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Dcommander 3.5.0 full#
If your hand is too full fetch Eternal Dragon and Ebondeath, Dracolich.Please refer to your product's documentation when using the software tools provided below. Midgame will consist of dropping Tiamat and fetching up to 5 dragons. Your early game is ramping into ramp, essentially. Expedition map costs 2 and an additional 1, but allows you to fetch any land. The common theme is that they put a land onto the board, with some variance, but the best is probably Three Visits and Nature’s Lore since both allow you to fetch a non-basic and it comes into play untapped. This table also does a decent job of breaking down the various “good” 2 mana tutors. Finally, you need to fill out the 5 colors, then you want to grab Boseiju, Who shelters all, if possible, for your big haymakers like Urza’s Ruinous Blast or return all your dragons from the yard. You need to get one of each mana, so your most important lands are: a green source, then Cavern of Souls, which is 5c for dragons and makes then uncounterable, big for getting Tiamat into play for sure so you recover your hand. Let’s talk about land tutoring strategies: The whole deck is built to get Tiamat into play so that you can recover your card disadvantage from heavily tutoring out lands, both thinning your deck and letting you recover if and when your dragons get blown up. Turn 4, 7 mana available + WBURG: Your goal is to turn 4 drop Tiamat.
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Turn 3, 5 mana available: Start with 2 -3 lands and 1-2 dorks or a talisman: you should be able to land tutor or talisman here one of the bigger land tutors here, leading to turn 4 or 5 casting Tiamat Turn 2, 3 mana available: Start with 2 lands, cast either a talisman or land tutor, depending on the tutor and See the end of the article for a slightly more aggressive version that includes every mana dork in the book. Turn 1: Maybe a deadish turn, but this is really a fun “battlecruiser” type deck. Hopefully, you have a burgeoning or a sol ring or a mana dork, but it’s not strictly necessary. The deck should play out in almost exactly the same way every time: Turn 1 land that can tap for green. Run a ton of land tutors and 2 cmc rocks. A way that would make Sheldon Menery clutch at his pearls. But the good news is that there is a really simple way to get there. So what we have is a 7 mana creature but also one whose cost includes WUBRG which is, let’s say “tough” to pull off. It’s almost like Wizards of the Coast expected this to be a weird commander. You can’t do either with Tiamat, so you have to come up with a combo that works because of different dragons, which, given that most dragons are real big expensive creatures, probably won’t work. If you were grabbing Goldspan dragons or something you might be able to set up a scenario where you can cast all of them, attack with all of them, maybe generate attack steps or something… fun times. If you could fetch more Tiamats you’d get to keep grabbing dragons. In a 4-of format, you’d see the “up to five Dragons cards not named Tiamat that each have different names” as probably something of a downside. It’s a very battlecruiser ability, and while a 7/7 flier is nothing to exactly sneeze at, especially as a commander, it’a also nothing to write home about because, if someone is going to let you get 7 mana and then hit them 3 times without doing anything about it, that’s a pretty non-interactive death, and frankly they deserve to pay dearly for their crimes. This means: you can’t reanimate Tiamat but also if your opponents counterspell or whatnot, you won’t get your search. With Tiamat we’re talking a 7/7 flier here but the real strong ability is to tutor 5 cards, which is an ETB but conditional on casting Tiamat.
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Specifically, having Tiamat ported from Babylon to Forgotten Realms to Dragonlance and back and then into a universe with people like Jace, where the Dragon god can eat him.Īlso sometimes it’s just fun to build a deck around a nearly nonsensical commander who seems like a nearly unworkable card.īy Ben Pirard at nl.wikipedia, CC BY-SA 3.0, And while in the larger sense the whole Dungeons & Dragons crossover for Magic is essentially a marketing stunt/gimmick, there’s some upside to it as well. And that’s a fine upside to our made-up game about dragons, dungeons, and the dangerous murderhobos that pillage them. I actually really like the concept, because frankly, it teaches people, in the same way that people who play Civilization actually learn about world history. There’s even a first edition book that’s just D&D interpretations of various pantheons of historical gods. Tiamat is one of those times that Gary Gygax & co decided it was cool to more or less co-opt something that already existed in real life.
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