Everything in the Temur Roar Commander deck: all 100 cards with current prices, what the deck is worth against the sealed price, the 10 new cards, and whether it is worth buying.
Whenever you cast a creature spell, put a +1/+1 counter on Eshki. If that spell's power is 4 or greater, draw a card. If that spell's power is 6 or greater, Eshki deals damage equal to Eshki's power to each opponent.
Excellent, honestly. The value’s there, tied to powerful cards. The theme is literally just dragons, which we’ve seen before, but of all the Commander deck themes you can recycle over and over again, dragons is one that’s not getting old any time soon. Both face commanders look strong, and I expect this version of Eshki to lead plenty of decks moving forward. Temur Roar is just a very well-rounded deck that isn’t trying to juggle two disparate themes at once. Play big dumb dragons and smash. And Temur means you have blue for just a touch of card draw.
Temur Roar is a big ol’ creature deck, blending a “ferocious” 4+ power matters theme with dragons! Wait a second… this is just a dragon typal deck! Hey, no complaints here. The deck’s all about ramping and slamming battlecruisers, and the curve is ridiculously high (The Ur-Dragon isn’t here to make those dragons cheaper, either!).
The face commander is Eshki, Temur's Roar, which strikes me as a total powerhouse card in general. Basically, as long as you’re casting big creatures, you’re growing the commander and drawing cards. If they’re really big creatures, you get free damage on your opponents for playing things you already want to be playing. Like dragons. But there’s also Ureni of the Unwritten, which is a dragon itself and does more draconic things. Take your pick between the two; they’re both equally viable candidates for the commander.
To make a more Ureni of the Unwritten centric deck, I’ll increase the big dragon count and improve the ramp. I’m changing this deck from one that wants to cast the commander on turn 3 and start capitalizing right away on a deck that takes a while to cast a 7-MV one. I’m aiming for big splashy plays that can cast a commander and another 5+ mana dragon, and ideally attack with haste the turn they come into play.
Draftsim's upgrade guide makes 19 changes to this deck. The first picks (hover for the card):