Cast Berserk only before the combat damage step.
Target creature gains trample and gets +X/+0 until end of turn, where X is its power. At the beginning of the next end step, destroy that creature if it attacked this turn.
Printings View all
|Conspiracy: Take the Crown (CN2)||Mythic Rare|
|Vintage Masters (VMA)||Mythic Rare|
|From the Vault: Exiled (V09)||Mythic Rare|
|Masters Edition (MED)||Rare|
|Unlimited Edition (2ED)||Uncommon|
|Collector's Edition (CED)||Uncommon|
|International Collector's Edition (CEI)||Uncommon|
|Limited Edition Beta (LEB)||Uncommon|
|Limited Edition Alpha (LEA)||Uncommon|
Combos Browse all
- Berserk + Prossh, Skyraider of Kher
- Ball Lightning + Berserk
- Groundswell + Berserk
- Berserk + Giant Growth
|Commander / EDH||Legal|
Berserk occurrence in decks from the last year
Latest Decks as Commander
2 weeks ago
Hii!! love your idea of Genju of the Realm commander!! I love the "illegal" commanders, a new whole world of posibilities, I have a illegal Nephilim commander deck :)
Just to give some ideas to the Genju of the Realm's deck in case you build it with that card as your commander. I'd be great to kill people with commander damage! so, to achieve that asap you can use some double strike combat tricks and extra-combat pashes, like: Nantuko Mentor, Overwhelming Stampede, Pathbreaker Ibex, Nylea's Colossus, World at War, Seize the Day, Scourge of the Throne, Berserk, Blood Mist, Savage Beating, Hadana's Climb Flip when it's flipped, Psychotic Fury, Moraug, Fury of Akoum, Aggravated Assault, Relentless Assault and more...
I found super-epic to kill your opp hitting them with ur massive land-commander!!
2 weeks ago
I have a lot of experience with mono-green Assault Formation in modern and legacy casual, so I'll toss in some of my thoughts.
Perfect curves certainly aren't necessary, but you should be able to accomplish something on each of the early turns of the game. More than just playing any old card, it should be something that fits in with your overarching gameplan. I agree with cutting Adventurous Impulse as a 1-drop for this reason. It can't get you Formation, Bow, or any other noncreature combo piece you happen to be running. I'd usually run a Llanowar Elves style dork instead in a ramp list. Still, in walls, I think there are even better options than that. My personal favorite is Traproot Kami since it adds an early defender to the pool and can become a serious threat with Formation if the game goes long. Plus, it works well with the lands-matter strategy that Oran-Rief Hydra is also part of. Other options I've had less success with are Jaddi Offshoot for life, Portcullis Vine for cards, and Saruli Caretaker for slow mana. On 2, Sylvan Caryatid, Gatecreeper Vine, and Wall of Roots are all ramp options, but you're probably fine with just Battlement and Vine Trellis. Wall of Blossoms, however, I view as a must-have if you want to maximize your mana without running out of gas. The ability to up the defender count while replacing itself is so good that I even run a playset of the slower Carven Caryatid too, but this could be excessive depending on the deck. The last defender I'll mention is Tree of Redemption. It's more expensive, both in CMC and in dollars, but it is an undeniable threat with Formation. Higher toughness also makes better use of tricks like Sheltering Word and Feed the Pack.
For the top end of the curve, you might actually be underestimating how much mana the ramp walls can net. With your current setup, you only need 2 of either Guardian or Battlement and 1 other wall to have 9-11 mana on T4. Removal is obviously the biggest obstacle to this being a reality but it seems like you're preparing for a counterspell-heavy meta in a big way. Either you use your protection on the walls and win with Formation when they stop your bombs, or they wait to remove the bombs and you have protection saved up to stop them. Honestly, it feels like you might have too much defense in the mainboard but I'll touch on that later. My point here is that you are likely to have more than enough mana to cast threats much more substantial than the Hydra, and that's without modifications to your suite of defenders. In the current version of my deck, it isn't strange to have a game like: T1-Forest+Traproot Kami, T2-Forest+Overgrown Battlement, T3-Forest+Wall of Blossoms+Axebane Guardian, T4-Forest+Genesis Wave for x=9. Oran-Rief Hydra is a totally fine card to top off at if you build around it, but right now I don't even see it being better than Terra Stomper in a lot of games (and Stomper even has built-in counter protection now that I think about it XD). To get more value out of the Hydra, I'd swap the cycling lands for cheap fetches like Evolving Wilds to double up on landfall triggers, and I might also consider some +1/+1 synergy cards in the vein of Hardened Scales or Hydra's Growth. On the subject of landfall, Vinelasher Kudzu is an interesting option that fits with the plant/wall cards, at least thematically. Mechanically, Undergrowth Champion, Rampaging Baloths, and Avenger of Zendikar are all probably better. I've already mentioned Genesis Wave, but some other options for finishers that I've seen are Archetype of Endurance, Hydra Broodmaster, Primordial Hydra, Vigor, End-Raze Forerunners, Colossus of Akros, pretty much any eldrazi, and any red x-spell that can target players. If you choose something with x in the cost, having Umbral Mantle or Freed from the Real to generate infinite mana is beneficial.
