Atarka, World Render

Atarka, World Render

Legendary Creature — Dragon

Flying, trample

Whenever a Dragon you control attacks, it gains double strike until end of turn.

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Trade

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Set Rarity
Commander 2017 (C17) Rare
Fate Reforged (FRF) Rare

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Legality

Format Legality
Casual Legal
Unformat Legal
Custom Legal
Tiny Leaders Legal
Block Constructed Legal
Canadian Highlander Legal
1v1 Commander Legal
Pioneer Legal
Legacy Legal
Vintage Legal
Modern Legal
Highlander Legal
Oathbreaker Legal
Limited Legal
2019-10-04 Legal
Duel Commander Legal
Leviathan Legal
Commander / EDH Legal

Atarka, World Render Discussion

multimedia on EDH Dragons

1 day ago

Hey, you're very welcome. I like the changes you've made. You've asked many questions :) I will try to answer each one. In this comment I'll explain the Scion of the Ur-Dragon combo better with some unfortunate changes and I'll answer other questions in another comment later on.

I've given you incorrect information about the combo using Savage Ventmaw. The only way Savage can be part of this combo is if it's already on the battlefield and can attack not tutored for by Scion. You can't change Scion into Savage and then attack, make the 6 mana and then change into another Dragon with Scion. This not how Scion works instead you have to do all the changing into Dragons when you first activate Scion with many activations. If you want to change into multiple Dragons with Scion then you must do it all at the same time. When Scion changes into a Dragon it loses it's original ability to activate/change into a Dragon instead it has all the abilities as well as power/toughness of the Dragon it changed into.

You can get around this by taking advantage of the stack by putting many activations of Scion to change into different Dragons onto the stack and then resolve each trigger one at a time. Each activation is a trigger and when it resolves from the stack will change Scion into that Dragon therefore you can change many times which tutors for and puts many Dragons into your graveyard. This lets you stack many activations with Scion, but you must do it all at once for the combo. The last trigger you resolve Scion will become that Dragon until end of turn.


Taking Savage Ventmaw out of the combo it costs 7 mana. This 7 mana is not including paying 5 for Scion. Scion needs to be on the battlefield already and able to attack. If you want to do this combo with Scion the same turn you play it, if it has haste, then the combo is not worth it since it will cost 12 mana.

7 mana for the combo, this is how it's paid in order , for two activations of Scion and then to reanimate Bladewing with Teneb for a total of 7 mana:

  • Attack with Scion.
  • At Declare Blockers step pay activate Scion for Bladewing the Risen.
  • While that trigger is on the stack, pay activate Scion for Teneb, the Harvester.
  • Resolve first Scion trigger which puts Bladewing in your graveyard and resolve the second Scion trigger which puts Teneb in your graveyard.
  • Scion is now Teneb, deal combat damage to a player with Teneb.
  • Teneb's ability will trigger, resolve Teneb's trigger, pay and reanimate Bladewing.
  • Bladewing ETB and reanimates Teneb.
  • Scion is Teneb therefore the Legendary Rule will apply when real Teneb is reanimated.
  • Choose real Teneb and remove Scion.
  • You end up on the battlefield with Teneb and Bladewing with Scion in your graveyard.

The point of this combo is to tutor for and get Teneb onto the battlefield since then he can reanimate Dragons in your graveyard each attack after. The Legendary Rule prevents ending up with both Scion and Teneb on the battlefield because when Teneb is reanimated by Bladewing Scion is Teneb. When this happens the Legendary Rule goes into effect where as you must choose one of the Tenebs and other is removed from the battlefield/put into your graveyard. You will choose real Teneb and let Scion be removed since ending up with real Teneb is the reason you're doing the combo.

You don't want your opponent to block Scion because then Scion can change into Teneb and connect to do combat damage to a player to trigger Teneb. Even if your opponent doesn't block Scion there's still a stop at the Declare Blockers step where you can activate Scion. If opponent does block Scion which could kill Scion as Teneb then activate and change into a different Dragon who will not die in combat if blocked.


Another budget two Dragon combo with Scion is Atarka, World Render or Dragon Tyrant and Moltensteel Dragon which lets you potentially do lethal 40 damage to an opponent because of double strike.

4 mana for the combo, this is how it's paid in order , for two activations of Scion and then how ever much you have available or 24 life.

