Draconic Rage precon upgrade guide
The box ships 15 Forests and 12 Mountains, yet 19 of its spells want two red mana by turn three and only 7 want two green. Nine swaps, $37.88 in all, turn the mana round and give the damage Vrondiss takes somewhere to go.
Vrondiss makes a 5/4 Dragon Spirit every time he is dealt damage, and whenever you roll dice he can deal 1 damage to himself. Ten cards in the box roll, and half of them roll once and never again: Berserker's Frenzy, Neverwinter Hydra, Wild Endeavor, Earth-Cult Elemental and Underdark Rift. Nothing in the 99 turns the damage he takes into anything but the tokens themselves.
The mana is the bigger problem. Red is the colour with the double pips: 19 spells want two red sources by turn three, against 7 that want two green. The box answers with 15 Forests and 12 Mountains. Double red by turn three comes up 78.5% of the time on the calculator and double green 85.5%, with eight cards costing seven or more waiting behind them.
The swaps go after both.

100 cards, 39 lands (25 basic), 26 creatures, average mana value 3.9. Mana sources: 32 red, 33 green.
No Game Changers and no mass land denial, so it sets no bracket floor. How brackets work →
What are the best Draconic Rage upgrades?
Start at the top and stop wherever the money does:
- Rootbound Crag, Rockfall Vale, Spire Garden and Stomping Ground: four dual lands, mostly untapped, in place of Desert, Mosswort Bridge and two Forests. $14.29 between them, and red sources go from 28 to 32.
- Abrade and Chaos Warp: two instants for $0.49 together, one that deals 3 damage to a creature or destroys an artifact and one that handles any permanent. Abrade also happens to be a clean way to hit your own commander for 3.
- Dragon Tempest: $1.57 for a Scourge of Valkas that costs two and sits on the table, counting every token Vrondiss makes.
- Wrathful Red Dragon: $10.32. It points every point of damage a Dragon takes at something that isn't a Dragon, which makes it the one card here that cashes in the damage Vrondiss takes.
- Goldspan Dragon: $11.21 for a five-drop with flying and haste that pays Treasure every attack, in a deck with eight cards at seven or more.
Nine cards leave. The list is below, and every price on this page is for whichever released printing is cheapest, as of 14 October 2026.
Half the dice cards roll once, and nothing uses the damage
Vrondiss's second ability triggers once per roll however many dice are in it, so Barbarian Class rolling an extra die and ignoring the lowest doesn't add a second ping. What it costs him is 1 damage against a toughness of 4. That means the limit is how many rolls you can arrange in a turn, not how many he can survive.
Five cards in the box can be rolled again and again. Chaos Dragon makes every player roll a d20 at the start of your combat, you included. Component Pouch rolls a d20 every time you tap it. Bag of Tricks rolls a d8 for five mana and a tap, and puts a creature onto the battlefield with the result. Sword of Hours rolls a d12 each time its holder deals combat damage. Maddening Hex rolls a d6 each time the enchanted opponent casts a noncreature spell, then moves to another opponent at random, so a table of three opponents feeds it all game. Those five stay.
What the box lacks is a use for the damage. Rile is the best cheap trigger it has: one mana to deal 1 damage to a creature you control, with a card drawn. The additions fill the rest. Wrathful Red Dragon makes every point of damage a Dragon takes into that much damage at a target that isn't a Dragon. Vrondiss is a Dragon, and so is every Dragon Spirit he makes, so a ping from a Chaos Dragon roll is also a point of damage at an opposing creature or player. Abrade is the stronger version: 3 damage to your own Vrondiss at instant speed leaves him alive at 5/4 with 1 toughness to spare, makes a token, and with Wrathful Red Dragon out sends 3 damage at someone else.
Dragon Tempest and Scourge of Valkas finish the loop. Both deal damage equal to your Dragon count whenever a Dragon enters, and a Dragon Spirit is a Dragon. With six Dragons out, a ping that makes one more token deals seven twice over. Dragon Tempest also gives every flyer haste on arrival, which is why Anger can leave. Goldspan Dragon is the plainer addition: it hits the turn it lands and pays for the seven-drops.
Fifteen Forests, twelve Mountains, nineteen double-red spells
Desert taps for colourless in a deck short of red. Mosswort Bridge enters tapped and taps for green alone, where Gruul Turf and Path of Ancestry, which also enter tapped, at least make both colours. Two Forests make room for the duals.
