Dread Statuary

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Legality

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

Dread Statuary

Land

: Add to your mana pool.

: Dread Statuary becomes a 4/2 Golem artifact creature until end of turn. It's still a land.

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 It's Tough to be Xenagod

1 year ago

I saw your deck cycle, throwing more at you....

Reflecting Pool - I feel this is better in tricolor decks where there is more versatility. Having 2 of the same when you sometimes need another color isn't always ideal. That being said, given your dorks/ramp, I doubt it has whiffed on you before. Still curious

Urza's Saga - For sol ring and shadowspear? Would suck if you already drew into them. I dont think you have enough targets to make it viable, how often has it whiffed? I feel if you added Sensei's Divining top, it would be more viable.

Wheel of Fortune - Seriously considering this in my build. How do you know when to and not to play it? Would love some advice on that. Xenagos lists draw through combat damage or through targeting a high power creature you control. Having draw that is not reliant upon maintaining a creature on board

Suggestions......

Bonders' Enclave - While colorless making dork casting more difficult, the potential for draw might be worth it

Dread Statuary - While same issue above, having a man land has been very helpful for me. Making it a 8 power with commander, then casting draw spell is nice.

Castle Garenbrig - Similar issue to above, but helps ramp out 5 of your creatures more quickly. Might be worth it

Skullclamp - Draw, power booster and makes your late game dorks into draw engines. I've almost always been happy to see this card. Not to mention that if you equip pre-combat, they have to decide whether they want to remove it to prevent you from drawing. But many times (meta dependent), people are hesitant to use removal on a threat that might not be coming to them. #politics

Rancor - Turns 1/1 --> 3/1 --> 6 power with commander. Recurs itself, provides trample. Not needed, but nice to have. Often times, I cast selvala, rancor onto it, go to combat, pump, no swing --> main phase 2, use the haste + pump to cast big spell (greater good, riskhar's etc....)

Heroic Intervention - Most important suggestion, super useful. Dont sleep on it.

Your list is pretty tuned, so its hard to recommend any cuts

Profet93 on Xenagos, God of Revels that xtra combat is good

3 years ago

articred

I have not updated my Xenagos since exactly a year ago, so some of these suggestions do not take into account cards that have been released since then such as Jeska(i?)s will and battle mammoth which should find their way into this deck. Now onto my specific suggestions....

Beast Within - Instant speed permanent removal

Berserk - Yes, block Malignus with your 1/1, let's see how that turns out. Also to be used for politics as you can target an opponent's creature (such as their commander) who is attacking another opponent. This would be to replace Temur Battle rage IMO

Deflecting Swat - I'll say it once, I'll say it again. In Xenagos, your biggest issue is removal. You spend 5+ mana per beater in the hopes that they don't save removal. Most of your draw like hunters insight, return of the wildspeaker, momentous fall (although to a lesser extent) is based on the fact that you need a creature to target and if they remove your creature, you are shit out of luck. By adding swat, you can bluff while tapped out, protecting your creature allowing it to most likely survive to your next turn in order to cast one of the above mentioned draw spells. Moreover, this counters counterspells and redirects targeted removal, targeted draw, targeted extra turns, etc.... so much utility in 1 card. This is perhaps the second/third most powerful card in a Xenagos deck IMO

Heroic Intervention - Protection

Greater Good - THE MOST POWERFUL CARD IN ANY XENAGOS DECK. IF YOU DO NOT ADD THIS, THERE IS NOTHING MORE TO DISCUSS. THE SHEER VALUE OF THIS ALONE IS ASTRONOMICAL. Imagine casting a 6/6 beater, Xenagos doubles it to 12, they attempt to remove it, since it was going to die anyways, you sacrifice it to the "greater good" in order to draw 12 and discard 3. This doesn't include the fact that you can berserk your own creature prior to sacrificing it as well

Rancor - Nice to have, not necessary. Makes your 1/1 dorks 6 power with Xenagos, makes your beaters better. Hell, enchant it on an opponent's creature for politics

Sylvan Library - Nice to have, not necessary, but in Xenagos, it pays to have draw that isn't creature reliant.

Decimate - Can target Xenagos if there is no other enchantment. In EDH, you will always have targets. 4 for 1 is value, also note Hull Breach , it's little brother

Green Sun's Zenith - Tutor to the battlefield, yes please! While limited to green, it still is worth it. Getting what you need, when you need it.

