Nicol Bolas' Draconic Legion

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Commander:

Nicol Bolas

Non-Land:

Dragons:
Crosis, the Purger
Bladewing the Risen
Malfegor
Utvara Hellkite
Scourge of Kher Ridges
Imperial Hellkite
Hellkite Charger
Keiga, the Tide Star
Ryusei, the Falling Star
Hypersonic Dragon
Thundermaw Hellkite
Slumbering Dragon
Dragonmaster Outcast
Dragon Roost

Card Theft:
(Keiga, the Tide Star)
Nicol Bolas, Planeswalker
Grave Betrayal
Control Magic
Animate Dead
Insurrection
Slave of Bolas
Beacon of Unrest
Bribery
Desertion
Reins of Power
Mimic Vat

Mass/Semi-Mass removal:
(Malfegor)
(Scourge of Kher Ridges)
(Ryusei, the Falling Star)
Decree of Pain
Void
Damnation
Chain Reaction
Black Sun's Zenith
Do or Die
Earthquake
Nevinyrral's Disk
Oblivion Stone

Counterspells:
(Desertion)
Suffocating Blast
Spite // Malice
Rewind
Undermine
Perplex
Dissipate
Countersquall

Other Removal:
No Mercy
Cruel Ultimatum
(Slave of Bolas)
(Suffocating Blast)
(Spite // Malice)
Invoke the Firemind
Dreadbore
Profane Command

Card Draw/Tutors:
(Imperial Hellkite)
Sarkhan the Mad
Phyrexian Arena
(Crule Ultimatium}
Diabolic Tutor
Deep Analysis
Fact or Fiction
(Invoke the Firemind)
(Perplex)
Beseech the Queen
Demonic Tutor
Brainstorm
Ancestral Vision

Revival:
(Bladewing, the Risen)
(Animate Dead)
(Cruel Ultimatum)
(Beacon of Unrest)
(Profane Command)

Mana Fixing/Excel:
Darksteel Ingot
Dimir Signet
Izzet Signet
Rakdos Signet
Sol Ring

Lands:

Utility:
Vesuva
Mystifying Maze
Quicksand
Ghost Quarter
Tectonic Edge
Reliquary Tower
Bojuka Bog

Extra Mana:
Temple of the False God
Dreadship Reef
Molten Slagheap

Dual and Fetch Lands:
Grixis Panorama
Terramorphic Expanse
Evolving Wilds
Command Tower
Rupture Spire
Crumbling Necropolis
Crosis's Catacombs
Creeping Tar Pit
Drowned Catacomb
Darkslick Shores
Jwar Isle Refuge
Dimir Aqueduct
Lavaclaw Reaches
Dragonskull Summit
Blackcleave Cliffs
Akoum Refuge
Rakdos Carnarium
Sulfur Falls
Shivan Reef
Izzet Boilerworks

Basic Lands:
Island(x3)
Swamp(x3)
Mountain(x3)

* Cards listed in ()s have already been listed in one roll but also fit in another(So I still have one copy of those cards in my deck, but I list them more then once to demonstrait how those cards can cover several rolls.)

As you can tell, this is not a typical EDH deck. This deck is my only commander deck, and one that is very "special" and talored to my own personal play style. This deck was created with a distinct thematic  reastriction in mind: Every creature had to be a dragon, and this dose not include changelings as "dragons". The issue? Most dragons are high-costed, however, seeing my love of control and control-esc stratigies that was no issue for me. This deck looks top heavy on paper and that is not a mistake. This deck plans for and plays best in the long game; the longer the game goes on, the stronger this deck becomes. Thus, to assue that this deck can survive to the point where it can start truely being powerful it places it's draconic beaters in a grixis control shell, offering you countermagic, card draw, tutors and plentiful removal to control the board and make sure the game gose your way.

This deck generally has three modes of play that it will go through in a game, and they are as follows:

Early Game- This is when you are at your absolute weakest and is when you engage in what I like to call the "lame duck" mode of play. During this mode of play your goal is simple: be as least threatening as possible. You don't have a strong early game and most of your best cards have a converted mana cost of 5+. Be agressive here and you will be trampled over and out of the game before you know it. Thus, while you do have some low cost wrath effects, it is best not to use them here unless absolutly nessicary as pulling out an early game fire covenant or do or die makes you more of a threat and at this stage you really can't afford to be a target. So, what do you do? Pretty much noting. Drop lands, if you have a storage counter land now would be a good time to start charging them up. Casually use card draw spells to build up your options and drop a mana rock or two if you happen to have one. Just remember that this is the stage your most vulnerable in and as a result the less you do here, the better, survival is key in the early game and the best way  for this deck to survive is to make it seem like your not worth focusing on.

Mid Game- This is when you can start doing more. You probally have drawn into at least one wrath effect, and will have the mana to start droping dragons and creature theft cards in  short order, but you should not go for the kill here. The mid game is the time to start being a real control deck and enter into the "reactive" mode of play. At this stage you can start to become a threat but are still vunlnerable to gang ups on you but can probally go toe to toe with individual players, so it is at this point that you can start to build up your board and play like true control deck, but also remember that your still vulnerable and sometimes, it pays to be political.  Play your bogerdan hellkite, but check to see if you would help out another player by sending it's damage towards a threatening creature rather then a player's skull. Steal a creature, but make sure it is one that other players will thank you for snatching.  Counter spells, but counter only in absolute dire cases, or alternatively, counter something that others want countered. Only wrath when absolutly nessicary. Wraths are a safty net for when things go bad, not something to spam, doing so will only make people want to gang up on you. This is the time to make friends and gang up on enemies. After all, what better way to avoid being ganged up on then by being the one who forms the gang?

