the DreamerIntet, the Dreamer
- 1 Kolaghan, the Storm's FuryKolaghan, the Storm's Fury
- 1 Niv-Mizzet, DracogeniusNiv-Mizzet, Dracogenius
- 1 Ojutai, Soul of WinterOjutai, Soul of Winter
- 1 Realm SeekersRealm Seekers
- 1 Ryusei, the Falling StarRyusei, the Falling Star
- 1 Savage VentmawSavage Ventmaw
- 1 Scalelord ReckonerScalelord Reckoner
- 1 Scion of the Ur-DragonScion of the Ur-Dragon
- 1 Scourge of ValkasScourge of Valkas
- 1 Silumgar, the Drifting DeathSilumgar, the Drifting Death
- 1 Skyline DespotSkyline Despot
- 1 Steel HellkiteSteel Hellkite
- 1 Sunscorch RegentSunscorch Regent
- 1 Teneb, the HarvesterTeneb, the Harvester
- 1 Territorial HellkiteTerritorial Hellkite
- 1 Tyrant's FamiliarTyrant's Familiar
- 1 Utvara HellkiteUtvara Hellkite
- 1 Wasitora, Nekoru QueenWasitora, Nekoru Queen
- 1 The Ur-DragonThe Ur-Dragon
Artifacts (9)
- 1 Commander's SphereCommander's Sphere
- 1 Darksteel IngotDarksteel Ingot
- 1 Dreamstone HedronDreamstone Hedron
- 1 Fist of SunsFist of Suns
- 1 HeraldHerald
- 1 Lightning GreavesLightning Greaves
- 1 Nihil SpellbombNihil Spellbomb
- 1 Sol RingSol Ring
- 1 Wayfarer's BaubleWayfarer's Bauble
Enchantments (11)
- 1 Bower PassageBower Passage
- 1 Crucible of FireCrucible of Fire
- 1 Dragon TempestDragon Tempest
- 1 Elemental BondElemental Bond
- 1 Frontier SiegeFrontier Siege
- 1 Heartless SummoningHeartless Summoning
- 1 Into the WildsInto the Wilds
- 1 Kindred DiscoveryKindred Discovery
- 1 Monastery SiegeMonastery Siege
- 1 Rites of FlourishingRites of Flourishing
- 1 Temur AscendancyTemur Ascendancy
Sorceries (10)
- 1 Animist's AwakeningAnimist's Awakening
- 1 Crux of FateCrux of Fate
- 1 CultivateCultivate
- 1 FarseekFarseek
- 1 Fearsome AwakeningFearsome Awakening
- 1 Kodama's ReachKodama's Reach
- 1 Merciless EvictionMerciless Eviction
- 1 Painful TruthsPainful Truths
- 1 Reap and SowReap and Sow
- 1 Sylvan ScryingSylvan Scrying
Instants (3)
- 1 Sarkhan's TriumphSarkhan's Triumph
- 1 TerminateTerminate
- 1 Utter EndUtter End
I think it turned out pretty well. The Maze's EndMaze's End route should steal you a game here and there and is an underutilized win condition, so I was happy to be able to include it here. What do you think of the deck? Does this look like something you'd play? Were there any obvious improvements that I've missed? Let me know below!
End Step
Now that we've done tribal decks twice in a row, lets move on to something else. Vote on the one you'd most like to see get the budget treatment.
Until next time!
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