Dragonhawk, Fate's Tempest is currently sitting as the 35th most built mono-red commander according to EDHREC. There are 34 commanders in mono-red alone that people have built more decks for. Despite having four wings, it appears this feathery fire-starter flew a little too far under the radar and I'm here to tell you why it's worth trying!
A quick disclaimer - I'm not a content creator or influencer. I have no social media, no blog or website. I just create decks and primers on Moxfield and share some of the ones I happen to enjoy. This post you're about to read is basically just my primer taken directly from the Moxfield link above. I have also taken the liberty of linking each card mentioned in this post to its Scryfall page for your convenience, so you don't have to go looking for the fetcher bot.
Anyway, let's get into it!
INTRODUCTION & GAMEPLAN
In Bloomburrow, the distant thunderclap of an approaching storm means only one thing - Dragonhawk is coming. The storm clouds hide a dangerous unknown potential, with countless possible horrors lurking just behind the veil. And even after the storm has passed and the feathered terror has had its fill, it leaves behind a trail of destruction, scorched landscapes and cindered barrens.
This deck is designed to take advantage of Dragonhawk's ability to exile cards from our deck, providing us with card advantage if we need it or massive widespread damage if we don't. But before we get into the gameplan, let's quickly discuss exactly how this ability works:
Dragonhawk, Fate's Tempest creates a DELAYED trigger in addition to its ETB and attack trigger. Here's how things work, step by step:
- Dragonhawk enters or attacks.
- Exile the top X cards of your deck (X being the number of creatures you have with at least 4 power). A delayed trigger is also created that will resolve on your next end step.
- You have until your next end step to play the cards exiled by the trigger in step 2.
- When that next end step comes around, the delayed trigger goes on the stack. It checks if there are any cards from step 2 that are still in exile and deals 2 burn damage to opponents for each of those cards.
A couple of very important notes about this delayed trigger:
- It will go off even if Dragonhawk is not on the field anymore. If anyone tries to argue that abilities require their original source to be on the field, just show them Mogg Fanatic. That is a card that sacs itself to deal some damage. If it's not on the field, how is its ability resolving? The reason is that a spell/ability on the stack does not require its source to be in any specific location.
- Dragonhawk's delayed trigger on the end step will use all properties that Dragonhawk had at the time the delayed trigger was created. For example, if Dragonhawk was equipped with something that gave it Lifelink, the delayed trigger's damage will benefit you with some sweet lifegain.
Trigger doublers like Roaming Throne do work with Dragonhawk, however let's break it down step by step to make sure you understand:
- Dragonhawk enters or attacks. Roaming Throne sees this and makes Dragonhawk trigger twice.
- Trigger A - Dragonhawk exiles X cards and creates a delayed trigger that will occur on end step and check the number of cards in exile pile A.
- Trigger B - Dragonhawk exiles X cards and creates another delayed trigger that will occur on end step and check the number of cards in exile pile B.
- Let's say I play every card in pile A and leave one card in pile B before my next end step.
- Move to end step and those delayed triggers come to collect. Trigger A checks and sees that it has zero cards in its pile and does no damage. Trigger B sees one card left in exile in its pile and does 2 damage to opponents. Clean up and pass turn.
So you see, Roaming Throne does work but you've got to keep track of which cards you exiled with which trigger and deal damage appropriately from each delayed trigger.
With that out of the way, the gameplan for this deck is extremely simple:
---EARLY GAME---
Literally our only goal is to get Dragonhawk into play, even if it means tapping out. It may not feel great when it enters and exiles something that we can't play (because we tapped out), but that's just a matter of shifting our mindset from wanting card advantage to just dealing as much damage as possible and by any means necessary.
The deck has a decent ramp package to get our commander into play quickly but along the way, we can actually set up some cheap creatures with 4 power, such as Wall of Torches and Wall of Razors. These serve almost zero purpose in the deck other than adding 4-power bodies on board to make Dragonhawk's trigger more potent.
The turn we play Dragonhawk for the fist time, we'll likely be unable to play the card(s) that it exiled. Don't weep over lost cards. We want to start racking up burn damage on our opponents immediately.
