Permanents you control gain hexproof and indestructible until end of turn.
|Want (6)||DoctorScarf , vinedrai , emad , VioVoid , Jacob20477 , weyenbergc|
Printings View all
|Core Set 2021 (M21)||Rare|
|Aether Revolt (AER)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Heroic Intervention Discussion
13 hours ago
Heroic Intervention - Protection
Song of the Dryads - Removal, works well with LD effects
Also, I agree with the above user regarding hall of gemstone, without a shadow of a doubt. Probably more important than either of my 2 suggestions.
14 hours ago
This deck is pretty low to the ground for Xenagos, good job.
Yavimaya Hollow - Protection
Ancient Tomb > Temple of False
Bonders' Enclave > Sanctum of Eternity - Is the reason it's in your deck to prevent opponents from removing Xenagos during your turn prior to combat? I don't see the use of it in this deck. Perhaps I'm missing something.
Turntimber, Serpentine Wood > Forest - The additional utility it provides late game is key for when you're topdecking/out of gas
Raging Ravine - Manland that can be used as a creature to place a draw effect under late game
Dread Statuary - See above - Or not given your dorks and you want to limit colorless mana?
Myriad Landscape - Ramp - Same issue as above?
Skullclamp - Not 100% sold on it, but I think it could work here given your dorks which can be used as draw for late game, or helps you draw cards when your beaters die.
Berserk - Malignus says hi! Also, works on opposing creatures too. If opponent A attacks opponent B, you can kill their creature and deal extra damage to opponent B. Although I like using it on my beaters or Selvala heart of the wilds for extra ramp.
Deflecting Swat - Counter counterspells, redirect targeted removal(biggest issue in Xenagos so you don't get 2 for 1ed), targeted draw/extra turns, abilities, etc... Too much utility and for free.
Heroic Intervention - Protection for beaters
Life's Legacy - Draw
Harmonize - Draw
Green Sun's Zenith - Tutor for the beater you need to the battlefield
I count 5 sources of draw in this deck, 2 of which are unimpactful, 1 of which is unreliable, the other 2 are good. Do you often find yourself running out of gas quickly especially given your lower CMC?
You run embercleave but no Godo, Bandit Warlord???
22 hours ago
Hey man! so far I really dig your list and it's already looking pretty good. Some suggestions I`d make are:
Adding more low CMC creatures who can sac themselves especially activated for no mana cost are good with Meren to get experience counters faster without needing a sac outlet. Especially Dawntreader Elk and Diligent Farmhand are more optimal than Yavimaya Elder or Viridian Emissary. Other options are Blood Pet or Apprentice Necromancer.
I see you're running the Mike + Trike combo, so I'd add some protection like Sylvan Safekeeper, Heroic Intervention or Veil of Summer to prevent interuption. If you're going for a more controlly attempt I'd further more add some instant speed interaction like Krosan Grip, Beast Within or Assassin's Trophy.
All in all I'd try to lower the average cmc a bit, by cutting some of the high cost cards like Butcher of Malakir to speed up overall game play.
Good luck and stay safe!
3 days ago
So, there are several things you have misunderstood when looking at this deck, as it's one I have played and tweaked for the better part of a decade now and am very happy with it's current state. Firstly, the danger of Xenagos really kicks in when you can actually pressure an opponent, so it's best to stick with either trample or flying creatures exclusively, with the few exceptions of those that will really buff and support you such as Birds of Paradise and Oracle of Mul Daya. I chose to go with flyers, the best of which are largely dragons, because people generally do not have many fliers and are not prepared to deal with the power and pressure of many massive fliers suddenly appearing and swinging at them. As for the rest of the suggestions you have, and the part you misunderstood with him, is that you're focused on making more of a midgame and a recovery so you don't falter due to lack of cards. However, Xenagos doesn't really care of need that. Xenagos needs to get to 5 mana and get a single dragon out. One dragon. Then you are immediately swinging for at least 10 if not more, and every dragon has abilities and triggers that further pressures your opponent(s).
Greater Good is a fantastic card, but there are very few times that you want to be sacrificing your creatures since you will always be a massive target since Xenagos is always a threat. The same goes for Life's Legacy and Momentous Fall.
