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.
|Have (2)||lorddarkstar , abby315|
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
Commander / EDH:
All decks: 0.01%
1 day ago
Blue isn't terribly problematic in my meta for worrying about any individual creatures. Most of the time they want to protect their combo, interrupt someone else's combo, or can't stop my creature with their Swan Song anyway. The idea is that when my big beater gets removed I have another one coming out behind it, anyway. A bigger problem I run into is the crack back when I do get a good hit in, and get to a point where I am more worried about my life than my cards in hand or the beater on the board. The blue in my meta does what most blue players do, I think. They let the tutors, of which I run quite a few, slide so they can counter what gets pulled out. But I am not assembling any combos, here. That being said, the card I do race to tutor for, the hidden Commander if you will, is Ilharg, the Raze-Boar which does allow me to cheat out big beaters or abuse ETB triggers. So to jump around while responding, Worldspine Wurm rarely gets hard cast, and Verdurous Gearhulk is a great way to make threats bigger. Bonus points for it because it can target itself if I just need an 8 power trampler to get 16 damage in the turn after Xenagos makes his debut. I have better places to put Deflecting Swat since the two key players in the deck are pretty difficult to get rid of. It, and Bolt Bend are extremely useful for commanders with less built in protection, though. That being said, I have looked at Yavimaya Hollow for everything not as resilient and just can't bring myself to put in another colorless source regardless of its ability. And since the beaters are replaceable, usually, making sure my mana is fixed is a higher priority. If anything, I am trying to find reasons to take some out in favor of basic lands (or a dual land if I really want to break the bank). Selvala, Heart of the Wilds is another situation like Nyxbloom Ancient where it urges an overcommitment to the board. I'm also not a fan of symmetric boons, so the thought of giving my opponent even one draw trigger from her bothers me. Call me crazy, but this deck isn't handing anything to anyone! Berserk is in the same vein as Life's Legacy to me where I want my opponents to deal with my creatures instead of sacrificing them myself. I also don't like looking at cards together as valuable given that I can't reliably guarantee they always show up together. This deck can tutor out a creature easily enough, but not an instant. Etali, Primal Storm is good value, but with my strategy being cheat with Ilharg, the Raze-Boar the attack trigger isn't as appealing as I would like.
On that note, I am still mulling over Return of the Wildspeaker versus Rishkar's Expertise, especially while I am trying to fit Quartzwood Crasher into the list which expands my options at 5 CMC. With the abusing ETB triggers idea, though, cards like Elemental Bond, Guardian Project, and The Great Henge draw more cards than you might think. I also swapped in Bonders' Enclave over Winding Canyons to try because I never really needed to cast a creature at instant speed. Holding up 6 mana to throw out a Reclamation Sage or Fierce Empath on someone's end step just feels like a wasted turn. For being a "Gruul smash!" list, I am trying my best to put together a consistent game plan with the heavy tutor package and a curve that promotes efficiency. I think I will hold up 4 mana with a Krosan Grip or Chaos Warp in my hand that can turn into a drawn card if I didn't need to stop something more often than the former example.
Play testing is still a challenge at the moment, so changes are a slow process. I know with adding in something like Quartzwood Crasher that the trample keyword becomes much more valuable, but there is a good case to be made for the creatures in the list without it, too. Guess we just need to stay safe and play more Magic!
2 days ago
You're lacking serious card draw. If you want a candles chance of maintaining gas, then add some of the following...
Greater Good - Best card in Xenagos EVER. If you listen to ANYTHING, this is it.
Lifecrafter's Bestiary - Draw and filter, nice to have
Life's Legacy - Very good, just be careful of blue
Momentous Fall - See above, also use in response to removal
Rishkar's Expertise - Draw a bunch and don't lose tempo
Other ideas include....
