Type: Deck Idea
Format (invalid) staStandard
Approx. Value:
$79.67
Buy

0 Likes 0 Comments
Avg. CMC 2.36
Card Color Breakdown
Card Type Breakdown

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Main Deck - 60 cards, 16 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Creature (12)
4 Crackling Drake
$0.09 Creature - Drake
4 Enigma Drake
$0.10 Creature - Drake
4 Pteramander
$0.11 Creature - Salamander Drake
Instant (14)
3 Dive Down
$0.11 Instant
4 Opt
$0.11 Instant
4 Shock
$0.07 Instant
3 Spell Pierce
$0.15 Instant
Sorcery (13)
1 Beacon Bolt
$0.10 Sorcery
4 Chart a Course
$0.16 Sorcery
4 Discovery // Dispersal
$0.12 Sorcery // Instant //
4 Lava Coil
$0.06 Sorcery
Land (21)
1 Blood Crypt
$14.68 Land - Swamp Mountain
8 Island
$0.13 Basic Land - Island
4 Mountain
$0.10 Basic Land - Mountain
4 Steam Vents
$11.81 Land - Island Mountain
4 Sulfur Falls
$0.79 Land
Sideboard - 15 cards, 7 distinct
Name  Edition $ Type Cost
Rarity Color
Creature (6)
3 Niv-Mizzet, Parun
$2.48 Legendary Creature - Dragon Wizard
3 Raptor Hatchling
$0.17 Creature - Dinosaur
Instant (6)
2 Disdainful Stroke
$0.08 Instant
2 Fiery Cannonade
$0.06 Instant
2 Negate
$0.12 Instant
Sorcery (3)
1 Beacon Bolt
$0.10 Sorcery
2 Entrancing Melody
$0.21 Sorcery
Scratchpad - 0 cards, 0 distinct
Cards in the scratchpad represent cards that you are considering for this deck, but are not actually in the built deck. They do not count towards the in built decks count shown in your inventory. If you are using the Auto Trade feature, they will be still be marked for trade although cards in your main deck and sideboard will not.
No cards here. :(

Notes
 
Gameplan: Rip through your deck with Opt, Chart a Course, and Discovery, making all 12 of your creature threats gigantic. Disrupt the opponent with Dive Down and Spell Pierce, while using Shock and Lava Coil to clear any threats out of the way.

This deck plays controlling for the first part of the game, but turns the corner quickly once it lands a Drake or Adapts a Pteramander. Your creatures hit so hard that you don't need a ton of time to finish the opponent off, and all it usually takes is a timely Dive Down or Spell Pierce to get that through. Plus, with all the card draw, you can often present more threats than they have removal.

This deck tries to adapt to go over or under opposing decks after sideboard, with counterspells and Niv-Mizzet against control, and cheap removal against aggro. I especially like Entrancing Melody right now - it can yoink Hydroid Krasis for just four mana, which is a steal (both literally and figuratively).

If you like playing a deck that adapts well, Drakes is the deck for you. I personally love decks that can switch gameplans and turn on a dime, and Drakes is great at doing that. I'd recommend giving it a spin, and think it's a very good choice for the current metagame.

LSV
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