Ancient Tomb

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Ancient Tomb

Land

: Add . Ancient Tomb deals 2 damage to you.

Profet93 on Yahenni, The One Punch Partisan

6 days ago

sonalexander +1

The Ozolith - Save counters

Ancient Tomb - Ramp

Contamination - Synergy with reassembling skeleton and bitterblossom. It does shut down coffers and Nykthos but also shuts off opposing cradles and other large mana producing lands. Do note it's cousin, Infernal Darkness which does not. Both are counterspell bait.

Imp's Mischief - Counter counterspells and redirect targeted removal, draw and extra turns.

How do you deal with artifacts and enchantments?

NV_1980 on King Stranger, Make Me Strong! *PRIMER*

1 month ago

Hi Profet93, appreciate your card suggestions, but I would prefer if you don't use remarks anmymore like 'IF YOU LISTEN TO ANYTHING' or 'DO NOT SLEEP ON THIS CARD'. This comes across as incredibly condescending; especially to a player who's been at this game since more or less its inception. I appreciate that you're trying to make decks as good as you can make them according to YOUR view, but please keep in mind that you're not the ultimate authority on MTG and that there are other views than yours out there. Suggest what you want to suggest, but if you're tired of people not listening to your advice, please vent your frustration about that someplace else.

All that being said, I think Greater Good is an excellent suggestion and would probably replace Shadow in the Warp; I like Warp but it's not really required in the deck as it's fast enough at casting creature spells without it and the damage it deals is fine but not impressive. I also like your Castle Garenbrig and Ancient Tomb suggestions for some additional mana advantage. Lastly, I think I'll give Guardian Project a shot in here as a replacement for Xenagos, the Reveler. As a sidenote, I've recently acquired an Anzrag, the Quake-Mole; he'll replace Combat Celebrant.

The additional suggestions (especially the sorceries) on card-draw you made are nice, but I think I'm now sufficiently covered on this front and I want to keep this deck as permanent-rich as possible. Thanks for your help.

Profet93 on King Stranger, Make Me Strong! *PRIMER*

1 month ago

NV_1980

First and foremost, I enjoyed reading your description. Do Note that Sword of Feast and Famine means your commander cannot target it to increase it's stats due to the "pro green."

Greater Good - THE MOST IMPORTANT CARD IN XENAGOS, HANDS DOWN. IF YOU LISTEN TO ANYTHING, THIS IS THE ONE SUGGESTION. Used in response to removal or equip activation, or just in a pinch. This card forces them to use removal lest they die to your overwhelming card advantage. DO NOT SLEEP ON THIS CARD.

Harmonize - Simple draw

Momentous Fall/Life's Legacy - While weak against blue, could warrant an inclusion depending on how much draw you want in the deck. The former is used in response to removal and the lifegain is icing on the cake.

Rishkar's Expertise - I'm normally against cards like this but in Xenagos, there is way too much of an upside to ignore. Used post combat most of the time, allows you to draw without missing out on tempo.

Skullclamp - Cut little idea to use on mana dorks, or force interaction pre-commander ability/combat.

Return of the Wildspeaker - Used in response to removal. Overrun option is nice as well

Elemental Bond - Draw, also see Guardian Project (although they can remove ur creature in response to the trigger to deny you a card)

Ancient Tomb - Ramp

Raging Ravine - Manland that can get bigger.

Dread Statuary - Manland that can get to 8 power with Xenagos. I usually use manlands as fodder for one of the draw spells listed above. Worth considering

Castle Garenbrig - Simple ramp

Cragcrown Pathway  Flip - Red or green, whichever you need.

Elder Gargaroth - Draw, lifegain or token production

Somberwald Sage - Ramp

Berserk - Super fun! Use before the damage step. Or better yet, use on your opponent attacking another opponent and force op 1 to lose a creature while op 2 takes lots of damage. Fun fact, I killed an animar this was (lol). You can also use it on Selvala for extra ramp!

Xenagos decks typically go one of 2 ways. Either lots of dorks and some land ramp like your deck to bring threats out more quickly, or to forgo dorks and focus solely on land ramp. Your deck is the former while mine is the latter. Do note that even with the dork route, Xenagos decks go tall, not wide. So there are some creature choices that I do not believe are as efficient as other choices could be and would love to discuss them with you if you're up for it. Xenagos decks are like snipers, usually one big creature at a time, sometimes more if you have the right set up. They also fold to spot removal as spending 5+ mana on a creature just to have it removed by 1 - 3 mana removal spell really sucks. I know you're against bolt bend/deflecting swat (despite them being my favorite type of spells) but perhaps something like Vines of Vastwood or another spell might potentially warrant an inclusion to save an important creature. At the very least, having more than 2 instants, only 1 of which acts as protection, could be used as a bluff and keep opponents guessing.