Combo with Atarka:

  • Before you attack pay activate Scion for Moltensteel Dragon.
  • While that trigger is on the stack, pay activate Scion for Atarka, World Render.
  • Resolve first Scion trigger change Scion into Moltensteel, but before you resolve the second Scion trigger activate Moltensteel's pump.
  • Pay as much as you have or pay 2 life per activation.
  • Activate 12 times that can be a total of 24 life to pump Scion's power +14.
  • Resolve second Scion trigger, Scion becomes Atarka with 20 power/4 toughness.
  • Attack with Scion who is Atarka gain double strike.
  • Do 40 damage to an opponent.

Just like how you can manipulate the stack of triggers with Scion activations you can do that with Moltensteel since it's activation can be pay for at instant speed you can put activations on the stack and resolve them before you resolve the second Scion trigger to change into Atarka. Manipulating the stack means you can move triggers around and resolve them in whatever order you choose. In this case you manipulate the stack to resolve all the Moltensteel pump triggers before you resolve the second Scion trigger that turns Scion into Atarka.

With Atarka, World Render you have to activate Scion before you attack, but with Dragon Tyrant you don't have to because he has double strike and doesn't need to gain it by attacking. If using Tyrant you can change the order of the combo and do it all in combat. You first attack with Scion, if he isn't blocked at Declare Attackers step activate Scion twice first for Moltensteel and then for Tyrant. Resolve first Scion trigger for Moltensteel, then pump, then resolve second Scion trigger for Tryant.

Using Atarka with this combo you give away what you are doing because you must activate Scion before you attack to gain double strike from Atarka. Tyrant you can be more sneaky since you can activate Scion in combat at the last possible time after you know that Scion is not going to be blocked for a lethal Tyrant hit.


Scion doesn't keep abilities of Dragons you change into. After you change into a Dragon Scion loses the abilities of the Dragon before it. The ability that Scion can use is the ability of the Dragon it currently is and only that Dragon. The exception to this is if Scion gains an ability such as double strike from Atarka, World Render or if you pump or add +1/+1 counters to Scion because he's gaining those effects thus they stay with Scion even if it changes into another Dragon.

The way you activate Scion is how the Dragon you want to change into ability reads. If you want Scion to be Ojutai, Soul of Winter then you must change into her before you attack since her ability triggers when attack which means at Declare Attackers step after Combat Phase begins. Atarka, World Render and Utvara Hellkite are same way, you must change into one of them before you declare attackers.

Any Dragon who has a does combat damage to a player ability such as Balefire Dragon you can wait with Scion after you attack. If you attack with Scion and it's not blocked then you can activate it at the Declare Blockers step and change into Balefire before you do combat damage to a player which then will trigger Balefire.

Sorry for the confusion with Scion as it can be a tricky card to play, but because of the stack and instant speed activation you can take real advantage of it's tutor ability with Dragons.

Lanzo493 on Best Stompy Commander?

1 month ago

I definitely second what Metroid_Hybrid says about Xenagos, God of Revels being one of the strongest big stompy commanders. I'm a green player at heart, so I've always searched for a commander to satisfy my Timmy urge to curb-stomp people in a single combat step. Repeatedly if necessary. Xenagod was the only one that did it good enough for me (not even Atarka, World Render dragon tribal was enough).

Xenagos, God of Revels is strong because 1. He gives haste (that's HUGE), 2. He gives +X/+X, 3. Most of cards worth running in this deck have trample anyway. Nyxbloom Ancient, Blightsteel Colossus, Emrakul, the Promised End, Ghalta, Primal Hunger, Pathbreaker Ibex, and Vorinclex, Voice of Hunger to name a few. As for Eldrazi, what more could you ask for than having haste on Kozilek, Butcher of Truth? That's why I love this commander.

MTGBurgeoning on Gruul Stompy Featuring Xenagos, God of Revels

2 months ago

Let's re-visit the recent changes made to our Xenagos, God of Revels deck:

Atarka, World Render and Questing Beast have over-performed and have proven to be very valuable and powerful inclusions to the deck. Pairing Atarka, World Render and an activation by Xenagos, God of Revels has been devastating to opponents. Even though there are only six other dragons in the deck, Atarka, World Render has been paired with a dragon at least once every game. This pattern is understandably unsustainable, but this statistic makes the inclusion of Atarka, World Render even better. Questing Beast has been very valuable and has offed many planeswalkers. Its vigilance and deathtouch act as combat deterrents for opponents and has easily out-performed Vivien's Arkbow. No swapper's remorse here!

The switch of Mana Geyser to Savage Ventmaw has yielded unexpected results. Savage Ventmaw has been spot-removed prior to combat every time thus far. Minimally, it's attracting attention and forcing opponents to use their removal spells. It's a good thing.

I have not drawn Deflecting Swat once.