The last thing I'd like to talk about are your noncreatures. As I mentioned before, 4 countermagic blockers seems a little excessive in the main 60. I personally struggle much more with Path to Exiles, Fatal Pushes, and Searing Bloods than Counterspells on most days, so I'd usually prefer the Vines of Vastwood or the flexible Veil of Summer. However, I don't know what your meta looks like. If countermagic is a big problem, another way to get around it is to add in plenty of redundancy. Instead of running only 4 bombs, run 8 so 1 is more likely to slip through. Savage Summoning and Insist are fine answers, yet they run the serious risk of becoming dead cards if your opponent isn't playing blue. Of your instants though, Subdue seems to be the weakest to me. It looks like it will usually be a bad Awe Strike or an inverted Berserk that can't contribute to damaging the opponent. If you had cards to benefit from toughness outside of combat like Kin-Tree Invocation, it could at least serve a similar role to Glyph of Destruction in Wall of Blood/Rite of Consumption decks. The final card I might reexamine is Bow of Nylea. generally, mass deathtouch is at its best when you either have a way to force damage (like Lure or Thornbite Staff) or when you want to create a disincentive for your opponent to block (like when running a Curiosity deck. The thing about a high power is that it already allows you to kill multiple blockers and the thing about trample is that it already discourages single blocking. Deathtouch on such a creature is therefore a little redundant. Sure, it's better to have it than not have it, but it might not be worthwhile if it comes at the cost of 3 mana and a card. I'd want some concrete way to take advantage of the Bow's activated ability to justify running it. For example, my G/W enchantment lifegain deck from Theros standard used the gain 3 life ability to buff Ajani's Pridemate. In your case, the +1/+1 might be the best choice to build around since it can overlap with the Hydra's trigger.
3 weeks ago
Wow, thanks for the great feedback! Some of the cards were considered (Aether Tunnel), while others are either new to me (Vines of Vastwood, cheap multipurpose!) or just not thought of (Hunter's Insight, so much draw...). Will definitely give your suggestions some thought - although some of them are to expensive for the deck (Berserk, yowza...!).
And although I'm a sucker for vague themes and tribal I'm now curious of how a more refined voltron deck would feel as of your suggestions.
Thumbs up to Rafiq. He's a stud. : )
3 weeks ago
What a cool deck! My deck, Double Trouble EDH ⫸PRIMER⫷, functions quite similarly with a lot of ramp and unblockable spells, so I may be able to give you a few tips! First thing, I would recommend playing a bunch more of unblockable spells. 6/100 cards aren't very reassuring, and there are many more of them that could prove useful! Infiltrate, Cloak of Mists, Canopy Cover, and Aether Tunnel are all pretty good as well! If you have the budget, Thassa, God of the Sea could work well in that regard too. I would also consider a bunch of more pump spells and a couple of neat draw spells. One of the best ones in this regard would be Berserk, basically a 1 hit KO, but as that may not be within your budget, I would look through the following: Blossoming Defense, Briar Shield, Groundswell, Hunt the Hunter, Might of Old Krosa, Mutagenic Growth, Seal of Strength, Vines of Vastwood, Favor of the Overbeing, Might of the Nephilim, Phytoburst, Titanic Growth, Invigorate, Might of Oaks, and of course the final two. Hunter's Prowess, and Hunter's Insight. If you have an unblockable spell, you can draw 12+ cards with arixmethes, and if you have some pump spells, that can be WAY more. Pump spells also increase commander damage, letting you reach your goal relatively quicker. While the pump spells aren't necessary, I think the draw spells would work wonderfully. For lands and ramp, I'll try to stick to cheaper things, so I think Exotic Orchard would work really well, since almost everyone nowadays plays in blue/green, and you'd have pretty great chances. As for ramp, I would definitely include Sol Ring, Arcane Signet, Simic Signet, Birds of Paradise, Nature's Lore, Three Visits (It will be reprinted in commander legends for less than a dollar), Sylvan Caryatid, Explore, Growth Spiral, Emerald Medallion/Sapphire Medallion, Mark of Sakikoand as for non-budget options, Burgeoning, Exploration, and Selvala, Heart of the Wilds. I also do not think you really need the "fatties" section, as they don't directly contribute to the gameplan and they seem to be more of a flavorful aspect. Anyways though, be sure to check out some of my decks, hope this helps, and have a wonderful day! Happy tapping!
