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Ran and Shaw
RRedLegendary Creature — Dragon

Ran and Shaw

Mana value5Rank#8,974
BuildCard details

The Commander

Flying, firebending 2

When Ran and Shaw enter, if you cast them and there are three or more Dragon and/or Lesson cards in your graveyard, create a token that's a copy of Ran and Shaw, except it's not legendary.

{3}{R}: Dragons you control get +2/+0 until end of turn.

Guide

Gameplan

Lead a mono-red Dragon aggro deck that beats down through the air, using firebending to generate card advantage as your fliers swing in. Drop Dragons every turn, then pump the whole team with Ran and Shaw's +2/+0 ability to push lethal damage. Filling the graveyard with Dragons enables the copy-token clause when you recast the commander, snowballing your board.

Strengths

  • Mono-red consistency: easy mana base, fetchable lands, and no color screw
  • Firebending grants ongoing card advantage to offset red's traditional card disadvantage
  • Built-in team pump turns a wide Dragon board into a one-turn kill
  • Free copy of itself when recast off a stocked graveyard is huge tempo
  • Dragon tribal has deep, powerful support and strong individual bodies

Weaknesses

  • Mono-red lacks reliable interaction, ramp, and card draw outside firebending
  • Fragile to board wipes since the deck commits heavily to creatures
  • Five-mana commander that wants to be recast can fall behind to removal
  • Flying matters less against decks with their own evasive blockers or fog effects
  • No built-in lifegain makes racing aggressive or burn decks risky

Key Cards

  • Dragon Tempest — Gives all your Dragons haste and deals damage equal to their power whenever one enters, turning each cast into reach.
  • Scourge of Valkas — Pings opponents and planeswalkers for big chunks every time a Dragon enters, providing a non-combat kill path.
  • Terror of the Peaks — Damage on every creature ETB stacks with token copies and Dragon dumps for explosive direct damage.
  • Utvara Hellkite — Spawns a 6/6 Dragon for every attacking Dragon, exponentially growing your board for the alpha strike.
  • Sarkhan, Fireblood — Doubles as card filtering, ramp toward Dragons, and a finisher ultimate, addressing the deck's card-flow needs.
  • Crucible of Fire — A second anthem that, combined with the commander's pump, makes the whole air force lethal in one swing.

Upgrade Path

Add fast mana and ramp like Sol Ring, Ancient Tomb, and treasure-makers (Goldspan Dragon, Professional Face-Breaker) to deploy Dragons ahead of curve. Lean into ETB-damage payoffs (Terror of the Peaks, Scourge of Valkas, Dragon Tempest) plus flicker or recursion to convert the board into guaranteed reach, and include red interaction like Blasphemous Act, Chaos Warp, and Deflecting Swat to protect your attacks. Smooth the mana with Hellkite Charger or Aggravated Assault loops for extra combats that close games out of nowhere.

Core Cards

The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.

Win Conditions

  • ▸Alpha strike with a wide Dragon board pumped by Ran and Shaw and other anthems
  • ▸Burst burn from ETB-damage Dragons like Terror of the Peaks, Scourge of Valkas, and Dragon Tempest
  • ▸Commander damage and evasive flyers grinding opponents down
  • ▸Snowballing token copies of Ran and Shaw and Utvara Hellkite into overwhelming numbers

Archetypes

  • Dragon Tribal — The commander is a Dragon lord with a team-wide pump and rewards stacking Dragons in graveyard and on board.
  • Aggro/Voltron Beatdown — Firebending plus +2/+0 turns evasive Dragons into a fast, hard-hitting clock.
  • Burn/Reach — ETB-damage Dragons like Terror of the Peaks and Scourge of Valkas convert your creatures into direct damage.
  • Tokens — The copy-token clause and Utvara Hellkite create extra Dragon bodies to widen the board for pump finishes.

Combos

No combos found for this commander on Commander Spellbook.

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