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How Are the Mythics of Dragons of Tarkir Ranked?

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Khans of Tarkir is widely regarded as a watershed moment for Magic design. Many laud it for its incredible wedge design that still influences tri-color sets to this day and for its excellent Limited environment. Dragons of Tarkir capped off the block in much the opposite way, with many cards being unmemorable and the shift to a set built around two-color pairs to showcase the timeline shifts in the story. While Dragons of Tarkir languished in its predecessor's shadow, it still had some really sweet mythics - particularly when it comes to the dragons the set takes its name from. Today, we're going to rank them all!

Number Fifteen

Shorecrasher Elemental

As Dragons of Tarkir was readying for release and people got to see the cards, few were as hyped up as Shorecrasher Elemental. It seemed like a slam dunk for Mono-Blue Devotion lists thanks to the three Blue mana pips in its cost. Coupled with a handful of abilities reminiscent of Aetherling, players were expecting a fairly easy inclusion. As it happens, the card saw virtually no Standard play and wasn't even good in any other format either. Even ranking all the mythics by EDHREC on Scryfall, it's still dead last. For a card that looked like it had a ton of promise, it sure didn't live up to it.

Number Fourteen

Dragon Whisperer

Dragon Whisperer is another in a long line of mythic rares clearly aimed at being a part of that format's iteration of Mono-Red Aggro. Sure enough, it did show up there a little bit, though not as much as players may have hoped given how rock solid this card looked at first blush. According to MTGTop8.com, there are only a meager 21 Standard lists that it showed up in, and once it exited the format, it wasn't even great in something like Cube.

Number Thirteen

Ojutai Exemplars

Much like how Shorecrasher Elemental had some level of Aetherling (or Morphling) energy to it, so too did Ojutai Exemplars for the sheer amount of flexibility it had in its play. Much like Shorecrasher Elemental, this also didn't really see any serious competitive play. Unlike that card, though, this one proved to be an unstoppable house in Limited, as it could shut down opposing creatures, attack for heavy amounts of damage, and dodge removal effectively. It lacked any kind of lasting appeal beyond that, but in its prime, it was excellent.

Number Twelve

Descent of the Dragons

It's really fun to take a bunch of your small creatures and turn them into huge flying dragons, but it's both costly and requires you to have a decent number of creatures for it to pay off. Sure, you can blow up your opponents' stuff as well, but then you're dealing with a bunch of dragons on the other side of the board, so you need to be careful about how to utilize it. It's obviously better in Commander where you can leverage it as a political play, but even there it can prove extremely risky.

Number Eleven

Risen Executioner

Back in the day, no one really cared for this card. In fact, it was so forgettable that I'd sooner remember cards like Shorecrasher Elemental before this one. Still, it's a zombie lord for tribal decks, which is always going to have some large appeal in the Commander crowd that was still blooming in popularity around this time. As such, its appeal has waxed and waned quite a bit as players sometimes come back to it for power buffs, but other times would simply prefer better lords for their lists. Still, that ever-present Commander appeal makes it far better than most of the cards on this list up to this point.

Number Ten

Players had some admittedly high hopes for Sarkhan when he was revealed. Not only was Sarkhan, the Dragonspeaker one of the best things you could be doing in Standard, but it was so easy to get tons of value off of this - including a 4/4 dragon the moment it hits the battlefield. It turns out that while this version of Sarkhan saw a tiny bit of play in Standard, it wasn't all that much. However, he was an instant hit among Commander players where his popularity has only continued to grow with time.

Number Nine

If ever there was a Commander card, this is it. I'm not even sure what more to say. It's big, flashy, and expensive, giving you a token copy of every creature already on one player's side of the battlefield. It's exactly what it says on the tin, and it's perfect for the most casual of formats.

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Number Eight

Kolaghan is a bit of a weirdo. The card reads wildly powerful, but the two formats that ultimately want the card most - Commander and Cube- can't reliably take advantage of the ability that deals 10 damage to your opponents. Still, even ignoring that line of text, the fact remains that Dragonlord Kolaghan is still a hasty house, and the fact that it gives all your other stuff haste still gives it relevance in non-60 card Constructed formats.

Number Seven

Shaman of Forgotten Ways

One of the most hotly contested cards on the Commander ban list is the card Biorhythm, a card originally printed in Onslaught that's been banned in the format for nearly 20 years. This is due to the fact that you can nuke the board, play a creature, cast Biorhythm, and win on the spot. This made Commander players all over freak out over the possibilities of what they could do with Shaman of Forgotten Ways - a mana dork that had an activated Biorhythm ability. Thankfully, it's harder to set up and make good use of, but the combination of this powerful effect and its evergreen utility as a mana dork make it a slam dunk for everyone's favorite 100-card format.

Number Six

Narset Transcendent

"-9: You get an emblem with 'Your opponents can't cast noncreature spells.'"

That's not just restricting to one spell a turn or anything, it shuts them down period and forever. Players were stunned reading this back in 2015 and many expected the card to break older spell-driven formats like Legacy and Vintage like crazy. It turned out that the card was merely overhyped, but even if the ultimate wasn't quite as attainable as players dreamed, the rest of the card was still good enough to see modest play all the same. That made it a decent card in its own right in spite of what players hoped it was capable of.

Number Five

These days, Deathmist Raptor is as bulky as it gets. Heck, in many spaces, it's worth less than your average bulk mythic - an impressive feat in and of itself. So why is it here? Well, what if I told you this was once the chase mythic of the set? Deathmist Raptor was a massive role-player in Standard and commanded a strong $30+ price tag for some time as a result. Since rotation, that card has largely faded into irrelevance, but it remains solid enough in decks utilizing lots of face-down creature abilities like Morph and Manifest.

Number Four

Part of me really wants to put Atarka way higher here. The card is tremendous for all kinds of ramp decks and has even proven strong as a mighty reanimation target given how in both scenarios it picks off your opponent's best cards before beating them to death. It's rather simple in its play, but it always gets the job done in fairly extreme fashion.

Number Three

While Atarka completely crushes the board in an overwhelming show of dominance, Silumgar does so in a much more subtle way. In fact, if memory serves, the card was sort of written off at first because the effect was so minor compared to what the other Dragonlords had going on. It turns out, though, that 6 mana for a dragon with a solid body and a mind control effect is still good enough to completely take over games. Silumgar would go on to be a Cube staple and was a favorite finisher for control lists in its era.

Number Two

Speaking of mighty control finishers, it's impossible to talk about them without bringing up Dragonlord Ojutai. Silumgar may have been great for stealing the opponent's best thing and beating them to death with it, but Ojutai gave you the power of card selection while getting in for large amounts of damage on its own. When it first hits the board, your opponents can't deal with it directly, and then when it hits (as you hold protection), it gives you your choice of the top three cards to stop whatever impediments your opponent may try throwing your way. The card was a dominating force during the Standard it was legal in and remains a Cube and Commander favorite to this day.

Number One

Of all the Dragonlords, Dromoka almost reads the most one-note. You'd be forgiven for thinking it's just a big old French vanilla creature, as oftentimes that's simply how it plays. The fact that it can't be countered and the fact that it stops opponents from doing stuff on your turn makes it a perfect foil to the previously mentioned control decks. It allows you to perform your nonsense uninterrupted while then destroying your opponents with its massive body - all the while keeping your own life total up in the process. This utility has caused it to see play in just about every competitive format you can think of while remaining a Cube and Commander all-star. For as innocuous as it may seem on the first read, this card is hands down the best mythic in the set, and for good reason.

Paige Smith

Twitter: @TheMaverickGal

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