Field of Ruin blew-up a Gaea's Cradle. No chance Inkmoth Nexus would've been able to do that. This exchange is already a victory.

I saved the best update for last. Lurking Predators has been such a valuable addition to the deck that it's embarrassing it wasn't included originally. Although the deck has less than 30 creatures, Lurking Predators hit a creature more than 50% of its triggers. Similar to Atarka, World Render's pairing with other dragons in the deck, percentage-wise, this is an unsustainable statistic. However, I would be remiss not to include the work Lurking Predators has done in game-play thus far. I still think there's a place for Fiery Emancipation somewhere in the deck, but I can't reasonably and/or justifiably replace Lurking Predators with it. It has been too good.

So those are the updates to Xenagos, God of Revels. Let's keep Gruuling!

Profet93 on Xenagos' Dudes goes Face

2 months ago

I also run a Xenagos deck! Lol, what are the chances! I will try to keep cards under $15 per your suggestion....

Enchantments....

  1. Greater Good - BEST card you will ever add, if you listen to ANYTHING I say, this is it. Period.

  2. Lurking Predators - With 1/3rd of your deck as creatures, this is like a sunbirds invocation that does something even if you pass the turn! Highly recomended!

  3. Rancor - Nice to have, makes a 1/1 into a 6/4 trample with Xenagos. Providing trample cheaply and repeatedly is nice

Artifacts

  1. The Great Henge - A bit over budget, but nice to have. Card draw, lifegain and ramp all in 1, usually for .

  2. Gruul Signet - Nothing flashy, but another 2 mana ramp to help bring Xenagos out T3-4

  3. Lifecrafter's Bestiary - Scry and card draw, not bad, definitely worth considering to help maintain gas

Sorcerries

  1. Decimate - 4 cards for 1? yes please! Can also target Xenagos if no other enchantments since he's indestructible.

  2. Hull Breach - Mini decimate, still good!

  3. Life's Legacy - Very useful, sometimes it sucks sacrificing a beater, but its sometimes very very needed, especially if you know they are holding up removal, they cant cast it in response since saccing is additional cost to cast

  4. Nature's Lore - Ramp on T2 that can search up duals and brings the land untapped

  5. Rishkar's Expertise - I rarely advise for risky cards, but the positive far outweighs the negative. Your biggest issue in this deck is getting 2 for 1ed, when you cast a draw/enchantment spell on your creature, they can remove it in response so you lose 2 cards to their one. But the potential of drawing 8 plus cards and casting a spell for free helps with this deck lack of tempo and card draw. I think it fits quite well

  6. Skyshroud Claim - Nature's lore x2. While not necessary, can be helpful in keeping some tempo and ramp is crucial in a big beaters deck.

Instants

  1. Beast Within - Permanent removal. Thats a nice Maze of Ith you got there, ashame if it got destroyed :D

  2. Berserk - A better unleash fury that can on occasionally kill opposing creatures when needed

  3. Momentous Fall - Used in response to removal, removal can't be used in response to cast on the same creature

  4. Return of the Wildspeaker - Used in response to removal

Lands...Obviously none of these are needed, but they make the deck slightly better are relatively cheap. Worth the investment, IMO. You have lots of room in your landbase given you are playing green and already run an ok amount of ramp. Adding even more ramp will really make your utility lands shine.

  1. Dread Statuary - Manlands are helpful as they can be used for draw spells (see above instants/sorcerries) and can be equipped with rancor to deal damage unexpectedly.

  2. Castle Garenbrig - Need that extra mana for that creature? I got you covered

  3. Bonders' Enclave - Decent card draw

  4. Blighted Woodland - Ramp

  5. Myriad Landscape - See above

  6. Raging Ravine - Manland

  7. Sheltered Thicket - Least important of all lands, but nice to draw late game and can be fetched with nature's lore, farseek, skyshroud (although it will come in tapped)

  8. Kessig Wolf Run - Has helped me win here and there. Shouldn't be overlooked, nice to have like the rest of these

Creatures

  1. Atarka, World Render - 12/12 double strike trample flying w/ Xenagos! Too good to pass up

  2. Balefire Dragon - Deals with token decks and can clear a board while dealing heavy damage

  3. Carnage Tyrant - HEXPROOF. I cannot tell you how many times hexproof has saved me in this deck. They cant use their removal they've been holding up, they can't counter it, and it has trample. Stats leave something to be desired a bit, but can pack a punch with Xenagos and is safe to use Rishkar's expertise on

  4. Elder Gargaroth - New card which fuels card draw and has vigilance too!

  5. Fierce Empath - Nice to find the beater you need

  6. Goreclaw, Terror of Qal Sisma - Ramp and provide trample!

  7. Eternal Witness - Nice recursion of a beater or draw spell

  8. Ilharg, the Raze-Boar - A beater that returns itself eventually and helps bring in other beaters (note: ETB triggers and the creature can attack a different opponent). Like a mini sneak attack

  9. Inferno Titan - ETB and attack trigger. Not bad, I find it useful although you might not despite it being better than a lot of your other cards.

