Last week, I wrote about planning my Miirym deck for our upcoming typal challenge. Now that the list is locked, the deck has a very different flavour from the early sketches. Yes, it’s still a Dragon deck, you’re still turning sideways with enormous flying idiots, but the real engine isn’t the creatures. It’s the multipliers. Miirym is the headline act, but the supporting cast is what turns this from “big flyers” into “exponential nonsense.”

This build is about compounding advantages. Every Dragon is a trigger. Every trigger is a resource. And every resource becomes two, or four, or eight, depending on which pieces you’ve assembled. You’re not just playing Dragons; you’re playing ratios.
You can click here to view the decklist on Moxfield.

The Core Identity of this deck boils down to ETBs, Copies, and Cascading Value. The deck is built around the idea that a single Dragon entering the battlefield should create a moment. With Miirym out, that’s already true, but let’s go further:
- Panharmonicon, Roaming Throne, Doubling Season, Parallel Lives, Kindred Discovery, Temur Ascendancy: These support cards act as our accelerants. They turn every Dragon into a draw spell, a damage spell, a token factory, or all three at once.
- Displacer Kitten, Deadeye Navigator, Conjurer’s Closet, Ghostly Flicker: This is where the deck becomes a scalpel. Why should we just copy Dragons when we can reuse them? Blink engines let us re‑trigger Scourge of Valkas, redraw with Kindred Discovery, or re‑mint treasure with Ganax or Goldspan.
- Sakashima of a Thousand Faces and Spark Double: These are the “Miirym 2.0” cards. When we copy the commander, the deck stops being fair. Two Miiryms means every Dragon becomes three. With blink effects, that number climbs fast.
The result is a deck that doesn’t just play Dragons, but also replays them, re‑copies them, and re‑triggers them until the table is buried under scaly arithmetic.


I’ve also gone ahead and leaned into the treasure‑economy aspect of Miirym, but with some restraint. I’ve focused on pieces that scale with my doubling effects to ensure that, like any self-respecting dragon, Miirym has a respectable hoard. Specifically, here are some cards I’ve included:
- Ancient Copper Dragon, Goldspan Dragon, Ganax, Astral Hunter, Patron of the Arts, Rapacious Dragon: These make mana, sure, but really they make momentum. With Miirym, a single combat step can fund the entire next turn. Even with just a pair of Ancient Copper Dragons on the board the other night, I ended up with 18 treasure tokens, which was enough to fund a game-winning play in my second main phase.
- Klauth, Unrivaled Ancient: The deck’s most explosive card, mana-wise. With Miirym, Klauth becomes a ritual that would make a storm player blush.
- Growing Rites of Itlimoc, Dragon’s Hoard, Scaled Nurturer, Goblin Anarchomancer: These smooth the early game so I can hit the midgame without stumbling.
The deck ramps, but it ramps intentionally, and most ramp pieces either synergise with Dragons or accelerate our ability to cast them in clusters.


Now, I didn’t just jam every Dragon available into this deck. I picked the ones that matter when doubled:
- Scourge of Valkas, Terror of the Peaks, Wrathful Red Dragon: These turn the board into a damage engine. With Miirym, they become removal, reach, and inevitability all at once.
- Astral Dragon, Transcendent Dragon, Dragonhawk, Fate’s Tempest: These are the weird Dragons; the ones that create board states people have to read twice.
- Old Gnawbone, Ancient Copper Dragon: The economic superchargers. ‘Nuff said.
- Hammerhead Tyrant, Broodcaller Scourge, Ureni of the Unwritten: These give plenty of additional value by clearing out problematic pieces or adding yet more dragons to the board.
It’s a curated suite; fewer Dragons, but each one is a problem.


I maintain that I am definitely not trying to be a control deck (honest!), but I’ve included some of the essentials:
- Counterspell, Arcane Denial, Negate, An Offer You Can’t Refuse: Enough to protect Miirym or stop a board wipe? Maybe.
- Cyclonic Rift: The emergency eject button.
- Sword of Hearth and Home: Protection, ramp, and blink? All in one? Yes, please!
These interaction pieces support my plan, but I do worry that I’ve gone a little light on removal and counters. A deck can’t do everything, but have I cut corners in the wrong places? Possibly.


So, those are the cards. What do I do with them? The plan is pretty simple in broad strokes:
- Early game: Ramp, set up engines, and get Miirym down safely. We’re not threatening anyone yet.
- Midgame: One Dragon becomes two. Two Dragons become four triggers. Blink engines start looping. Treasure piles appear. The table starts to worry.
- Late game: We’re not winning with a single attack step. It’s more about compounding triggers. Scourge of Valkas and Terror of the Peaks punish opponents whenever a dragon lands on the table. Kindred Discovery draws half the deck. Someone sighs. Someone else counts your board and gives up.
The deck has real potential to snowball. And once it starts rolling, it doesn’t stop. Well, that’s the plan, at least. Those rarely survive contact with the enemy…