Late Game- Now is where you truely shine. You have lots of mana and lots of things to spend it on, and you enter into what I call the "domination" mode of play. This is where the fun begains. Your dragons can now swoop in for the kill. You can drop ridicilous non-creature cards like Nicol Bolas, Plansewalker and Cruel Ultimatium to crush your enemies. Even further, you can now start snathcing all manner of threats with your steal-y cards, which is one of the reasons this deck is so dangerous. Sure it has it's own finishers, but why rely solely on your dragons when you can take the best threats of your opponents and turn them against them? Dominate, Reanimate and copy all the nasty threats that your opponents have to make them fight for you.  You can even steal artifacts, and with commedeer sorceries and instants too! Also, don't discount your commander. It is at this stage that the Elder Dragon just loves getting his hands dirty. Just a single swing can leave an oppponent helpless, and add in a hellkite charger and watch as TWO opponents are thrust into topdeck mode. Nicol Bolas can leave opponents in an utterly cripples state, espcially if you've used your removal and control cards to destroy their board position(which you should!) Hey, Nicol Bolas is a villain, don't expect him to play nice!

Anyway, as you can see, this deck is pretty much an old school control deck that seeks to control the game so it can make it to the later turns at which point it becomes a major threat. It is extremely creature lite due to the themeatic restrictions I have placed on myself when building it, and as a result the deck has a very promient card-theft element that allows it to make up for it's anermic ammount of creatures by being able to pilfer  it's opponent's best cards and use them as it's own in a vast number of ways. It's not a very easy deck to pilot and in the hands of a political failure it will usually lose as it's a deck that can very easy draw the hate of other players if you don't play it carefully. Nobody likes counterspells and removal aimed at them, and  nobody likes having their creatures stolen used against them. Thus, to not be ganged up uppon the deck requires some political finess and manipulation skills to survive the early parts of the game where it has less options. Simply put, to use this deck, you have to think like Nicol Bolas himself and take the long, safe, patient road. Once you get to your high point, you can dominate the game, but just like Bolas himself you need to plan and manipulate your way to that point if you want to suceede. Players who like the thrill of fast victories or have a tendency to spam their best cards should look to another deck.

Anyway, any comments, questions, advice and tips would be appreciated!


Gotta say, I like the way your deck looks and how it functions. I invite u're opinion on my own Ur-dragon deck sometime. Now, as for any ideas, the only thing I might reccommend is maybe Dragonmaster Outcast as a possible add considering everything beyond your creatures is pretty solid. And while I know it's not technically a dragon, it does make them in a big way, and having something to help against those decks designed to kill late game play (Horobi, V. Clique, etc.) maight also be a thought.
My EDH deck: http://community.wizards.com/go/thread/view/75842/26329625/Another_Ur-Dragon_deck&sort_order=ASC
I'm curious as to why you didn't include Hoard-smelter Dragon? It's a great way to destroy artifacts, and it fits your dragons only theme.

Vampiric Dragon maybe? Kill a goober and pump him.
I didn't include hoard smelter because I don't own a copy of him. Now, he is easy to aquire, but I already have a copy of steel hellkite around somewhere, and he can fill much the same roll while also nukeing enchantments, walkers and other troublesome perminents that my removal normally could not hit. I'm just not sure what to cut for him, since making cuts is always THE hardest part of deck building for me. Maybe axe one of my creature theft cards?( Enslave would be the most likely candidate here.) Or is it not nessicary to add in the hellkite? As for the sugjestion of Dragonmaster Outcast, I already own a few coppies, but again, no idea what to cut, or rather if I should cut anything at all.
Ah, but you have to hit with the Hellkite for it to go off. Granted it's more versatile if it connects, I suppose you would know your playgroup better so if that's not a major downside then go for it. I should have thought of that guy myself.
Yeah, but, again, I don't know what to cut. I'm thinking Enslave would be the best choice, but I'm not 100% sure. Also, what if anything would be worth cutting for a Dragonmaster Outcast?
Anyway...I apologize for the double post, but I made some changes to the list  and I wanted to bump this because of that. The changes are listed below and in the OP...

Creaturebase alterations-

Removed:
Hoarding Dragon


Added:
Spellbound Dragon
Thundermaw Hellkite
Dragonmaster Outcast
Slumbering Dragon

Non Creature alterations-

Out:
Exclude
Dominate
Fire Covenant
Comandeer

In:
Chain Reaction

Post RTR Changes:

Out:

Bogarden Hellkite(VERY hard to cut, but it's replacement is just downright nastier)
Spellbound Dragon(Good, but not taken full advantage of by this deck)
Terminate (Dreadbore is just better for the same cost B/C it can hit more)
Enslave(Fun, but it's replacement is just more evil.)

In:

Utvara Hellkite (A dragon who makes more dragons when dragons(including himself) attack. This deck has lots of dragons. Nice sinergy with hellkite charger too.)
Hypersonic Dragon(BOARD SWEEPS AS INSTANTS YAY!)
Dreadbore(An upgrade to terminate)
Grave Betrayal(Steal the entire board with wrath-effects. Steal creatures as their killed. Repetable creature theft FTW.)