Price of Glory
Whenever a player taps a land for mana, if it's not that player's turn, destroy that land.
|Want (2)||deathwish481 , h3ad5hOtz|
Printings View all
Combos Browse all
|Commander / EDH||Legal|
Price of Glory occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Price of Glory Discussion
1 day ago
2 weeks ago
Sweet brew! I really like the idea of Chandra tribal. Not sure if these suggestions will gel with the deck but they crossed my mind while looking at your list: Sunbird's Invocation to help speed up board state and casting things, Tectonic Instability and Price of Glory for some additional land hate, and any of the double-damagers Gratuitous Violence, Dictate of the Twin Gods, or Furnace of Rath.
How do you find the deck to play against other decks?
3 weeks ago
Price of Glory would encourage people to play out on their turns
3 weeks ago
Dolphin_Jesus - Love the name
I play Xenagos but not with an MLD package. You have a low land count and a relatively high AVG cmc. If you're going to be wiping landbases and opponents wiping your creatures, you will not be left in an advantageous position. Why not add more artifact ramp such as Mana Crypt, Sol Ring, Talisman of Impulse, and The Great Henge? These will ramp you and will help you break parity.
Alternatively, you can run Collector Ouphe instead to shut down opposing artifacts as blue mages (as well as white, red and black players) will almost always be using artifacts to ramp and the small anti-synergy is worth it IMO should you choose to go that route. City of Solitude might be worth considering over or in addition to Price of Glory.
You are trying to make deals but in my meta, if you play MLD, people will target you. There's nothing wrong with MLD, but most people don't like losing their lands so I'm curious how/if you have actually been able to politic your way out of a situation, unless the combo player is gonna win. '
Survival of the Fittest/Fauna Shaman might be worth considering with all your creatures. Not to mention the synergy with Anger and Eternal Witness. A Genesis might be worth considering should you go that route.
My honest opinion is that this deck lacks enough card draw, lands and meaningful ramp to be able to compete in a semi-competitive meta (no idea what your meta is like, but this wouldn't hold up in mine). You only run 6 pieces of ramp that allow you to get Xenagos out earlier.
Rishkar's Expertise - Similar to above but with added benefit of not losing tempo
Greater Good - The most powerful card in a Xenagos deck. If you listen to anything I say, this is it.
Beast Within - Good old instant speed permanent removal
Decimate - 4 for 1, amazing value
Voracious Hydra - Beater and removal in one
Dosan the Falling Leaf - Anti blue, anti spot removal if blue is a thorn in your side
Bolt Bend - Redirect removal, counter counterspells, redirect some draw as well as some extra turns. Very useful for 1
If you would like ideas for cuts or want to discuss strategy
1 month ago
Hey man, this is a really tight list! My suggestions are going to seem half-hearted, because there isn't a lot I would change here. All the key pieces I was looking for are already here. Well done.
I really like Torbran as a pressure and efficient boardwipe commander, so I'm glad to see both of those elements here.
Here's some cards to consider:
Immolation Shaman is another pressure card you're missing.
Satyr Firedancer is some cool tech with direct burn spells, plus the +2 damage from Torbran stacks!
Shadowspear from the upcoming set might be awesome in here. You can target stuff and they lose indestructible. Huge.
Drakuseth, Maw of Flames is a great finisher, with Torbran he's actually dealing 9, 6, 5, and 5.
Let's talk about card advantage. If you add ANY of the cards I suggest, please let it be these.
Cavalier of Flame is a good self wheel/later damage, as well as Khorvath's Fury . Reforge the Soul is just a solid wheel and budget Wheel of Fortune. These plus the wheels/looting you already have go great with Glint-Horn Buccaneer , who's also solid on his own. Humble Defector is my second favorite magic card, and is a great political card or just combos with Homeward Path , which you already have. Tome of Legends has been finding it's way into most of my decks with low cost commanders, if you attack with Torbran you should consider it. Ignite the Future is basically Red's harmonize, and I suggest it for any red deck without blue. And since you're in one color, Endless Atlas is a solid draw engine. Finally, Light Up the Stage is an okayish little draw spell you might consider.
Here's some cards I'm not convinced by and you might consider cutting for my other suggestions.
Chandra, Awakened Inferno Emblems don't have a color, so Torbran doesn't affect then. Yeah she can wipe the board, but you can more easily do that for 1 mana instead of 6.
Electrodominance under-preformed in Neheb.
