Legends Legends - Palladia-Mors

Jeff Dunn • January 22, 2025

Palladia-Mors
by Ed Beard Jr. 

Welcome back to 1994's favorite Magic: The Gathering weekly blog post, Legends Legends! Are you burnt out on new-school Magic's novel-length rules texts and overly complex combos? Tired taking a huge deep breath and running through all 500,000 triggers of your Panharmonicon

decks? Come with me back to the simple days of Magic's origins, where decks were all stompy and combat damage was the only victory condition we could hope for.

This weeks Legends Legend is the simple, straightforward Palladia-Mors

General Thoughts

Palladia-Mors

is the Timmy-est of the Elder Dragons. She's a flying 7/7 for eight mana, similar to her siblings, and also comes with trample. Just like her siblings, she costs an addition three mana every upkeep, or else she's sacrificed. This steep mana investment makes Palladia-Mors
hard to cast and moderately difficult to keep around, for a comparatively poor payoff. I mean, just compare her to any other eight-mana beater; nowadays, we get cards like Griselbrand
for eight mana. A measly 7/7 flying trampler with a downside isn't a great look!

Thankfully, we don't care that Palladia-Mors

has a nearly french-vanilla rules text. She's a big, scary, Elder Dragon. We're going to send her careening into our foes as fast as possible, and as many times as possible, in hopes that they'll be crushed beneath our dragonfire-y commander damage. This means we'll be ramping hard to get our eight-drop out, then using haste-enablers, extra combats, and power buffs to make her into a one-turn kill for the board.

Birth of the Elder Dragons

We'll cover how to ramp up to Palladia-Mors

down in the Mana Base section, but there's another important step to take before we dive into casting our commander. Palladia-Mors
is an Elder Dragon, a veritable Dragon deity in the lore, and we need her to be appropriately powerful before/during her first combat to properly evoke the terror she deserves.

Rhythm of the Wild

is one of the best enchantments this deck, or really any creature-heavy deck, can run. For three mana, we're shutting down the bane of aggro decks, the infamous Counterspell
. This enchantment also gives each of our creature spells riot, letting us choose between a haste or a +1/+1 counter when they enter the battlefield. Rhythm of the Wild
is great because, on the off chance we've already drawn and played our Fervor
, we'll still see some benefit from its +1/+1 counters and counterspell-negation.

Rith, Liberated Primeval

saves our commander (and a handful of our other creatures) from any untaxed targeted removal, usually enough to sway our opponents into Murder
ing something else instead.

Kediss, Emberclaw Familiar

is the glue that holds many aggro Commander decks together. Suddenly, Palladia-Mors
is a threat to the entire table when she arrives, and not just the single player without any flying blockers.

Two Auras in this deck are meant for Palladia-Mors

specifically: Dragon Breath
and Idolized
. Dragon Breath
is great because it can re-enter and attach itself to Palladia from the graveyard, making it the perfect choice to pitch to our pillage effects, like Big Score
and Pirate's Pillage
. The other, Idolized
, gives our commander a huge buff; by the turn she arrives, we should have a huge selection of nonland mana dorks, mana rocks, enchantments and other various creatures to buff her.

Two Dragon creatures act as heralds of Palladia-Mors

's arrival: Atarka, World Render
grants our commander double strike when she attacks, cutting the number of extra combats we need for a commander damage victory down to two, and Thrakkus the Butcher
can bring that down to a single attack for 28+ damage.

Finally, of course, we've got the free-to-equip Lightning Greaves

, much better than Swiftfoot Boots
in a deck with an eight-mana commander.

The Dragon War Unending

Although the Dragon Wars have long since ended, Palladia-Mors

's rage is eternal. She forges a path of destruction wherever she goes, only stopping when she's enchanted by the Tickery Man (aka Chromium
in human form). To represent this, our gameplan is to cast Palladia-Mors
and use every extra combat effect that we can to obliterate our foes in one fell swoop of Dragon fire.

Setting up for Palladia-Mors

's arrival is paramount to securing a victory the turn she arrives. We need to get at least two extra combats to hit someone for 21 commander damage in her first attack, so we've doubled, tripled, and quadrupled down on sources for this effect.

Hellkite Charger

is one of my favorite sources for this effect. For a measly seven mana, we can untap everything and attack again as much as possible. We won't typically have another seven mana available after we've just cast Palladia, but this extra combat Dragon can easily go infinite alongside Grand Warlord Radha
or Savage Ventmaw
.

