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Silumgar, the Death of the Dream

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Hello, folks! Have you decided which Dragon you want to build around from Fate Reforged? Which has been wagging its tail at you? Which wants to lead your next Commander deck?

I built a deck around Atarka, World Render a few weeks ago here, but now I’m feeling a little different—a little sneakier, a little cagier. I’m looking for something that can offer a different deck-building challenge.

Enter Silumgar

I didn’t care what ability out good Dimir Dragon was rocking—I knew I wanted to run it so I could rock both Conspiracy and Xenograft in order to increase my trigger yield. Knowing that it was adding a removal shell around the attacking trigger simply meant that I didn't have to worry about pushing creature removal in many of my cards. (Plus, Silumgar has flexproof, which is nice to boot. Flexproof is flying plus hexproof.)

Silumgar, the Drifting Death
So what does Silumgar’s Dragon trigger offer? Well, if you attack with a few Dragons, you'll see some intriguing results. For example, you can reduce major players to the size of chump-blockers. Your enemy may be less inclined to block your 5/5 flying Dragon if his or her 5/6 Sphinx of Uthuun is now a 2/3. If you attack with enough Dragons, you can clear out an entire defense, which ensures that your hit will do maximum damage to a player (or his or her Planeswalkers).

Another benefit is that you reduce the chance of someone hitting you in a counterattack. For example, imagine that you played something like the Chaos half of Order // Chaos. Your opponent can't block this turn, so you swing in without any hassle and dole out the goods. But nothing in Chaos says the opponent can't just turn around and hit you back for a lot of damage on his or her turn. And if he or she has stuff like Lightning Greaves, he or she can give something haste out of nowhere and add to the ills you'll receive for daring to attack. Because Silumgar can eliminate someone’s creatures entirely, it's a lot safer to attack than other methods of creating alpha-strike opportunities. The only major issue is that there simply aren't a lot of black or blue Dragons.

Therefore, the goal is to make a few extra Dragons for your side of the table and then simply begin the swinging. This is where those Conspiracy and Xenograft cards come in handy! You can force your creatures to do things that Mother Nature never intended. And they aren't the only cards of their ilk either!

I also threw in Day of the Dragons. When you play it, your entire team is replaced by an equal number of 5/5 Dragon tokens. And if you destroy the Day, your tokens go away (if any remained), and your old team pops right back onto the battlefield hardly the worse for wear. If you Day your Silumgar, just replay it from the command zone so your whole team will trigger and kill most (or all) of your defending foes to enable you to avoid potential blocks. (See also: Unnatural Selection.)

Conspiracy
Since we have several ways to increase our Dragon count in one go, take a look at Peer Pressure. When you play it, just name Dragons. Now you'll steal all of the Dragons your enemies have! After all, you are the one playing a Dragon deck; it's no fair if someone else has Dragons! Take them all back to worship under your lordship, The Drifting Death of Silumgar.

Obviously, there'll be some good Dragons in your colors to play alongside Silumgar. Bodies like Kokusho, the Evening Star and Keiga, the Tide Star have long-established lineages in Commander. You can also run Ebon Dragon from Portal (or the very first From the Vault set). Since it forces a discard upon arrival, it's never card disadvantage as long as one of your enemies has a card in hand. Another old card from the way-back machine is the highly flavorful Catacomb Dragon. It halves the power of non-Dragons that mess with it.

Speaking of that, isn't it about time we updated this Dragon-fear? We've been discussed resonant fantasy concepts in Magic ever since Magic 2010. Dragons are just powerful creatures that tend to instill fear (either magically or because they’re big, scary dragons). From The Hobbit to Dungeons & Dragons, this is a common metric of dragons. If all we did was add intimidate to a Dragon or two, wouldn't that really resonate? But what if we pushed some more?

