Commander Corner: Scion of the Ur-Dragon

Welcome back,

So what does it mean to be a dragon in the context of Magic? Should a dragon just smash and burn everything into the ground? Should they do their best to teach their wisdom to other beings? Should they try to dominate the multiverse? Or should they do anything at all? The concept of what a dragon is can be a little vague. Each legendary dragon in Magic tends to carve its own path, leave its own mark.

[c]Dragonlord Ojutai[/c] spends his time teaching his wisdom to his followers, while [c]Dragonlord Atarka[/c] tends to just smash and eat everything in sight. The battle between the sinister [c]Nicol Bolas[/c] and [c]Ugin, the Spirit Dragon[/c] has been raging over a long period of time. Each dragon follows its own path, yet they all contain the same blood. The blood of the Ur-Dragon.

The Ur-Dragon is not a creature though, it is a concept. It is the pinnacle, the paragon of what it means to be a dragon. This concept is what [c]Scion of the Ur-Dragon[/c] is. He is a manifestation of what it means to be a dragon. His blood courses through every dragons’ veins. He literally is every dragon in existence. The blood of the Ur-Dragon lives on in every dragon that has come and gone and every dragon that has yet come into being.

[c]Scion of the Ur-Dragon[/c] is an interesting and flavorful design. The concept of the Ur-Dragon is shown very well with his ability. He allows you to search your library for any dragon and put it into your graveyard, then he becomes that dragon for the turn. This allows us to find the right dragon for the job, an ability that is extremely powerful and can easily swing the game in your favor. Outside of our commander, our deck is stuffed to the brim with powerful dragons that can crush our opponent in a quick fashion. As long as our mana is set up properly, we can crush almost anybody. Lets take a look at what the blood of the Ur-Dragon can give us.


The blood of the Ur-Dragon lives on…

[d title= “Scion of the Ur-Dragon (EDH)”]


1 Scion of the Ur-Dragon


1 Ancient Ziggurat

1 Azorius Guildgate

1 Blood Crypt

1 Bloodstained Mire

1 Boros Guildgate

1 Breeding Pool

1 Cavern of Souls

1 City of Brass

1 Command Tower

1 Crucible of the Spirit Dragon

1 Dimir Guildgate

1 Flooded Strand

1 Forbidden Orchard

1 Godless Shrine

1 Golgari Guildgate

1 Grand Coliseum

1 Gruul Guildgate

1 Hallowed Fountain

1 Haven of the Spirit Dragon [/d]


Lands Cont.

1 Izzet Guildgate

1 Mana Confluence

1 Maze’s End

1 Orzhov Guildgate

1 Overgrown Tomb

1 Polluted Delta

1 Rakdos Guildgate

1 Reflecting Pool

1 Rupture Spire

1 Sacred Foundry

1 Selesnya Guildgate

1 Simic Guildgate

1 Steam Vents

1 Stomping Ground

1 Temple Garden

1 Watery Grave

1 Windswept Heath

1 Wooded Foothills [/d]



1 Alloy Myr

1 Atarka, World Render

1 Balefire Dragon

1 Birds of Paradise

1 Bladewing the Risen

1 Broodmate Dragon

1 Courser of Kruphix

1 Dragonlord Atarka

1 Dragonlord Dromoka

1 Dragonlord Ojutai

1 Dragonlord Silumgar

1 Dragonlord’s Servant

1 Dragonspeaker Shaman

1 Dromoka, the Eternal

1 Gatecreeper Vine

1 Hellkite Overlord

1 Joiner Adept [/d]


Creatures Cont.