Grand Warlord Radha
Hellkite Charger
+2 other prerequisites
Infinite combat phases
Infinite green mana
Infinite red mana
Commander Spellbook

Grand Warlord Radha
Hellkite Charger
Savage Ventmaw
+2 other prerequisites
Infinite combat phases
Infinite green mana
Infinite red mana
Commander Spellbook

Scourge of the Throne

and Bloodthirster
are two more excellent creature-based sources for extra combat, albeit with a few stipulations. Bloodthirster
is almost enough to get all three extra combats by itself, and if we time Scourge of the Throne
correctly (after we've exhausted our Bloodthirster
's extra combats) we can squeeze at least one more combat phase into our turn.

Aurelia, the Warleader

and Karlach, Fury of Avernus
each give us one extra combat each turn, with Karlach granting first strike to our creatures, helping them trade up into our opponents' efficient blockers.

Moraug, Fury of Akoum

can get out of control very easily, and gives those extra ramp spells we draw in the late game some usefulness.

As for our noncreature sources of combat, we're running the classics Aggravated Assault

and Relentless Assault
, both of which will require a moderate mana investment if we want to cast them the same turn Palladia hits the field. We'll need 12-13 mana available if we're hoping to activate those all at once.

Seize the Day

and World at War
are two extra combat sorceries with a little built-in recursion: use World at War
's rebound cast as a free extra combat the following turn when we cast Palladia-Mors
, and Seize the Day
's cheaper flashback cost to squeeze one more attack out of our commander.

Fury of the Horde

is another "free" extra combat if we can exile the red cards from our hand; 49% of all mana symbols in this deck are red, so that shouldn't be too difficult so long as we've kept our hand full with Garruk's Uprising
and Elemental Bond
, or Return of the Wildspeaker
.

There are two relatively new Universes Beyond cards we're running for extra combats, as well. Overpowering Attack

can be cast for just three mana if Palladia-Mors
has already connected with a player this turn, making it as effective as Seize the Day
in most cases. Last Night Together
takes Palladia-Mors
to 9/9 for her second swing and lets us get another trigger off of Hellkite Charger

Mana Base

Now, on to the fun stuff. We need a ton of mana available before we cast Palladia-Mors

, enough for her to hit the field, get haste, swing in, and then cast some extra combat spells to lather, rinse, and repeat those draconic fireballs.

We're never going to miss a land drop with our hefty 38 lands. Don't worry, late game land top-decks will still provide value for Moraug, Fury of Akoum

.

We have five spells to fetch lands from our library, plus seven mana dorks and six mana rocks to really hit the ground running with our mana base.

One of our mana dorks, Faeburrow Elder

, is used for an infinite mana combo with Kiki-Jiki, Mirror Breaker
. This is the easiest way to ensure we have enough mana to cast Palladia and overwhelm our foes with infinite combats:

Kiki-Jiki, Mirror Breaker
Faeburrow Elder
Aggravated Assault
+1 other prerequisite
Infinite colored mana
Infinite combat phases
Infinite creature tokens with haste
Infinite ETB
Commander Spellbook

We'll most often use our Shared Summons

and Worldly Tutor
to set up this combo, unless we've already found it. In that case, we'll dig for our Hellkite Charger
combo, instead.

Budget

This Legends Legends deck ends up relatively cheap, with only a few standout cards over $10.

Bloodthirster

is our most expensive card, clocking in at around $15. While this is undeniably one of the best extra combat cards in our deck, we can, in fact, live without it. If we remove it, I'd recommend replacing it with something to get us more consistent access to our other extra combat cards: advantage-generators, like Up the Beanstalk
, or more ramp, like Wild Growth
, is always a fair choice.

Palladia-Mors Decklist


Palladia-MOrs

View on Archidekt

Wrap Up

Elder Dragon Highlander gets its name from the cycle of Legends Elder Dragons. The whole reason commander damage is set to 21 is because that's three swings from an unmodified Elder Dragon. This Palladia-Mors

Commander deck is built as a tribute to that mechanic: it hearkens back to a simpler time when EDH/Commander was all about combat with big haymakers and slow, battlecruisery deck lists. While it's not the most aggressive possible deck you can build for the format, it should still hold its own and surprise a pod or two with a massive attack out of nowhere.

How would you build around this classic Naya Elder Dragon? Let me know in the comments!

Thanks for reading!



Jeff's almost as old as Magic itself, and can't remember a time when he didn't own any trading cards. His favorite formats are Pauper and Emperor, and his favorite defunct products are the Duel Decks. Follow him on Twitter for tweets about Mono Black Ponza in Pauper, and read about his Kitchen Table League and more at dorkmountain.net