  10. Kogla, the Titan Ape - ETB and attack trigger. Can be nice to bounce an eternal witness to give it indestructible.

  11. Lifeblood Hydra - Even if they kill it, you get to draw something. I've found it useful, especially with berserk.

  12. Nylea, Keen-Eyed - Helps make your creatures easier to cast, hard to remove, and helps you maintain gas. I'm still not convinced with it, testing it in my own build TBH. But thought it worthwhile to mention.

  13. Pathbreaker Ibex - A beater that provides trample to other beaters. Puts in some decent work, especially with a rancor!

  14. Reclamation Sage - Cheap artifact/enchantment removal on a creature (ex: lurking predators)

  15. Sakura-Tribe Elder - Another cheap 2CMC ramp spell to ensure Xenagos T3-4

  16. Savage Ventmaw - HUGE TEMPO! Attack and cast Rishkar's expertise or the Great Henge and then return of the wildspeaker/momentous fall/life's legacy or anything else is huge. Getting the attack and tempo in is VERY helpful as our deck struggles with tempo putting all the mana into a big creature.

  17. Shaman of Forgotten Ways - Ramp and an alternate wincon should you need it

  18. Siege Behemoth > Thorn Elemental

  19. Wood Elves.Farhaven Elf - Ramp, wood elves getting untapped duals

OVERALL: The deck is ok. I'm surprised how it has such a low CMC, but given your X spells. Once you replace those with 5+ CMC creatures, it will increase your AVG CMC to "normal". You want your AVG CMC to be around 4. Xenagos works as a sniper, you cast one big creature, give it haste and hope it doesnt eat removal. Given you spent all that mana on the creature, you don't do much else for the turn and then people usually swing at you because they are afraid of you casting another big creature out of nowhere.

As a result, having protection for them is crucial. In the form of heroic intervention, or another card out of budget such as Deflecting swat (which is SO powerful, counter counterspells, redirect targetted removal, targetted draw, targetted extra turns and more FOR FREE, so you can BLUFF INTERACTION). One more idea I'm thinking of is to replace Giant growth with Vines of Vastwood, similar function but provides protection as well. Also see Blossoming Defense for a similar function should removal/interaction is an issue in your meta as much as mine. Given you play against combo, they probably have interaction prior to them assembling their combo.

I got lots of ideas for cuts, so be sure to lmk what you think of each suggestion!

MTGBurgeoning on Gruul Stompy Featuring Xenagos, God of Revels

2 months ago

So the changes have been made. Here's what I decided:

1) Easily, Atarka, World Render improves the 99 by replacing Rampaging Brontodon. The double strike-enabling for dragons is more valuable than the power toughness buff of Rampaging Brontodon's attack trigger.

2) Questing Beast replaces Vivien's Arkbow. Vivien's Arkbow requires a lot of resources and the deck seems smoother with Questing Beast in its place. Questing Beast is too good to not be included in the deck.

3) Savage Ventmaw replaces Mana Geyser. I actually prefer Savage Ventmaw over Kozilek, Butcher of Truth in this spot. Without any of the spells that used to be included with the previously discussed token package, keeping Mana Geyser in the deck seemed to be an oversight. Savage Ventmaw's attack trigger will help mitigate the loss of this ramp spell.

4) Deflecting Swat replaces Chord of Calling. Chord of Calling is more difficult to cast without the presence of token creatures to help convoke it. In this exchange, a premium for protection was eye-balled. Unfortunately, a copy of Heroic Intervention currently is unavailable, but Deflecting Swat is a great runner-up!

5) I will continue to play-test and game-play with Lurking Predators. In the current deck list it replaces Gratuitous Violence, which was going to be replaced by Fiery Emancipation. This is a work in progress, as Gratuitous Violence has been a great card in the deck for me for a while. I'm open-minded, however, and will continue to give Lurking Predators a chance.

6) Lastly, Inkmoth Nexus is out and Field of Ruin is in. Inkmoth Nexus will find residence in another EDH/Commander deck. Its ability is rarely activated, if ever, by me in this deck. As such, substituting a more helpful land like Field of Ruin and its Maze of Ith-destroying capabilities seems like an easy swap.