Skullclamp- Cheap all around, works well on dorks should you wish to go that route
Sylvan Library - Card draw + Top deck manipulation
The Great Henge - Very cheap to play, very good benefits
Tireless Tracker - Decent card draw on a body that gets bigger
Deflecting Swat - Redirect removal for free, which is AMAZING given that removal is this deck's achilles heel
Decimate - 4 for 1 removal, very good
Voracious Hydra - Beater and removal
I can give you more ideas here should you wish, I just don't want to overwhelm you given all of the card draw you NEED to add
Caller of the Pack - Too expensive, hitting all opponents gives other opponents you're not hitting a reason to remove your creature precombat to ensure myraid does not go off
Hydra Omnivore - Same issue above
Phyrexian Juggernaut - 1 hit infect is cool, but putting all your eggs in that basket is too risky for my taste personally
Phyrexian Hydra - Same issue above
Savageborn Hydra - Voracious hydra is much better and has trample
Compost - Too meta, unless its filled with black
Guardian Project - They can kill it in response to the trigger so you don't draw
Runic Armasaur - Too meta, unless it's filled
Shadowspear - See above
Vexing Shusher - See above
Wars Toll - Doesn't address the main issue of removal, doesn't do much against blue due to their artifact ramp and playing on your turn anyways
Blood Mist - Winmore 100%
Fire Shrieker - See above
Grafted Exoskeleton - Makes you a target, 9 infect sucks. Cost + equip cost = Loss of tempo
Triumph of Hordes - Better in a token deck, you rarely will play a beater, not have it removed during your turn, pass your turn until it goes back to you (while praying that your beater is still there). Then hoping your beater doesn't die when you cast this? Very bad card. I know you're trying to go for infect, but if you want the deck to be more competitive, removing it would help mitigate your many weaknesses.
Gravitic Punch - Fling and Soul's fire do the trick for 1 less mana. See above for having all the mana to cast beater + this on same turn or hope beater lives while passing
Primal Rage - Bad card, just bad. Might as well get Nylea, God of the Hunt which can maybe be a creature and a booster as well.
You don't run enough lands or card draw at the moment to justify Exploration and Burgeoning. Dorks would be much better for this build.
2 days ago
Very interesting take on a voltron deck! It's probably meant to be as janky as it is, but I'm gonna drop this list on you for your consideration anyway. Some of these are not budget friendly, but I'm just throwing it out there.
Hope it's useful. Cheers!
5 days ago
1 week ago
As a fellow Xenagos player myself, I have a couple ideas I would love to discuss with you...
- You're average CMC is pretty high, even for a xenagos deck. You need to lower it to be able to pressure the table effectively. I would cut these to lower the CMC a bit....
To add back more creatures for synergy, Shaman of Forgotten Ways, Somberwald Sage are both really good.Springbloom Druid along with Wood Elves, Farhaven Elf and Sakura-Tribe Elder can help bring you closer to a Turn 3-4 Xenagos which is what we need.
Land base is solid. There are a few tweaks you can make for utility but not needed. Let me know if you are interested in them.
Ramp - Our goal is a T3-4 Xenagos. Ramp at 4 CMC does little, trust me on this as I have playtested it extensively.
Tempt with Discovery and Triumph of the Hordes - Tempt is bad because you give opponents options, barely ramps you, and there are no good utility lands in the deck, even with my potential additions, this card is bad in this deck. Moreover, opponents usually tutor for strip mine if they are smart. Triumph is better in decks that go wide. By playing 6+ mana for a beater, you rarely will have another 4 mana to play this the same turn. Right now, you're playing a beater, hope it survives on your turn, survives on opponents turns, then doesn't get removed in response to cast of Triumph.
Draw! - You have about 8ish draw sources, you need more. The biggest issue with Xenagos is 2 for 1s, where you try to cast a draw spell and they remove your creature that the draw spell was targetting in response, thereby putting you down 2 cards for their 1.
Beast Whisperer, Harmonize, Lifeblood Hydra (really fun with Berserk, which ironically, is also fun with malignus), Lifecrafter's Bestiary, Life's Legacy (beware of blue player, sac as additional cost to cast, but because it only costs 2, can be used same turn as beater if you ramped prior), Momentous Fall (in response to removal, also beware of blue), Skullclamp (not the best in your build but still worth considering. I run more 1 toughness creatures so its easier to make it work.....and
Greater Good - BEST CARD FOR XENAGOS. Used in response to removal or just whenever. Play a fatty, Xenagos buffs it, swing, sac it, draw a bunch. Profit. Win. GG
Lastly, the red card that came out recently that lets you change the target of a spell if you control you commander, I can't remember the name but that card is great in Xenagos as you can redirect their spot removal, targetted draw, targetted extra turns, and counters counterspells. Works on abilities too (I think?)
I'm still in the process of tweaking my list in general, and adding the new cards that came/coming out.
2 weeks ago
You only need one counter on Kal for Berserk to go lethal.
(5 + 1 from the copy trigger) * 2 * 2 = 24.
4 weeks ago
foxtrot_101, thanks for your input! I thought the Lantern was nice just to have an idea what's coming. It could go for exploration or a mana rock though. Isochron Scepter can be oppressive in commander even without combos. Negate, Counterspell, Veil of Summer, Narset's Reversal, and Berserk can all make the scepter a value play.