Harmonize - Draw not based on creatures is nice to have

Life's Legacy - Similar to momentous fall, although easier to cast on the same turn as a beater. Do note that it suffers from the same issue as momentous fall, sacrificing as an additional cost to cast means be wary of the blue player. I like it, but some don't

Nissa's Pilgrimage - Ramp, more Turn 3 ramp enables a more consistent Turn 4 Xenagos. While we would love a Turn 3 Xenagos, the choice is between consistency or early on advantage, I choose consistency, but to each their own.

Skyshroud Claim - Gets 2 forests (note some cards are both forests and mountains) and brings them in untapped, so it helps with tempo, something Xenagos decks greatly lack. Would add this over nissa's pilgramage, although I like both if you can fit them

War Room - Not needed, but a maybe

Ancient Tomb - Ramp

Blighted Woodland / Myriad Landscape - Ramp

Bonders' Enclave - Draw

Raging Ravine / Dread Statuary - Manlands are useful because you can target your draw spells on them if you don't have any other creatures

Cragcrown Pathway  Flip - Forest or mountain, you decide!

Turntimber, Serpentine Wood - Land when you need it, a potential creature when you don't. I like the flexibility for 3 life

Yavimaya Hollow - Most useful but most expensive, protecting your creature from removal is what this deck needs.

Creatures are mostly preference, you have most of the good ones. Here are some others I think would fit nicely...

Elder Gargaroth - Will almost always be draw, but I love the utility

Inferno Titan - Removal

Kogla, the Titan Ape - Removal + Utility, although you only have 2 humans, Eternal Witness might be worth including, but thats personal preference

I couldn't suggest more than what's allowed by tappedout, but let me know what you think of each suggestion. If you want ideas for cuts, lmk

Profet93 on Xenagos Savageborn EDH

3 years ago

Without discussing creatures...

Ancient Tomb > Temple of false. Out of budget, not needed, but nice to have

Yavimaya Hollow - See above

Castle Garenbrig - Ramp

Dread Statuary - Manland used for drawspells

Raging Ravine - See above

Reliquary Tower - Utility

Skyshroud Claim - Ramp that provides tempo needed in Xenagos

Harmonize - Draw, not the best, not the worst. I like it personally

Green Sun's Zenith - Since many of your dragons are green, not needed but nice

If you listen to any suggestion of mine, this is it, hands down, most important card in a Xenagos deck.... Greater Good - It provides you with draw and a reward for when your big creatures inevitably get removed

Rancor - Nice but not needed, think with Selvala to add lots of mana, with a dork to get 6 power trample. Can even give to an opponent's creature for politics.

Beast Within - Removal

Berserk - Finisher with a huge beater, nice to use on opponent's creature/commanders as well. Never underestimate instant speed interaction (see above)

Deflecting Swat - Counter counterspells, redirect targetted removal, draw, extra turns, etc.... for free. Not needed but VERY nice to have. Bluffing interaction while tapped out!

Momentous Fall - Might not be the best, but has saved my ass countless times. You need a way to maintain card draw in Xenagos

Return of the Wildspeaker - See above

The Great Henge - Draw, ramp, lifegain for cheap

TallyDanish on Ultimate Golem Army

3 years ago

First of all, your curve is high so you need way more mana acceleration, especially early game.

I'd recommend replacing 2-5 cards with cheap ramp like Rampant Growth, Three Visits, Mind Stone, Cultivate, Kodama's Reach and maybe Skyclave Relic.

Here are some other suggestions:

Camaraderie instead of War Report

Forsaken Monument instead of Golem's Heart

Conjurer's Closet instead of Dragon Mask

Throne of Geth instead of Energy Chamber

Inspiring Call instead of Sporeback Troll

Cathars' Crusade instead of Chief of the Foundry

Trading Post instead of Daring Archaeologist

Loyal Guardian instead of Arcbound Overseer

Kuldotha Forgemaster instead of Arcbound Bruiser

Ancient Stone Idol instead of Pardic Wanderer

Return of the Wildspeaker instead of Compost

Ugin, the Ineffable instead of The Wanderer

Buried Ruin, Dread Statuary, Gavony Township, Tomb of the Spirit Dragon, Krosan Verge, Blighted Woodland, Canopy Vista, Scattered Groves, Castle Garenbrig, Bala Ged Recovery  Flip instead of basic lands.