Creaturefear — A creature with creaturefear can only be blocked by a creature that shares a type with it. Obviously, we'd need to come up with a better name for it. (Any ideas?) But the basic concept is that some creatures can't be blocked by others. You could flavor this for several different types. For examples, Dragons are super-scary, so you need to be a Dragon to not be scared. Maybe a creature type is insubstantial and can only be blocked by an enemy that shares the same space (such as Spirits). Perhaps they are just sneaky (Rogues) and only fellow sneaks can block them. But the basic idea seems to convey Dragonfear as well.

Day of the Dragons
That was a way-too-long digression in the nature of fear in Magic and on Dragons. Catacomb Dragon tried to hit that note in a very awkward, old-school version of the mechanic. Why not run it in your next Silumgar deck?

Anyway, now that we have exhausted a lot of our draconic stuff, what else appears interesting? I like the idea of getting in one or more hits with our team, so I tossed in Vela the Night-Clad, who can give your folks intimidate. If we don't have Conspiracy and friends, we can still get in some attacks to whittle down the size of our foes. Another way to abuse it is to make an opposing creature an X/1. If you can cast Ovinize or Polymorphist's Jest on someone, Silumgar can do a great impression of a one-sided Wrath of God.

In fact, let's push that theme a bit more. We can reduce the size of opposing critters with something like -1/-1 counters. Contagion Engine is a great example. You drop it and bring everything a little closer to death by Silumgar's withering effect. And you can rock that proliferate to increase the -1/-1 counters to great effect. In fact, I like the -1/-1 counter concept enough to make it a minor subtheme of the deck. You’ll notice things like Vedalken Anatomist and Fuel for the Cause mucking about.

In other news, check out how well Guul Draz Assassin works with the hotness engaged. (Proliferate for the level counters and its ability works on theme quite nicely, too.) We also have some nice Clone effects to copy Dragons or other thematic cards in order to deepen the various strategies without specifically running cards for it—whatever works at the time for the given situation and game state.

Xenograft
Some obvious choices join the deck, such as Desertion and Chasm Skulker. One card that I’ve always had a fondness for is Spike Cannibal. When it arrives on the battlefield, it steals every +1/+1 that any other creature has. The next time you are playing Commander, just randomly stop and think about how many creatures use +1/+1 counters. You don’t have to be running a +1/+1 counter deck (with Simic creatures or Marchesa, the Black Rose or Skullbriar, the Walking Grave or Exava, Rakdos Blood Witch, etc.). Many creatures also run them. You’ll encounter cards like Forgotten Ancient, Taurean Mauler, Triskelion, and Realm Seekers. And the Spike Cannibal steals from them all and makes a giant creature from it. It’s a great foil to today’s counter-heavy metagame.

Now that we’ve added some various themes, it’s easy to finish the deck. In leap Grave Titan and Oona, Queen of the Fae to give me some token creatures to Dragon up. We have Steel Hellkite and Adaptive Automaton to increase my Silumgar love. We needed some anti-graveyard options, so in headed a few, and a few recursion tricks were added as well. Fearsome Awakening had to be one of those tricks (and check out Crux of Fate).

I knew we’d want a way to find the key Xenograft/Conspiracy cards, so I tossed in Demonic Tutor and Liliana Vess. After consideration, I liked Jace, Memory Adept for card-draw and bounce, Sorin Markov for creature-cleansing and life-chewing, and Karn Liberated for taking care of anything that got in our way.

The deck was essentially done, and a few final tricks were all I had left. My last one was Tatsumasa, the Dragon's Fang. Because it turns into a Dragon token, it fits the theme. The best thing is that every time our Dragon token bites it, the sword comes back, ready to be used again. I think Silumgar might want to wield it!




And that’s a deck! I hope you enjoyed my take on Silumgar and all-things-Dragon in the Dimir world.

I hope this gives you a springboard for building your own Silumgar decks specifically—and Fate Reforged decks generally. After all, cards like Tatsumasa can fit in every deck, and you can add Xenograft to an Ojutai, Soul of Winter deck (as one example).

Was there something in here that resonated with you? Anything you wanted to add or directions you wanted to head?

See you next week,

Abe Sargent


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