And that's the way the news goes. I look forward to continue play-testing and game-playing Xenagos, God of Revels.

MTGBurgeoning on Gruul Stompy Featuring Xenagos, God of Revels

3 months ago

Some changes that are on the horizon:

Change #1

Atarka, World Render is going to replace Rampaging Brontodon.

Change #2, #3 & #4

Chord of Calling, Mana Geyser and Vivien's Arkbow are on their way out. I've discussed Chord of Calling and Mana Geyser already. I sense Vivien's Arkbow can be replaced with a more impactful card, as the resources needed to use Vivien's Arkbow is high and the return is not always justified or realized. For these three cards, I think the following additions are fine replacements:

Questing Beast, Savage Ventmaw, Heroic Intervention, Deflecting Swat

I like all of these potential additions, but only have space for three of them currently. Availability, play-testing and game-play will eventually tell the story. Initially, this is how I rank these four cards:

1) Questing Beast 2) Heroic Intervention 3) Deflecting Swat 4) Savage Ventmaw

Change #5

Fiery Emancipation is going to replace Gratuitous Violence. For an extra we triple damage from any source as opposed to just doubling creature damage. This is a definite upgrade, even if we only have a few sources of non-combat damage (Chandra's Ignition, Drakuseth, Maw of Flames, and to a lesser extent Blasphemous Act and Star of Extinction). Imagine Fiery Emancipation and Chandra's Ignition!?!

Change #6

I am wary about adding lands that destroy lands. My concern is the response of the meta-game, and how much over-correction through escalation this may procure. I'm not a fan of land destruction and would not want the inclusion of multiple lands that can destroy lands to be met with mass land destruction or the targeted removal of mana-bases. I prefer to add more protection, such as Heroic Intervention and Deflecting Swat. These spells will dance around Maze of Ith and allow us to push for lethal. I do believe that I can find a place for Field of Ruin. At least the land is replaced and removes one threat. I think swapping in Field of Ruin for Inkmoth Nexus is reasonable.

This will be the next series of changes. More information to come through play-testing and game-play.

Thanks again for your evaluation!

RubenWaters on Neyith of the Dire Hunt EDH: Beastmaster

3 months ago

multimedia oh boy I am playing the same deck and I have some suggestions on what to cut and suggestions on what to put in as well

Cut/ Add

Arlinn Kord  Flip = Domri, Anarch of Bolas

Vivien, Champion of the Wilds = Aggravated Assault

Atarka, World Render = Savage Ventmaw

Ulvenwald Tracker = Brash Taunter

Regrowth = Noxious Revival

Champion of Lambholt = Kiki-Jiki, Mirror Breaker

Grand Warlord Radha = Dockside Extortionist

Gruul Beastmaster = Manglehorn

Huntmaster of the Fells  Flip = Zealous Conscripts

Nikya of the Old Ways = Apex Altisaur

Pathbreaker Ibex = Craterhoof Behemoth

Quartzwood Crasher = Polyraptor

End-Raze Forerunners = Prowling Serpopard

Rubblebelt Raiders = Ilharg, the Raze-Boar

Somberwald Sage = Birds of Paradise

Surrak, the Hunt Caller = Woodfall Primus

Gruul Guildgate = Winding Canyons

Temple of Abandon = Emergence Zone

Concordant Crossroads = Sneak Attack

Gruul War Chant = Invasion Plans

Gruul Signet = Wild Growth

Lightning Greaves = Shadowspear

Sol Ring = Utopia Sprawl

Savage Punch = Green Sun's Zenith

Shamanic Revelation = Momentous Fall

Soul's Majesty = Return of the Wildspeaker

Cultivate = Harrow

Decimate = Chaos Warp

Domri's Ambush = Ancient Animus

Hunter's Prowess = Gamble

Kodama's Reach = Crop Rotation

Shared Summons = Tooth and Nail

Temur Battle Rage = Titanic Brawl

Berserk = Pounce

Hunter's Insight = Pit Fight

Growing Rites of Itlimoc  Flip = Carpet of Flowers

Game Trail = Mountain

Mossfire Valley = Arid Mesa

Mosswort Bridge = Gaea's Cradle

Sheltered Thicket = Fabled Passage

Fire-Lit Thicket = Taiga

Spire Garden = Prismatic Vista

Eldritch Evolution = Heroic Intervention

Forest = Dryad Arbor

Aggressive Mammoth = Ohran Frostfang

Etali, Primal Storm = Inferno Titan

Fierce Empath = Krosan Grip

BUT these are just a suggestion

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