3 weeks ago
There are other cuts to consider as well, but I feel these are the more noteworthy ones....
Ashaya, Soul of the Wild - No direct synergy with Xenagos, you want a beater with evasion or protection
Beast Whisperer - Better in decks that are lower to the ground that can better use it's ability
Brash Taunter - "No synergy with Xenagos"
God-Eternal Rhonas - Better in decks that go wide, this gets easily chump blocked. You rarely have more than 1 creature out at a time
Klothys, God of Destiny - "No synergy with Xenagos"
Leyline Tyrant - Better in red decks, while not recomending it, glorybringer would be better IMO as it acts as removal as well
Phylath, World Sculptor - No synergy with....
Ulamog, the Ceaseless Hunger - Not enough ramp to hard cast, no cheating effects (which wont even give you a cast trigger)
Ulamog, the Infinite Gyre - See above
Shadowspear - Meta call? Better to have creatures with trample or more ramp and card draw in this slow
Triumph of the Hordes - Hit or miss. Playing a beater, hoping it survives, casting this next turn and hoping they dont have removal. Ignoring the feelbad of infect
Berserkers' Onslaught - Winmore
Vernal Bloom - Symmetrical ramp which you can't even take full advantage of
Nissa, Who Shakes the World - This is ok, I like the vigilance and getting essentially a 6/6. Rather have something more impactful.
Atarka, World Render - Beater with evasion
Balefire Dragon - Beater with evasion that also destroys decks that go wide
Carnage Tyrant - Beater with protection, evasion and anti-blue. Nice to use a mass draw spell knowing they can't remove the creature in response
Etali, Primal Storm - Not needed, but fun! Lots of value, doesn't require combat damage
Farhaven Elf - Ramp for T4 Xenagos
Fierce Empath - Tutor
Inferno Titan - Removal
Kogla, the Titan Ape - Removal
Malignus - GG target player
Savage Ventmaw - Beater with evasion and helps build tempo
Scourge of the Throne - Destroy people's lifetotal
Shaman of Forgotten Ways - Ramp and potential wincon
Siege Behemoth - Beater with evasion
Somberwald Sage - Ramp
Springbloom Druid - Ramp for T4 Xenagos
Yavimaya Hollow - Protection
Turntimber, Serpentine Wood - Land when you need it, beater when you don't
Dread Statuary - Manland to be used as potential beater or for draw spell
Rishkar's Expertise - Draw + Tempo. Powerful!
Life's Legacy - Draw
Momentous Fall - Similar to above, to be used in response to removal
Berserk - Use on selvala, malignus or even an opposing creature attacking one of your opponents!
Sylvan Library - Nice but not needed
1 month ago
You described almost every Xenagos deck, mine included. You hit it right on the head.
As you said, we either have it or we don't. With no way to tutor card draw, adding more helps increase the odds of maintaining gas
Lifeblood Hydra - Not necessary but always welcome on X = 3 or more. Even if they destroy it, you still get value, has built in evasion and has a high ceiling.
Life's Legacy - If blue is too prevalent in your meta, ignore this suggestion
Momentous Fall - Similar to above, but would still put in despite blue, and despite the fact that its hard to have 4 mana after casting a beater. But similar to rishkar's expertise, I argue the potential card draw is worth the risk. You usually use this in response to opponent's removal
Bonders' Enclave - Never hurts, coudl replace a fetch land possibly
Elder Gargaroth - Makes beasts for blockers/draw spells, draws cards and gains life in a pinch.
Harmonize - Reliable draw
Selvala, Heart of the Wilds - Ramp on steroids
Ancient Tomb - Ramp for T3 Commander
Turntimber, Serpentine Wood - A better See the Unwritten
Berserk - Don't worry, malignus doesn't have trample. Bonus points if you use it on Selvala or on an opponent's creature who is attacking another opponent.
Yavimaya Hollow - Protection
Reliquary Tower - For when you draw 10+ cards
Be sure to lmk what you think of each suggestion. Some will work better for you than others. I see you run some dorks so I know you don't want too many nonbasics, but with all the ramp in Xenagos, I think we can be a little greedy. If you can't find room, I have ideas for cuts.
1 month ago
+1 the deck looks pretty good. Low to the ground, got some interaction and instant speed protection. I would try to add a few more pieces of draw to maintain gas.
Beast Within - Removal
Berserk - Fun with malignus, infect creature, removal of opponents creatures, ramp with selvala, etc...
Deflecting Swat - Redirect targetted removal/draw/extra turns, counter counterspells all for free
Momentous Fall - Draw in response to removal
Return of the Wildspeaker - See above
The Great Henge - Draw, ramp, lifegain
Hull Breach - Removal
Eckat on THE Praetor
1 month ago
So some more fine tuning below:
Still looking for suggestions, and feedback :)