Sundering Stroke I think is too expensive for what it does. It's hard to get 7 red without Neheb out.
By Force unless you really have to deal with artifacts every game. Add draw to get to the other removal you have faster.
Price of Glory under-preformed in Neheb, people just hold up mana rocks.
Urabrask the Hidden Haste at 5cmc is way too late. Replace with Cavalier if you really think you need it, or anything else.
Thran Dynamo this deck is hungry for red mana. I'd suggest finding a mana rock that gives red. Arcane signet maybe?
Magebane Armor is cool, but most of your sweepers don't kill your important creatures.
That's all I got for cuts, again. tight list man. Love it.
1 month ago
Profet93 Lot of interesting suggestions.
I was running Beast Whisperer and Harmonize for a while, but in my experience they seem just a tad low impact for my tastes. Don't get me wrong, Beast Whisperer is an awesome card and I run it in other decks, but in Xenagos I'm typically only casting one or two creatures for a few turns unless I'm about to win the game, and every time I've drawn BW it's basically been something I've not wanted to play since I could just play another big threat or use another, more impactful draw effect like Greater Good
I hadn't actually thought of cards like Dread Statuary and Raging Ravine . It seems like an interesting idea to turn a land into a creature after a board wipe and using it to swing or sacrifice it to draw into another big threat. That's a very interesting idea and I'll definitely be looking into it.
Never seen Bolt Bend before, but it looks really sweet. Definitely going to get around to picking one of those up and playing around with it.
I do like the anti-control cards you mentioned, but I feel like they may be straying just a tad too far from the main game plan. I look at my core strategies which are going tall, giving evasion and enhancing combat, and I end up having to be really picky when it comes to adding too many cards that punish control players rather than synergizing with the core strategies. However, those are some very good cards and I'll definitely keep them in mind if I start having major issues with disruption and counter magic.
Once I have a better feel for what the deck's main struggles are in my meta (Since I made a lot of Christmas upgrades and I'm gonna have to play with the deck some more since like 10+ cards are new) I'll be able to give a better idea. Basically anything that stops my creatures from attacking (One of my friends has a Sram deck that once put "This creature can't attack" auras on all of my creatures, and it was tough to get rid of all of them and lower the shields, and stuff like Maze of Ith will always be annoying) is bad, which is why I put in things like Warstorm Surge for some added reach to at least have an optionn to win outside of combat sometimes.
1 month ago
I'm glad you liked the suggestions, be sure to let me know what you think of each one from the previous post and this one so I can get an idea of what you want to do with the deck.
With regards to interaction and blue, you should consider the following...
Bolt Bend - For all the reasons I listed above
City of Solitude - Anti blue, anti interaction on your turn
Dosan the Falling Leaf - See above
Price of Glory - Anti interaction and makes them think twice. While most removal is cheap and they can use artifacts, this is still something think about.
All 4 cards deter/prevent interaction on your turn to ensure your draw spells remain unscathed
1 month ago
cyber_shorty +1 for the name alone, LOL.
Arch of Orazca - Re-useable late game card draw
Commune with Lava - See above
Endless Atlas - Repeatable card draw, comes down early.
Hedron Archive - Ramp and card draw in one
Humble Defector - Card draw and politics
Ignite the Future - Card draw that can be re-used
Light Up the Stage - Similar to above
Mind's Eye - Repeatable card draw
Solemn Simulacrum - Ramp and card draw in one
Tome of Legends - Repeatable card draw
Magus of the Wheel - Wheel
Outpost Siege - Draw
Stranglehold - Stops tutors, fetches, land fetching, etc... very powerful
Crystal Chimes - With so many enchantments, this can't hurt.
Sunbird's Invocation - If they let this resolve and stick, its hard not to win if you build your deck correctly
Chandra, Torch of Defiance - Removal, card draw, ramp and wincon all in 1
Better equipment honestly. Like sword of feast and famine, fire and ice, etc...
I know the deck is low to the ground but understand that card draw is what you desperately need in red. Because as of now, you lack any real means of car draw. I understand the aggro part of Mono red, but this deck isn't nearly fast enough for you to get a quick win and therefore need to consider other options that help maintain gas into the mid-late game. For a voltron deck, you need to protect your commander. Equipments and auras can help, but they can (and wise opponents will always) hold up removal in response to auras or equipment. Price of Glory will make them think twice. Other potential options can be Bolt Bend and Shunt . They redirect removal and counter counterspells. Very important for a voltron deck.