









Overview:
This Temur (G/U/R) Dragon tribal deck leverages Ureni of the Unwritten as a value engine to cheat high-impact Dragons into play. The strategy revolves around ramping into explosive Dragon deployments, amplified by cost reducers like Nogi, Draco-Zealot and Sarkhan, Soul Aflame, while synergizing with token generation, combat multipliers, and enter-the-battlefield (ETB) triggers. Secondary win conditions include combat loops via Aggravated Assault/Savage Ventmaw and damage pings from Terror of the Peaks. Ureni acts as a critical enabler but isn’t strictly essential due to redundancy from cards like Hellkite Courser and Selvala's Stampede.
Primer:
Core Strategy Execution:
- Early Setup (Turns 1-4): Prioritize ramp (Farseek, Sakura-Tribe Elder, Orb of Dragonkind cycle) and cost reducers (Nogi, Sarkhan). Deploy value pieces like Temur Ascendancy or Reflections of Littjara (set to Dragon).
- Midgame Threats (Turns 4-6): Cast Ureni or cheat Dragons via Breaching Dragonstorm/Hellkite Courser. Key targets: Miirym, Sentinel Wyrm (token doubling), Scourge of the Throne (extra combats), Lathliss, Dragon Queen (token swarm).
- Win Conditions (Turns 6-8):
- Combat Overkill: Use Atarka, World Render (double strike), Garruk's Uprising (trample), or Aggravated Assault for multiple attack phases.
- Combo Lines: Savage Ventmaw + Aggravated Assault for infinite combat phases (requires 7 total mana post-Ventmaw attack).
- Burn Triggers: Terror of the Peaks + token generators (e.g., Nesting Dragon) or clone effects (Reflections of Littjara).
Mulligan Priorities:
- Keep hands with 2-3 lands, at least one ramp spell (e.g., Ruby Medallion, Sakura-Tribe Elder), and a Dragon or cost reducer.
- Prioritize hands with early interaction (An Offer You Can’t Refuse, Beast Within) against fast metas.
- Avoid hands with only high-CMC Dragons and no ramp.
Key Tips:
- Use Panharmonicon to double Ureni’s trigger, Miirym clones, or Terror of the Peaks damage.
- Hellkite Courser can cheat Ureni back into play after removal, bypassing commander tax.
- Dracogenesis enables free Dragon casts but requires careful timing due to its high base cost.
Weaknesses:
Critical
- Heavy Reliance on Board Presence: Board wipes (e.g., Blasphemous Act) reset progress, and recovery is slow without immediate card draw.
- Commander Dependency: Ureni’s 6 CMC makes recasting prohibitive after 1-2 removals, though Hellkite Courser mitigates this.
- Anti-Tribal Hate: Crippling Fear or Dragonspark Reactor can cripple the strategy.
Moderate
- Artifact Vulnerability: The Orb cycle and Chromatic Lantern are critical for fixing and discounts but lack protection.
- Stack Interaction Limits: Limited counterspells (only 3) struggle against combo decks.
Minor
- Mana Consistency: Many lands enter tapped, slowing early plays.
- Graveyard Reliance: Recursion (e.g., Haven of the Spirit Dragon) is minimal but present.
Most Important Cards:
- Miirym, Sentinel Wyrm (Token doubling, exponential value)
- Terror of the Peaks (Burn damage on Dragon ETBs)
- Savage Ventmaw (Combo enabler with Aggravated Assault)
- Hellkite Courser (Commander recursion)
- Nogi, Draco-Zealot (Cost reduction critical for tempo)
- Reflections of Littjara (Dragon spell copying)
- Temur Ascendancy (Haste + card draw)
- Panharmonicon (Doubles ETB triggers)
- Ruby Medallion (Red cost reduction)
- Aggravated Assault (Combat phase generator)
Attribute Ratings:
Speed: 6/10
- Can deploy game-ending boards by turns 6-8 via ramp and cost reducers, but lacks fast mana for cEDH-level explosiveness.
Resilience: 5/10
- Limited protection (Tamiyo’s Safekeeping, Dispelling Exhale) and slow recovery from wipes. Relies on redundancy over recursion.
Consistency: 7/10
- Strong ramp package and cost reducers ensure Dragons hit play, but tutors are sparse beyond Maelstrom of the Spirit Dragon.
Interaction: 5/10
- Moderate removal (Chaos Warp, Beast Within) and light counterspells. Struggles against stack-heavy strategies.
Rating Justification:
This deck operates as a Focused build with a clear Dragon tribal plan, capable of threatening wins via combat or synergistic combos by turns 6-8. While its speed and consistency are above precon levels, reliance on vulnerable board states and middling interaction cap its power.
Power level: 6.0 - 6.5
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