---MID GAME---
The mid game is all about establishing cards that increase the burn damage output from Dragonhawk. We have a couple of different categories of cards that can do this:
Extra Combats - anything that lets Dragonhawk attack again, thus exiling a new pile of cards that will translate to burn damage at the end of turn. Examples include:
Additional Triggers - anything that can copy the Dragonhawk trigger or just copy Dragonhawk itself. We have:
Damage Amplifiers - anything that directly increases the damage number, such as:
A note regarding the damage amplifiers - I chose to run only the multiplicative ones. I avoided the ones that add a flat amount of damage such as Torbran, Thane of Red Fell. This is because Dragonhawk does an amount of burn damage as a lump sum rather than individual pings per card that was left in exile. For example, if we have Torbran and Dragonhawk's trigger sees two cards in the exile pile, it will do 4 damage + 2 from Torbran for a total of 6, not 2+2 and another 2+2 for a total of 8.
This is why the additive damage amplifiers are not nearly as efficient here as the multiplicative ones. Some of them are on the expensive side (mana wise) but resolving any of them greatly speeds up the game clock and opponents will not have a lot of time to do anything about it.
These multiplicative amplifiers stack, so for example if we have Collective Inferno, Solphim, Mayhem Dominus and Fiery Emancipation, then our damage from Dragonhawk's trigger will be doing 2x2x3 for a total of x12 damage!
I should also point out that a lot of these amplifiers help out other cards in the deck too, such as Parapet Thrasher and Refraction Elemental.
---LATE GAME---
There's not much more to it. Just keep swinging with Dragonhawk, exiling piles of cards, playing any of them that are impactful and just leaving the rest to deal a large amount of burn to all opponents at the end of turn.
When I play this build, I tend not to think too hard about the exile pile and prefer to just rack up the burn damage instead. It makes for faster turns, less brain usage and just an overall fun and carefree game experience (even if I lose).
PROS, CONS & POWER LEVEL
✅ Pros
- Dragonhawk, Fate's Tempest is an absolute card advantage machine. With it and even one or two other 4-power creatures on board, this deck never runs out of gas, easily digging and finding spells to cast and lands to play. OR...you can leave those cards in exile for big burn damage, so there's some flexibility in how this deck punishes opponents.
- It's a very simple deck. If you've already exhausted your brain cells for the night playing some complicated decks, this is a good one to relax with.
❌ Cons
- It is heavily reliant on its commander so some deck slots had to be dedicated to protect it as well as a sizable ramp package to re-cast it if needed.
☢️ Power Level
- Using WotC's Bracket System, this deck is a 2. It has no combos and wants to win with some combat damage but mostly burn damage.
- However, with a lucky sequence of cards it can absolutely win games before turn 6, so an argument could be made that this is actually Bracket 3. I'm not going to get into a bracket debate in this post, so just discuss it with your playgroup to make sure you're all playing appropriately powered decks against each other.
NOTABLE INCLUDES
Grafted Exoskeleton
Grafted Exoskeleton is in here for the exact reason you think. Any damage dealt by the equipped creature becomes infect damage instead. If we graft this onto Dragonhawk, the burn damage it deals on its end step trigger becomes 2 poison counters on each opponent per card we exiled with it. This essentially means we just have to exile 5 cards total with Dragonhawk while he's equipped with Grafted Exoskeleton and make it to our end step to win the game.
A Myriad of Gold
If we have both Goldlust Triad and Dragonhawk on the field and about to attack, we can stack the triggers in a more efficient way if we resolve the Myriad from Goldlust Triad first. Since both abilities go on the stack when we attack, we can choose to resolve the Myriad first and create two token copies of Goldlust Triad (which have 4 power each). Then we move to resolve the Dragonhawk trigger and it counts two additional creatures with power 4 so we benefit with two additional exiled cards.
If we had done it the other way around, the Dragonhawk trigger would have missed the Myriad copies.
WRAPPING UP
If you made it this far, I appreciate you taking the time to read this little primer and I hope it encouraged you to give this commander a try. He can be built as a burn engine or as a card advantage source with a creature and combat damage-focused gameplan.
If you liked this write-up and would like to see if I've made others like it, please pay a visit to my Moxfield page here. I've built quite a few decks and have written primers for them as well. Hopefully you find them helpful.
Thanks for reading and happy brewing!