1 Karrthus, Tyrant of Jund

1 Keiga, the Tide Star

1 Kokusho, the Evening Star

1 Kolaghan, the Storm’s Fury

1 Lotus Cobra

1 Nicol Bolas

1 Ojutai, Soul of Winter

1 Oracle of Mul Daya

1 Ryusei, the Falling Star

1 Scourge of Valkas

1 Silumgar, the Drifting Death

1 Somberwald Sage

1 Steel Hellkite

1 Sylvan Caryatid

1 Thunderbreak Regent

1 Utvara Hellkite

1 Weathered Wayfarer

1 Yosei, the Morning Star


1 Dismember

1 Lightning Bolt

1 Murderous Cut

1 Path to Exile

1 Sarkhan’s Triumph

1 Swords to Plowshares

1 Wear // Tear

1 Worldly Tutor [/d]



1 Crux of Fate

1 Farseek

1 Mizzium Mortars

1 Patriarch’s Bidding

1 Reap and Sow

1 Spoils of Victory

1 Tempt with Discovery

1 Tooth and Nail

1 Unburial Rites


1 Crucible of Fire


1 Chromatic Lantern

1 Coalition Relic

1 Commander’s Sphere

1 Darksteel Ingot

1 Golgari Signet

1 Gruul Signet

1 Manalith

1 Sol Ring


1 Sarkhan Unbroken [/d]

Cost: MTGO = 201.28 TIX | Paper = $584.98

Its hard to go wrong with this many dragons. After the first few turns, we can start pumping out threat after threat until our opponent has been crushed under our might. We also have a small amount of reanimation with [c]Unburial Rites[/c] and [c]Patriarch’s Bidding[/c] to fully take advantage of our commander, and also give us a fail safe just in case if the board is wiped clean.

To win, you just have to smash face. Its that simple. Stick a threat and turn it sideways. Doesn’t get much more simple than that. What makes this a little more challenging is finding the right dragon for the job. Many of our dragons do different things. For example, if we need to go wide, we have [c]Utvara Hellkite[/c] which creates tons of dragons for us. If we need to simply go big, we have [c]Hellkite Overlord[/c] or [c]Atarka, World Render[/c] to close the game out right away. We can gain some card advantage with [c]Dragonlord Ojutai[/c] or simply make our opponent discard their entire hand with [c]Nicol Bolas[/c]. Each dragon has a role to play and helps us attack our opponents from a different angle, all leading to our opponents demise.

[c]Scion of the Ur-Dragon[/c] helps tie everything together by being every dragon in the deck. Whatever the situation calls for, our commander will get the job done. If he is getting targeted by removal, we can turn him into [c]Dragonlord Ojutai[/c] to protect him if need be. The only thing that we can’t protect our creatures from is a board sweep. Even so, we have [c]Patriarch’s Bidding[/c] to turn things around after a [c]Wrath of God[/c]. Whatever we need, [c]Scion of the Ur-Dragon[/c] will become it. Unless if what we need isn’t a dragon. He can’t do that.

The same issues with any five color deck comes into play here, which is the mana base. We have heavy mana requirements so we need to prioritize our mana first and foremost. If we don’t have our mana base set up properly, we won’t be able to cast any of our sweet dragon spells. To help that, we have shocklands, fetchlands, guildgates, and five color lands to help us cast our spells. On top of that, we have mana fixers with signets, and mana rocks that can help fix our colors for us, as well as [c]Joiner Adept[/c] and [c]Chromatic Lantern[/c] to turn all of our lands into [c]Command Tower[/c]s essentially. If we can get our mana base working, it will be hard for our opponents to stop us.

This deck has been a ton of fun to test out over the past couple of weeks. It has been crushing opponents left and right, but not being an oppressive force. Its just a fun deck. If you like dragons, something tells me you already have a [c]Scion of the Ur-Dragon[/c] deck of your own. If your looking for a new tribal deck to take for a spin, I can easily recommend this one to you. It is a bit pricey if you want to buy the real cards instead of on MTGO.

Thank you for checking out this weeks Commander Corner. If you have any suggestions of what you want to see in a future article, please let me know in the comments below. Next week, we need a lot of dice. See you soon, my friends.

– Steven Gulsby