Red sources go from 28 to 32 and double red by turn three from 78.5% to 85.5%. Green goes from 32 sources to 33, and double green from 85.5% to 86.9%. The count includes the mana rocks, such as the signets and Commander's Sphere, and Mossfire Valley, which needs {1} to filter, so none of those is a clean turn-two source. The box has three lands that always enter tapped, and after the swaps it has two. Six lands are conditional now, up from two: Rootbound Crag is untapped with a Mountain or Forest, Rockfall Vale with two other lands, Stomping Ground if you pay 2 life, and Spire Garden if you have two opponents or more. Stomping Ground is also a Mountain Forest, so it turns on Rootbound Crag.
Run these numbers on your own list
Changed the deck already? The Deck Mana Audit reports the same double-pip figures for whatever you paste in, and the Double-Pip Sources tool gives the exact source counts for a turn-three double-pip cast.
Five spells and four lands come out
- Heirloom Blade: +3/+1 for three mana, then one to equip. The Dragons that would carry it already hit for 3 to 6 in the air, and the deck wins on what enters, not on what one body is holding.
- Indomitable Might: a four-mana Aura that puts its +3/+3 on one creature and loses the card to any removal spell aimed at it. Its clause about assigning damage as though unblocked does nothing for a flyer, and 15 of the 16 Dragons fly.
- Earth-Cult Elemental: six mana for a 6/6 that cannot fly, and a d20 where 1 to 9 makes every player sacrifice a permanent, you included. That is 9 of 20 outcomes, and on the rest each opponent picks their own worst permanent.
- Anger: a 2/2 haste creature for four. Its graveyard clause needs it to be in the graveyard, and nothing in the 99 discards it. Chaos Dragon has haste, and Dragon Tempest gives it to the other flyers.
- Druid of Purification: a 2/3 for four that destroys an artifact or enchantment you don't control, but every opponent also picks one, from anything you don't control. The table decides what dies as much as you do. Klauth's Will, Return to Nature, Hoard-Smelter Dragon and Beast Within already do the job on your terms, and Abrade joins them.
- Desert, Mosswort Bridge and two Forests: argued in the mana section above.
Wulfgar, Maddening Hex and the seven-drop that stays
Wulfgar of Icewind Dale is a 4/4 for five who isn't a Dragon. He stays because of his second ability: when a creature you control attacking causes a triggered ability of yours to trigger, it triggers an additional time. Savage Ventmaw adds RRRGGG when it attacks, so with him out it adds twelve mana. Klauth adds the total power of your attackers twice, and Vengeful Ancestor goads two creatures. His own melee ability triggers twice as well.
Maddening Hex enchants a player and not a creature, so it isn't what the single-creature attachments are: it is one of the five repeatable rollers above, three mana for a Vrondiss ping every time an opponent casts a noncreature spell.
Dragonmaster Outcast is a one-drop that creates a 5/5 flying Dragon every upkeep once you control six lands. On draws alone six lands takes until turn eight about half the time (49.7% on the play), so the box's land-fetching spells matter to it. Kindred Summons stays for the reason in the FAQ below: Dragon is the only sensible choice, and with four Dragons out it is four more for seven mana at instant speed. Underdark Rift is a colourless land, which this page has just argued against, but it is also the only land here that answers an artifact, creature or planeswalker, for five mana and the land itself, and the box has few single-target answers to spare.
The big sorceries earn their slots in this deck by their numbers. Rishkar's Expertise draws as many cards as your biggest creature has power, which is five with any of the 5/5 Dragons out, and then casts a spell with mana value five or less for free. Return of the Wildspeaker draws a card for the greatest power among your non-Humans, at instant speed. Warstorm Surge deals damage equal to a creature's power whenever one of yours enters, and every Dragon Spirit is a 5/4.
Two Dragons I priced out
Ancient Copper Dragon rolls a d20 on every combat hit and makes that many Treasures, so it feeds Vrondiss and the mana in one card. The cheapest printing is $122.28, more than three times everything above, and it is the only card I'd chase if the budget stopped mattering. Terror of the Peaks deals damage equal to the power of any creature that enters under your control. Every Dragon Spirit is a 5/4, so every token is five damage at anything. Warstorm Surge in the box does the same at six mana as an enchantment, which is why Terror sits at $25.96 and outside the nine. If I were adding a tenth swap it would be this one. Neither is a Game Changer.
Average mana value goes from 3.97 to 3.90. No Game Changers arrive with the nine, so Bracket 1 remains the floor. The nine cost $37.88 in total.
The upgraded decklist
This is the deck after all nine swaps. Hover a card name to see it, and the buttons below take the list to your deck builder or your clipboard.
“Load into the deck builder” opens this list in your account, pinned to the printings the box shipped, ready to edit or save. “Copy decklist” gives you plain text for Moxfield, Archidekt or Arena, with no account needed.
