Cult of the Dragon
Hello, and welcome back to Conditions Allow. In this series, I take a legendary creature with a drawback, and turn it into a strength.
The Brothers' War may be upon us, but I'm not finished with the legends of Dominaria United quite yet. This week on the show we've got former cultist of, current minion of , .
has the powerful ability to search for any card in your deck. Similar to , this has the potential to enable highly consistent (albeit linear) combo decks since you can always search for a particular card. Unlike Sidisi, however, Lagomos has a condition attached to his tutor ability: at least five creatures must die before you can activate it.
In Commander, this condition isn't hard to meet, but it does require some setup to use. Perhaps more importantly, it suggests a particular kind of combo for you to set up. Whether you useand a couple of Undying creatures, or and , you'll want your combo to involve creatures dying.
I don't want to build a straightforward aristocrats deck, though. That would make using's effect too simple. Instead, I'm going to make a Storm deck, utilizing -like spells to power out .
Dragons Demand Sacrifice
Magic has a long history of Dragons demanding sacrifices and tributes, and Lagomos is happy to carry on this tradition. He helps himself, by providing an Elemental token every turn, but we're going to need more fodder than that to summon any Dragons.
Creatures that easily come back from the graveyard will form the core of this deck's strategy. While they're not great for sacrificing to, they make great fodder for , and they ensure you always have fodder for . is the best of these three because it returns to play for free, as long as you hit your land drop, but don't underestimate the other two either. The goal isn't to cast quickly, but to gradually sculpt your hand and field until the perfect moment. and make sure you can do that.
I'm also including a number of payoffs for sacrificing these small creatures.is a great draw spell, but is a card advantage engine. and even trigger when your tokens die. This also means they work great alongside and , both of which make tokens that can be sacrificed for mana. costs nine mana, and a spare Eldrazi Spawn or Scion can be the difference between casting it and not.
Of course,and its cousin work best with creatures that cost a lot of mana. may be a seven-mana creature, but you can easily cast it for just a single mana with a few disposable creatures lying around. works similarly from your graveyard, and because you actually cast them, they each contribute to your Storm count on the turn you cast . and aren't as efficient, but can contribute to a big turn with the right setup.
Every Storm deck needs rituals to keep its mana pool full, and this deck leans onand . These, along with , help get to the five creature deaths needed for to search for while also generating the mana to cast it. To make sure we have enough similar effects, I'm also including , , and . and are great substitutes for , but they require a little more time to get going. If you need to take a little longer, can also generate a lot of Treasure tokens to drive a big turn.
The other important half of a Storm deck is card draw. To keep casting spells, you need to see a lot of cards. For this deck, I'm leaning on the black spells that require you to sacrifice creatures. Once again, this helps you get to the five creature count for, while digging through your deck to find your other key spells. The real powerhouse in this category is , which can draw you a card for every creature you control. Combine it with and to see a ton of cards, and you'll almost always set up a .
Once you kill five creatures and get up to nine mana, you're ready to useto put in your hand. Ideally, you'll have a Storm count of three or four, which is enough to get you all the Dragons you need to close the game.
With the first copy of, you'll grab . Then, when you put into play, you'll get a 5/5 token and deal five damage to an opponent. enters next, alongside a token for another eleven damage.
Finally, get. She gives all your creatures haste, so you can attack and create eight more 6/6 Dragons from 's triggered ability. If you had to discard any of these to or earlier on, you can grab to pull it out of the graveyard, and if you have an extra Storm or two, you can also put into play to deal even more damage.
I've selected these Dragons to deal as much damage as possible with a relatively low Storm count. With just four copies of, this setup can take out two players easily, and all three opponents if life totals have shrunk a little bit. If you'd can find space for it, I'd love to add to make it even more likely you can take out three players at once with a Storm count of five or six. Let me know what you might swap for the Terror from the decklist.
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has an undeniably powerful ability that points you towards a certain style of play. I've done my best to expand outside of that style as much as I can without making it even harder to activate his effect. I do like that casting isn't enough to end the game on its own. You have to attack to get the full value of your Dragons, which gives your opponents lots of opportunities to interact. This means you have to pick your moment carefully, which should stop this deck from feeling too linear as well.
But let me know what you think. How have you built? Did I overlook any key synergies? Let me know in the comments, and thanks for reading!