Epic: Dragon Deck

Requires Tyrants expansion.

Often, most decks will try to combine alignments at least in part. For a Dragon deck, we must define exactly what we want the deck to do and let the colors flow organically into the deck from there. When considering what it means to have a “dragon” deck, first consider what they do well: Thundarus buffs them, they all have airborne, they are all big #00ccff;">bodies. So the primary method of winning in this deck will be to get out Thundarus and go to town with powerful finisher effects. Getting Thundarus isn’t as easy as it sounds, so the deck will require a massive draw engine. This will have the side-effect of increasing our hand quality immensely and making us able to use any dragon effect we need in a given situation.

One of the major ways to win is going to be over-extending a successful hit with Mighty Blow or Rage. This will make the strong air the deck has stand out even more and push further than an opponent expected. Setting up one of several draw #00ccff;">engines will be the deck’s early game goal, along with fielding some preliminary dragons to get in a few bites of damage while forcing their #00ccff;">spot-removal out. Thundarus is one of the hardest to remove cards natively in the game since it’s so huge and unbanishable. It basically requires pure break, so a well-timed Mighty Blow is going to foil any attempts at removal short of #00ccff;">bounce. Since every dragon is pure #00ccff;">threat, you can easily whittle down an opponent’s spot-removal ahead of time, and since many of them are also #00ccff;">flashes, you will likely get quality out of every dragon that died.

Legend for deck keypoints:

  • OPP – Counts as playable on the opponent’s turn. This is essential to keeping good rhythm and affecting game play every single turn. Doesn’t count re-usable.
  • DRW – Draws at least 2 cards, or is a draw engine. Required to keep playing cards every turn including on the opponent’s turn, especially if you’re board wiping.
  • AIR – Can actually do some damage in the air. Primary win strategy.
  • RMV – Removal, whether spot or board wipe.
  • MVP – Don’t squander these as they’re your best cards. (ACE for Events)
サーンダルスが倒せない (I cannot defeat Thundarus)
Silver 0: 9

3 Muse – Draw engine. DRW

3 Keeper of Secrets – Draw engine. Discard control. Use best with Ancient Chant in discard. DRW

3 Rage – Protect dragons from Hurricane, use to extend damage for the turn, get over bigger air, use to draw. OPP DRW

Gold 1: 51

Removal: 12
3 Hurricane – Hurricane is a risky board wipe but sadly necessary to keep up the Wild loyalty and you need an OPP board wipe. The good news is many dragons can be saved with Rage, and Thundarus won’t die from it. OPP DRW RMV

3 Transform – Best spot-removal in the game bar-none. Banishes the unbanishable, ignored unbreakable, only gives the controller a wolf, has draw 2 just in case. You’re all-air so wolves mean nothing. OPP DRW RMV

3 Lying in Wait – Just being used as an extra Transform. OPP DRW RMV

3 Stand Alone – Typically your best stuff is better. OPP DRW RMV

Dragons: 21
3 Thundarus – Your target. Always draw engine until you get the Dragon Lord of the North. After that, you can pump dragons at your leisure and it’s very hard to remove. MVP AIR

3 Gold Dragon – Gives itself and Thundarus Righteous, which should really provoke a scoop if an opponent can’t board wipe. The blitz and high defense make it excellent for instant pressure. AIR

3 Draka, Dragon Tyrant – THE strongest blitz air in the game as of Tyrants, even beating out a fully loaded Djinn of the Sands. Better still, on the attack it deals 3 damage to everything, wiping the board of smaller stuff, chump air blockers, and forcing any block in the air to generally favor Draka outside of Thundarus. AIR

3 Strafing Dragon – Gives the highest speed of any dragon in the game, and of most airs in the game. Also has a nasty burn built in, allowing it to block anything up to 11 and still kill, plus when it enters into an empty air field, that’s an instant 11 damage to the face. OPP AIR RMV

3 Draka’s Enforcer – Ambush draw for a body that can usually kill any air it blocks. Insane card advantage and turns into a mean attacker. OPP DRW AIR

3 Ice Drake – High defense and creates a mildly useful freeze effect (normally you can just use your air) but very important ambush blocking. OPP AIR

3 Blue Dragon – Important draw and ping engine. DRW AIR

Utility: 18

3 Mighty Blow – Such a ridiculous air attacker that can go in anything. Could technically be used on an opponent’s turn to protect something or surprise kill with a block but that is at the expense of a game-winning gambit, so doesn’t count as OPP but the draw does. Using on Thundarus makes it the most difficult to remove easiest damaging champion in the game, but using it on something Thundarus is boosting will split the opponent’s decision on what removal to use, thus increasing your chances of hitting. This is not to be played lightly and will often win games. ACE OPP DRW

3 Winter Fairy – Pure draw engine, but because of its effect, can swing wildly in the air not caring. DRW AIR

3 Thoughtplucker – Draw engine, hand control, and can be played on the opponent’s turn. What’s not to love? OPP DRW

3 Raging T-Rex – One of the best turn 1 plays and one heck of a draw. Putting this out there, like thoughtplucker, is so threatening that it ends up protecting your dragons in the long run. DRW

3 Surprise Attack – Make all those non-ambush dragons come in early. This is best used on Thundarus for the block, as you’ll get a kill and can then immediately begin your army of dragons on your turn. OPP

3 Army of the Apocalypse – Sit on it until you need to throw down some dragons. Because most won’t have blitz, I currently run Ancient Chant instead to act as an anti-discard (since it works after being discarded) and pseudo draw engine. Though Army gives another win condition. OPP DRW


Key Point stats

Keypoint totals:

  • OPP – 36 total cards. 60% of the deck works well on the opponent’s turn.
  • AIR – 24 total cards. 40% of the deck is used to attack or present a large body.
  • DRW – 42 total cards. 70% of the deck can give net hand advantage after it’s played.
  • RMV – 15 total cards. 25% of the deck can directly damage.

Intersection – 195% total, spillover (intersection) of 95%. Cards, on average have 1.9 of the deck’s key points on each card. Therefore each draw in this deck has a quality rating of 1.9.

Draw quality (+10). Reminder this is extra over the normal 100%.

Please note that card quality does not mean anything objective. It’s a subjective self-measure of how well the deck does what it says it wants to. It measures synergy.


Alice White

Alice is the webmaster of VMundi, author, editor, mathematician, and autodidact. She has over 9 years of publishing experience writing articles for various self-run sites. Her interests include game design, economics, Game Theory, graphical design, and mathematics.

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