Commander 1 Tiamat
Deck 1 Dragonmaster Outcast 1 Minion of the Mighty 1 Dragon's Disciple 1 Dragonkin Berserker 1 Dragonlord's Servant 1 Magda, Brazen Outlaw 1 Gadrak, the Crown-Scourge 1 Skullport Merchant 1 Xorn 1 Ebondeath, Dracolich 1 Icingdeath, Frost Tyrant 1 Immersturm Predator 1 Verix Bladewing 1 Goldspan Dragon 1 Rapacious Dragon 1 Terror of the Peaks 1 Inferno of the Star Mounts 1 Lathliss, Dragon Queen 1 Red Dragon 1 Shimmer Dragon 1 Beledros Witherbloom 1 Black Dragon 1 Bladewing the Risen 1 Drakuseth, Maw of Flames 1 Old Gnawbone 1 Terror of Mount Velus 1 Arcane Signet 1 Coldsteel Heart 1 Dragon's Fire 1 Guardian Idol 1 Mind Stone 1 Orb of Dragonkind 1 Pillar of Origins 1 You Find a Cursed Idol 1 Barrier Breach 1 Chromatic Lantern 1 Colossal Majesty 1 Dragon's Hoard 1 Garruk's Uprising 1 Kiora, Behemoth Beckoner 1 Spinning Wheel 1 Spit Flame 1 Binding the Old Gods 1 Deathsprout 1 Firemind Vessel 1 Guardian Project 1 Smothering Tithe 1 Vraska, Golgari Queen 1 Wrath of God 1 Crux of Fate 1 Doomskar 1 Elspeth Conquers Death 1 Revel in Riches 1 Vanquisher's Banner 1 Blood on the Snow 1 Casualties of War 1 The Immortal Sun 1 Brass's Bounty 1 Ugin, the Spirit Dragon 1 The Great Henge 1 Treasure Map 1 Ancient Ziggurat 1 Arch of Orazca 1 Archway Commons 1 Blast Zone 1 Blood Crypt 1 Bonders' Enclave 1 Breeding Pool 1 Cascading Cataracts 1 Command Tower 2 Forest 1 Gateway Plaza 1 Godless Shrine 1 Hallowed Fountain 1 Indatha Triome 2 Island 1 Ketria Triome 1 Mirrodin's Core 2 Mountain 1 Overgrown Tomb 2 Plains 1 Raugrin Triome 1 Rupture Spire 1 Sacred Foundry 1 Savai Triome 1 Steam Vents 1 Stomping Ground 2 Swamp 1 Temple Garden 1 Temple of the Dragon Queen 1 The World Tree 1 Unclaimed Territory 1 Watery Grave 1 Zagoth Triome
This deck is about one thing, casting dragons and lots of them. You'll want to put up some resistance long enough to stick a Tiamat and watch as the value starts flowing.
5 Color commanders are tough in brawl. To try and make casting our commander a little more of a reality we have a multitude of any color lands.
In addition we are running a couple lands that can help us fix our mana for one color, or every color once we have enough lands overall.
We are also running the full set of shock lands to give us the best chance of hitting all our colors on curve.
The full set of triomes compliments the shocks to give us great coverage when we need it.
We are also running a few utility lands for card draw and some mass removal.
And two of each basic land to make sure we have some coverage for search effects.
A larger then normal ramp package accounts for the increased mana requirements of the deck. This enables us to ensure early acceleration into our big threats.
In addition to the traditional ramp package presented above, we have a significant investment into treasure production.
We also have plenty of payoffs and uses for those treasure tokens.
One of the core parts of any successful Historic Brawl deck is card draw. Having a good source of card advantage can often be the difference between success and failure as the game goes on. This deck contains multiple ways to draw into new threats and keep your plan going.
You'll need good ways to hamper your opponents plans. The deck contains a good selection of single target removal spells to deal with any threats that are outside your comfort zone.
As great as single target removal can be, sometimes you just need to deal with multiple threats with a single card. This deck has you covered with plenty of ways to remove nasty threats in mass.
It's a dragon deck. We have plenty of dragons. You'll find plenty of things to choose with our commanders ability, to tutor with Magda, and to cast at every turn of the game.
We also have a number of support pieces that help out dragon be there very best. These cards make dragons, help us cast dragons, or make our dragons cheaper.