Profet93 on Attic

1 month ago

Ghaileon +1 , void mirror + knowledge pool....that's one I haven't heard of. Note: You have your commander in your decklist, removing it allows you to get one more spot for one of the cards below....

Mystic Forge + Sensei's Divining Top + artifact cost reducer/Ugin, the Ineffable = Draw your whole deck

Basalt + forsaken = infinite

Basalt + Rings = infinite + top = Draw and cast your entire deck

Ancient Tomb - Ramp

Karn, the Great Creator + Lattice = Hard lock. Better than the void mirror + knowledge pool lock IMO as karn can act as artifact recursion (for the key pieces which will get exiled)

Everflowing Chalice (4 counters) + Voltaic Key + rings = infinite + top = draw your whole deck

Chromatic Orrery + Voltaic Key + rings = infinite

I had a couple questions regarding creature card choices like Cathodion, Chronomaton, Wall of Junk. Are these just cheap artifacts to increase your artifact count? Why not swap them out for something like Lightning Greaves which also add to your artifact count and protect your commander?

Gerrard's Hourglass Pendant - Recover from wipes. Also goes well with Emrakul, the Promised End should you wish to add an eldrazi as an alt wincon.

Looking forward to hearing your response, great deck. Makes me want to build one

Profet93 on New York Rats [primer]

1 month ago

Cabal Stronghold/Cabal Coffers - Ramp (coffers if you can afford it, stronghold if you cant)

Rings of Brighthearth - Copy commander ability

Deserted Temple - Untap coffers

Coffers + rings + deserted + lots of swamps (or Urborg, Tomb of Yawgmoth to require less swamps) = Infinite

Add Sensei's Divining Top to the above to draw and subsequently cast your entire deck. Each piece is good on it's own, all depends on budget.

To make rings more useful, you could add fetchlands as well.

Necropotence - Draw

Ancient Tomb - Ramp

Imp's Mischief - "Counter" counterspells and redirect targeted removal, draw and extra turns.

Profet93 on Wheels on the Bus/ RiP Sheldon (Nekusar)

1 month ago

Necramus +1

Alhammarret's Archive - Extra draw from wheels

An Offer You Can't Refuse > mana leak - Mana leak is only good early-mid game. Better to get a complete counterspell in EDH. Although this might be slightly more difficult in a 3 color build, given all your card draw, Misdirection should be considered as well. It's another deflecting swat and imp's mischief of sorts.

Mystic Remora - Draw, although perhaps not necessarily needed in this build.

I would cut megrim for another piece of artifact ramp like Mind Stone potentially. 10% ramp seems solid and would allow you to more easily 1) Cast your commander sooner 2) Cast all the cards you draw and recover from artifact wipes.

If you're going to run underworld dreams for 3 black, then perhaps an Urborg, Tomb of Yawgmoth could help with your 3 color mana base and casting requirement.

I don't play 3 colors but 2 nonbasics to consider, should you mana base allow it are Ancient Tomb for ramp and Riptide Laboratory. Riptide words with your commander and a few other creatures, most notably snapcaster mage.

How has necropotence been treating you? I ask because triple black along with GY exile is steep, but it does help with Thassa oracle and card advantage so I'm torn.

Would Notion Thief be helpful or anti-synergistic?

Profet93 on Azami, Lady of Sudden Victory

2 months ago

The_Dragonmaster

Sadly, cEDH is not my scene. From what little I know, Concentrate is not good for cEDH given you're paying 4 mana to draw 3 cards when your commander already draws cards at instant speed rather than sorcery speed.

Ancient Tomb > Temple of false

Fierce Guardianship/Force of Will/Misdirection - Free counterspell

Mana Crypt/Jeweled Lotus - Ramp

What is the purpose of Perpetual Timepiece?

Counterspell, Arcane Denial, Mana Drain > Desertion

Mind Stone > Chromatic lantern. Lantern's benefit is for multi-color decks, not mono. Coalition Relic also fits the 3cmc slot and is colored mana if you really want something similar yet better. But mindstone comes down more quickly and can be draw when you don't need it so it usually sees more play

Your avg cmc is relatively high for cEDH. Might want to bring it closer to 3.20. I can give you ideas for more cuts should you wish.

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