Commander 1
- Vrondiss, Rage of Ancients
Creatures 25
- Atarka, World Render
- Bogardan Hellkite
- Chameleon Colossus
- Chaos Dragon
- Demanding Dragon
- Dragonborn Champion
- Dragonlord's Servant
- Dragonmaster Outcast
- Dragonspeaker Shaman
- Goldspan Dragon
- Hoard-Smelter Dragon
- Klauth, Unrivaled Ancient
- Neverwinter Hydra
- Opportunistic Dragon
- Savage Ventmaw
- Scourge of Valkas
- Shivan Hellkite
- Skyline Despot
- Skyship Stalker
- Taurean Mauler
- Terror of Mount Velus
- Thunderbreak Regent
- Vengeful Ancestor
- Wrathful Red Dragon
- Wulfgar of Icewind Dale
Instants 11
- Abrade
- Beast Within
- Berserker's Frenzy
- Chaos Warp
- Decree of Savagery
- Kindred Summons
- Klauth's Will
- Magmaquake
- Return of the Wildspeaker
- Return to Nature
- Spit Flame
Sorceries 8
- Chain Reaction
- Cultivate
- Explore
- Rampant Growth
- Rile
- Rishkar's Expertise
- Shamanic Revelation
- Wild Endeavor
Artifacts 8
- Arcane Signet
- Bag of Tricks
- Commander's Sphere
- Component Pouch
- Dragon's Hoard
- Gruul Signet
- Sol Ring
- Sword of Hours
Enchantments 8
- Barbarian Class
- Colossal Majesty
- Dragon Tempest
- Garruk's Uprising
- Gratuitous Violence
- Maddening Hex
- Outpost Siege
- Warstorm Surge
Lands 39
- Cinder Glade
- Command Tower
- Crucible of the Spirit Dragon
- Exotic Orchard
- 13× Forest
- Game Trail
- Gruul Turf
- Haven of the Spirit Dragon
- Mossfire Valley
- 12× Mountain
- Path of Ancestry
- Rockfall Vale
- Rootbound Crag
- Spire Garden
- Stomping Ground
- Underdark Rift
FAQ
Can Vrondiss kill himself with his own dice rolls?
Not by rolling alone. Each roll costs him 1 damage against a toughness of 4, the damage is optional, and it wears off at end of turn. It takes four separate hits in one turn to kill him. The ones to watch are the outside sources: Abrade deals 3, so Abrade plus a single ping is exactly lethal, and Chain Reaction hits every creature, and Magmaquake hits him because he doesn't fly.
Do the Dragon Spirit tokens set off Dragon Tempest and Scourge of Valkas?
Yes. The token is a Dragon Spirit, so it is a Dragon when it enters, and both cards trigger on a Dragon entering under your control. Each one deals damage equal to the number of Dragons you control. The token has no flying, so it doesn't get Dragon Tempest's haste, but a ping from Vrondiss that makes a token is now also a burn spell.
How much do the nine swaps cost?
The nine adds total $37.88 using whichever released printing of each is cheapest, checked on 14 October 2026. The dearest are Goldspan Dragon at $11.21, Wrathful Red Dragon at $10.32, Stomping Ground at $7.35 and Spire Garden at $6.08. Stomping Ground gets a new printing in Star Trek on 13 November 2026, so its price may move.
Which creature type should Kindred Summons name?
Dragon. The spell reveals cards until it finds as many creatures of the chosen type as you already control of that type. The deck has 16 printed Dragons besides Vrondiss, two changelings that count as Dragons, and after the swaps two more. No other type has more than three printed creatures, so no other choice comes close.
Does Spire Garden enter untapped in a two-player game?
No. It enters tapped unless you have two or more opponents, and if you start with that many but are down to one it enters tapped again. If your games are mostly one on one, put Karplusan Forest in that slot. It taps for red or green and always enters untapped, at the price of pinging you for 1 whenever you use it for colour.
Why keep 39 lands when the box is flagged for having too many?
Eight nonland cards cost seven or more, Dragonmaster Outcast does nothing until you control six lands, and Crucible of the Spirit Dragon and Haven of the Spirit Dragon are lands that only help Dragons. Four lands come out and four go in, so the count stays at 39 and the colours change instead.
Does the upgraded Draconic Rage change its bracket?
No. It stays at Bracket 1. Neither the box nor any of the nine cards coming in is a Game Changer. That is a floor and not a verdict. Eight cards costing seven or more and a commander that can make a 5/4 every turn will play above what many Bracket 1 tables expect, so tell your pod what you brought.