The problem with cards such as Return of the Wildspeaker, Harmonize, and Bonders' Enclave is that they take up most of your turn to draw cards. I have found that as a true gruul deck you don't want to let off the pressure on your opponents. You very rarely need more than a few dragons over the course of the game as Xenagos puts so much pressure on through doubling them and haste that losing an entire turn to draw more cards is a waste. I make an exception for Rishkar's Expertise because it does still allow us to drop a card and keep the momentum going.
Elder Gargaroth is indeed a good card, but it runs into the problem that it's effects aren't good enough for the deck. He is focused on the additional utility abilities, being lifegain, token generation, and drawing a card, which in any other deck are fantastic abilities. But here he doesn't put pressure onto your opponents the way cards such as Terror of the Peaks does. Everything about Xenagos is speed and pressure. You also run into the issue of him dying. With most opponents fielding very few flying and reach creatures when compared with the number of them in this deck, you rarely need to worry about your dragons dying. Every turn your board keeps building and the dragons have such destructive abilities (see Balefire Dragon for an example of such) that they have trouble keeping a strong board presence and fighting back. But all they need is one small deathtoucher, or any pump spell on one of their ground creatures and they stop your momentum. However, they will rarely have enough fliers to do that. That's a big part of the reason why we run so many dragons. Direct damage to your oppoenent, destructive effects to their boardstate (ex. Tyrant's Familiar), and constant psychological pressure and panic setting in. This is the way of the gruul.
Lifeblood Hydra is too slow. You need at least 8 mana to make him even a little viable, which is too much and too slow. My 8 drops are either extremely powerful, Utvara Hellkite for example, or i'm dropping a 6 drop and holding up a Heroic Intervention or something of that sort.
The Great Henge is also a great card, but again it's too slow.
Berserk is okay, but I prefer my creatures staying alive and pressuring on further turns.
Kessig Wolf Run Honestly just not good enough. The trample is largely unnecessary, and it eats up a minimum of 3 mana to have any effect, mana that can better be spent elsewhere.
Rancor Not good enough
Deflecting Swat Amazing card, but very rarely are cards single targeted any more, at least in my meta. Board wipes are more common.
Ilharg, the Raze-Boar Rather than this, I can just have another dragon which would do much more for my deck.
Sensei's Divining Top Another amazing card, but it just doesn't do enough in this deck.
Now, regarding the high CMC of the deck, of course it's going to be high. We're rushing out to 6 mana and then aggroing out from there. This deck doesn't look to play tempo with a whole bunch of smaller cards being played and set up. That takes too long and allows midrange and late game decks to set up too much. This deck is trying to ramp out and attack.
Finally, I have no idea which creatures you are viewing as subpar. The creatures in this deck are exclusively either flying to attack and pressure my opponents, or ramp/dorks to accelerate the deck, or protection in the form of Archetype of Endurance. If you would be willing to expound on that statement i'm curious to hear your opinion on which creatures could be better utilized.
I will say this, all of those suggestions are great and i'm always really happy to hear and see other people's thoughts on improving things. Other than Berserk and Ilharg, the Raze-Boar I have actually run every single one of those cards in this deck at one point or another. However, though many years and a lot of experience with him, this build is what I have found to be the most powerful and reliable one.
4 days ago
5 days ago
Thank you man. Honestly, I'm leaning into a heavy Heroic Intervention Shatter the Sky combo. As it's cheaper to pull off to one side the board. At six mana it's very doable. Radha, Heart of Keld is another option. As it takes lands off the top or "spells" for that matter. It's pretty easy to cut cards for this to have singelton DFC's and possibly another copy of Nylea's. Valakut Exploration would send this over the top also. As you can use the Mystic Sanctuary with Dryad and that, stacking the triggers Valakut then Sanctuary, Sanctuary returns a spell to top, Valakut Exiles it to play, then put it back in the graveyard if you don't play it, just 3 colors. Ugh. It's going to take some very precise math. I know Dryad allows to tap for red, I just don't want to have dead cards in hand if I don't have it.
1 week ago
Heroic Intervention would also be a fine card to do this with. Use your Fae and hold up 2 mana for it, pass the turn, use it if you need, then drop Ugin
1 week ago
I could see cutting a couple of top end, cmc wise, cards to run a little more interaction. But that's just my tastes most likely.