Dagdan Dragdown
Posted by otukaresummr on 12/08/2017
- 3 Safeguard 2
- 3 2 Living Willow 3
- 3 2 Elderwood Embrace 3
- 1 2 Khalim's Training 2
- 4 1 Air Elemental 3
- 4 2 Choking Sand 2
- 5 1 Deepwood Grizzly 3
- 4 1 Wood Elemental 3
- 3 1 Oradrim Templar 3
- 4 2 Dune Drake 3
- 3 1 Demon Wing 3
This deck got me a win on the first try. The road to victory is to huddle around your orb and outlast Dagdan. Wear him down by taking out everything he throws at you until he runs out of cards and falls to fatigue damage. He runs two Greater Wisdoms so it's not hard to beat him with fatigue as long as you're conservative with your card draw power.
Since Dagdan will destroy all lands every few turns, flying creatures are a good choice for this match up. Also, since you won't always have access to more than one turn's worth of special lands, I decided to focus on creatures and spells that only needed one land to play, with a few exceptions.
You generally never want to have more than two non-flying creatures on the field at one time. As long as you only have two within two spaces from your orb, you can always save them with two prairies before your turn ends and they vanish. Khalim's Training is included to help give some of your green creatures the gift of flight to survive the constant land destruction.
Choking Sand only really works on Dagdan's Master Swordsman creatures, but that was good enough for me. Anytime you can take out one of his creatures without losing one of your own is crucial. Alternatively, if you don't have choking sand, the only epic here, Last Nightmare could be a reasonable replacement. It's much more versatile, but the higher faeria cost could be problematic.
Try to save your Air Elementals and Wood Elementals for when you need to quickly reload on special lands after a land wipe. You have six elementals total in the deck though, so don't feel too restricted if you see a good play.
Safeguard and Khalim's Training were pretty key to my win. Being able to shield your creatures to favorably trade and save your green creatures by giving them flying goes a long way to surviving.
Try to get a flying collector or two set up defensively close to your orb early on and watch out for his 6/3 Oblivion chargers with Charge 3 and you should be set up for victory!