Dragonlord Dramoka

Feb. 16, 2017 - 3 min. read

Stephen McMahon

Dragonlord Dromoka is a Commander deck with elements of restricting your opponents, protecting your battlefield, generating mana, and utilizing many enchantments. The goal of the deck is to cast Dromoka and protect her with the enchantments, equipment, or creatures that are available. When Dromoka hits the battlefield and gains hexproof or indestructible it makes it very difficult for your opponents to deal with the big life swings created by her lifelink, and high power and toughness.

Before we get into more details let's take a look at the deck list:

Decklist - Dragonlord Dromoka

Now let's go over some categories of the deck and specific cards.

Restricting your opponents

Leaving your opponents with little options is a big part of the deck, and perhaps the most attractive part of the deck at first glance. There are cards that work well by themselves, and some that work even better in pairs. Let's look at some spells that can create restrictions on your opponent.

Angelic Arbiter is a underused card in Commander that creates problems for your opponents immediately when it lands on the battlefield. It has to dealt with as soon as possible or the restriction of only casting spells or attacking will affect most deck's performance. Attaching a Swiftfoot Boots or even an Alpha Authority to the Arbiter creates even more headaches for the opponent, but also creates a big target on your back, so expect some attacking creatures coming your way. To deal with those pesky attacking creatures, cards like Ghostly Prison, Sphere of Safety, and Soul Snare can deter you opponents from turning their creatures sideways in your direction. Silent Arbiter makes it extremely difficult for strategies that use small creatures in large numbers, while Blind Obedience makes it difficult for those haste creatures to attack.

There are certain cards that could ruin your opponent's plan altogether by themselves. Nevermore is the premier example of this, allowing you to name the specific card that you don't want to be cast, or even naming your opponent's commander that is crucial to their strategy. Containment Priest is a subtly good card in the Commander format as it counters many strategies used, like Tooth and Nail, Show and Tell, Chord of Calling, Green Sun's Zenith, Sneak Attack, Quicksilver Amulet, and Through the Breach. There are other cases that Containment Priest is effective against, such as cards like Deadeye Navigator, and other blink effects. Even cards like Living End and Living Death are shut down from the Priest's ability.

Orbs of Warding is an interesting spell, in that it can actually prevent a lot of damage on its own. Having hexproof is great for dodging a Banefire or two. Also the card itself prevents damage received from Nekusar, the Mindrazer, and you receive all the benefits.

Protecting Dromoka

So, to win the game in the long run it is crucial to protect Dromoka, and then attack with Big Momma herself to dwindle your opponents away with either regular combat damage or commander damage. There are a bunch of ways to protect Dromoka, notables being: Asceticism, Spectra Ward, Swiftfoot Boots, and Shield of the Oversoul. It is beneficial to cast Dromoka first, and then the protection spell second, just to deny the Counterspell or spot removal player. It is quite mana intensive to cast both, but it's only eight mana of a combination of and to cast Dromoka and then attach a Canopy Cover on her. Asceticism is the best of these options to get out early in the early game, while Spectra Ward is the best to get out in the late game.

While she is protected, having her at seven or more power is when the game starts to swing in your favour. Having seven power creates a three turn clock for an opponent to be destroyed with commander damage, while gaining life to keep you healthy from other opponents.

Other Stuff

Don't worry, there is another way to win with the deck, and that is with the other assortment of enchantments at your disposal. Amass an army of angels with either Sigil of the Empty Throne, or Luminarch Ascension. Starfield of Nyx acts to protect your enchantments by bringing them back to your hand from your graveyard, and when there are enough enchantments on the battlefield it becomes a force to be reckoned with. Also, when paired with Collective Blessing it becomes even more frightening for your opponents.

There are a few creatures that might help win the battle if Dromoka is out of commission. Sigarda, Host of Herons can be a suitable creature to pump up with Shield of the Oversoul. Sublime Archangel is a great attacker in the air and pairs well with Silent Arbiter and Qasali Pridemage to get those stacked exalted triggers.

This deck is piloted best with the player who is patient and understands it's not completely necessary to rush permanents out on the battlefield. Some games may even play out with Dromoka and a protection spell to be the very first spells that you cast in the game, with a handful of pump spells and utility enchantments. Knowing how to assess threats and table politics is a skill that works hand-in-hand with this deck.

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