|Commander / EDH||Legal|
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Artifact — Equipment
Whenever equipped creature attacks, it deals damage equal to its power to defending player.
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Mage Slayer Discussion
2 weeks ago
I have always liked warewolves but never had much luck with them. Hopefully you have a better time than I did. Draw well!!
1 month ago
So, Xenagod loves extra combat steps. Simply loves them. Since his ability triggers at the beginning of combat, any extra combats you take let him trigger an additional time that turn. And since he essentially doubles a creatures power, that second combat time you're striking for 4x the damage. Combined with the first combat step, you're hitting for a whopping 6x damage with a creature that turn.
World at War is one of the best, as it has rebound, giving you two turns in a row of double combat steps for just one card. Seize the Day probably takes second slot, as flashback again doubles its utility. Savage Beating can be expensive, but is also well worth it. A 5/5, doubled to 10/10 with Xenagod, swings for 20 with double strike, then gets doubled again and swings for 40 in the second attack. That's 60 damage in one turn off a 5/5.
Also, I would look into adding a Mage Slayer. Damage is when you attack, so after your commander ability triggers. It essentially doubles the damage you deal, but the first half of it is direct, and can't be blocked or interfered with.
1 month ago
Not sure if you are still working on this but going to suggest stuff in case. Most of these will abuse the fact that you are playing high power/toughness creatures.
Mayael's Aria, Mighty Emergence, Sacellum Godspeaker, Spellbreaker Behemoth, Mage Slayer, Xenagos, God of Revels, AEther Rift, Angelic Chorus, Cream of the Crop, Defense of the Heart, Electropotence, Elemental Bond, Lurking Predators, Porphyry Nodes, Proper Burial, Warstorm Surge, Wild Pair
1 month ago
Mage Slayer doubles up on your commander's ability.
1 month ago
My anticipated win conditions for this deck are
1) Powerful creatures such as Scute Mob and Undergrowth Champion, which can potentially win by themselves but with either Temur Battle Rage and/or Mage Slayer should be sufficient2) Board control/ tokens with Avenger of Zendikar, Dragonmaster Outcast, Omnath, Locus of Rage and Rampaging Baloths
I do have a decent amount of ramp and can proc landfall several times. I also have removals but want to hear what can be improved.Suggestions?
2 months ago
What about Mage Slayer for extra damage after Xenagos has pumped your creature? ;)
3 months ago
Man, there's a lot here. Personally I would take out about 3-4 lands. 42 seems a bit much, you really don't wanna be flooded.
In my deck Xenagos, the Chubby Chaser, I use big creatures to get the most out of Xenagos while stopping my opponents dead in their tracks with cards like Price of Glory, City of Solitude, Urabrask the Hidden and Vorinclex, Voice of Hunger, heck you could really use a card like Winter Orb after a huge creature is out.
Removal I use around 8-10 sources. Chandra's Ignition and Blasphemous Act are the best in red. Your spot removal is pretty spot on ;p except maybe use Reclamation Sage or Bane of Progress instead of the caterpillar.
For cuts I would cut out Fires of Yavimaya and your haste sources because if you play a dude Xenagos will give it haste. Seems redundant. Chandra because she does little for you because if your dudes are huge and have trample it doesn't matter if their creatures block. you could play Garruk, Caller of Beasts. Curse of Predation when you could play Berserk. Avenger of Zendikar seems too slow here, to me Xenagos and tokens really don't mix. Desolation Twin seems too expensive for this deck for giving you two 10/10s with no abilities. Burn from Within doesn't do enough to me to just kill one creature.
Coming in I would definitely put in Oracle of Mul Daya, Ruric Thar, the Unbowed, Strionic Resonator, Mage Slayer, Scourge of the Throne, Dragonlord Atarka, Savage Beating, Aggravated Assault, Nylea, God of the Hunt, Greater Good, Thunderfoot Baloth, Blood Moon, Kalonian Hydra seems good.
Overall, good deck. R/G is fairly easy to build. Finally, don't let somebody tell you that the deck you worked hard to build is a fail. Let them give you pointers and suggestions but you do whatever the hell you wanna do. Control is a hard archaetype to play, it takes timing and it always draws some hate (trust me I know). If you didn't like it that's fine, but don't let other people take the control player out of you. If they don't like it, tell them to board cards in that deal with it. That's their issue not yours. Good luck and above all else have fun!