Profet93 on Revel Up

3 years ago

SPACEgun

Heroic Intervention - Protection

Beast Within - Removal

Bonders' Enclave - Draw

Dread Statuary - Manland to be used as a fuel for a mass draw spell or blocker in a pinch

Turntimber, Serpentine Wood - Creature when you need it, land when you don't

The Great Henge - Draw, lifegain, ramp

Three Visits > Rampant growth

Green Sun's Zenith - Tutor

Harmonize - Not needed but nice to have, Xenagos decks struggle with card draw and this helps mitigate that weakness.

Eternal Witness - Recursion

Farhaven Elf/Wood Elves - Ramp T4 Xenagos

Kogla, the Titan Ape - Removal, utility with E-Wit and others

Shaman of Forgotten Ways - Ramp + Potential wincon

Elder Gargaroth - Really good, fav 5 drop beater in Xenagos hands down

DemMeowsephs on Teysa karlov Aristocrats

3 years ago

Hey there! As asked for on my page, I will most certainly do my best to give you as many suggestions as I can, though aristocrats is, again, not exactly my area of expertise. I hope this helps, and before I continue, I wish you the best of luck on your deck.

Let's start off with the lands/ramp. The lands seem pretty great choices for a budget deck, couldn't really have done it better myself, but there are a couple cards you may want to consider that you might have missed. Brightclimb Pathway  Flip is probably one of the biggest ones, and it is only around 2-3 bucks. It's very valuable to have a choice like that in the game, and neither would come in tapped which is super good. Salt Flats is also a great card, and while it comes in tapped, you can always rely on it for a good source of colored mana, or simply use the colorless part of its ability. It is also less than 50 cents, making it a great include for a budget deck. Blighted Fen might also contribute to the theme, but is absolutely unnecessary unless you like its ability. Now, we get into a whole set of cards that could be interesting to think about, though whether you think you should include them or not are entirely up to you. Teysa is all about sacrificing and having sac outlets, so what if you had lands that had the option to act as creatures? This would let you tap for mana, and have the option to sac a creature if you needed it! Here are some of the better ones you may want to consider:

Now you may not like most of those, but possibly even just having one or two of the better ones like Blinkmoth and Mishra might be pretty beneficial, as it's always good to have things to sac in the worst-case scenario. In addition to that, all of the cards above are less than a dollar if not a small bit more, meaning they could most likely work price wise. To wrap up all the land part, Crystal Vein is also something good to consider, giving you a turn extra in mana at the price of the land, as well as Field of Ruin, which is just a overall not bad card in general for harming your opponents.

Now, what about ramp? While your ramp looks pretty good, here are a couple sweet ones you may have missed: Dark Ritual!!! This guy is amazing, for one mana you can pretty much cast teysa turn 2 with another land out, or it can just give you a huge leg up in general! Certaintly worth considering. Talisman of Hierarchy is also a super cheap great card I would definitely recommend for the deck, and it will surely benefit you more than the Prismatic Lens, though having both is simply better. Commander's Sphere obviously isn't as good as arcane signet, but it is still pretty great due to the draw ability and is also definitely worth considering. Cabal Ritual is also great with teysa since you'll be sacrificing a lot. To top that all off, Knight of the White Orchid and Gift of Estates are pretty good and definitely worth looking into.

Altogether, for your mana base, there isn't anything too dire, it all looks pretty good, though there are certainly a few budget cards I mentioned there you should definitely consider. I'm now going to give some recommendations on some all-around good cards to include, and save the specifically aristocrats stuff for last. Swords to Plowshares is pretty cheap and yet an amazing staple in all decks, I would definitely consider that, especially since in your case you can play it on one of your own things to get extra triggers, while also gaining the life. Generous Gift is also an amazing removal card that I have in my best deck and it's pretty good too! Same as for swords, you even have the option to play it on yourself and get the elephant token that you can sacrifice again! Fumigate and Cleansing Nova are pretty cheap but good board wipes that I would definitely try including too, to top of all the removal. In black, Read the Bones, Sign in Blood, and Night's Whisper are pretty good for draw that you may want to think about.

Now sorry if this is a bit rushed, I am short on time, but you may want to think about some of the following cards, with graveyard recursion, tutors to graveyards, and good sac cards!

Profet93 on A bunch of crap that makes a Gruul deck

3 years 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

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