Savage Ventmaw

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Frontier Legal

Printings View all

Set Rarity
Dragons of Tarkir Uncommon

Combos Browse all

Savage Ventmaw

Creature — Dragon

Whenever Savage Ventmaw attacks, add to your mana pool. Until end of turn, this mana doesn't empty from your mana pool as steps and phases end.

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Savage Ventmaw Discussion

StigIt2me on Dragon of dreams

1 day ago

Interesting that you've taken Intet down a Dragon-deck path, instead of going with a more traditional dragon commander like Karrthus, Tyrant of Jund or Scion of the Ur-Dragon. I can see the benefit of using her to cheat your creatures out for just three mana.

There's a lot of potential here, but it all depends on how much money you're willing to invest to improve the deck. I have a couple of creatures to suggest that might improve your deck: Dragon Broodmother (she's pricey, though) and Savage Ventmaw. Ventmaw and Hellkite Charger have their own infinite combat combos, by the way. Ventmaw goes infinite with Aggravated Assault creating infinite mana in the process, and Hellkite Charger goes infinite with Sword of Feast and Famine while also producing infinite mana so long as you have at least 8 mana available through lands. If you object to using infinite combos, I appologize, but I want you to be aware that they exist. As for cards that can leave the deck, you only have 10 sorceries, so unless you really think you get a lot of value out of it, Hypersonic Dragon might not have a place here. I also don't see the purpose of Dack's Duplicate in the context of this deck.

Since you have so many dragons, you could also include some tribal stuff and some other banner effects that could help. Just to name a few, I know of Shared Animosity, Crucible of Fire, Sight of the Scalelords, and Door of Destinies. With the high number of creatures you have, you can also run Lurking Predators; that will make your opponents think twice before they cast spells.

There isn't much here to synergize with Intet herself so that she can be more consistent. To do so, we're looking for cards that can protect Intet and manipulate what she exiles off the top of the library. Unfortunately, doing this also requires some money... I'll give you the list and see what you think: Sensei's Divining Top, Sigiled Starfish, Soothsaying, Jace, Unraveler of Secrets, Saheeli Rai, Stormcaller of Keranos, Index, Brainstorm, Darksteel Plate, Whispersilk Cloak, and Clout of the Dominus.

I have a Karrthus Dragon Tribal deck of my own that you can refer to for inspiration. It's Thunder of Dragons. I'm also contstructing an Intet deck with a different strategy, which you can find with this link: Do Dragons Dream of Blazing Sheep?

vbfabled on Red/Green Beatdown

2 days ago

This reminds me of my first deck that I ever built from scratch! I even had a lot of these exact cards in it! Awesome color combo with a great playstyle. You, my friend, have picked a great starting point. Let's see how I can help...

I'll try to keep budget in mind for my suggestions, you probably aren't looking for a $200 competitive deck.

First off, Savage Ventmaw is an awesome casual-play card. Combos great with Aggravated Assault for infinite combat phases, if your playgroup is cool with those(mine had a soft ban on infinite combos.)

I'd replace Timber Gorge with Rugged Highlands if you can get your hands on some.

I may also replace Font of Fertility with some mana creatures. Llanowar Elves/Elvish Mystic and Zhur-Taa Druid would be good for this deck, I think.

Also, for your deck, I think Fires of Yavimaya would be more effective than Maze Rusher, but good idea adding something to give haste, that'll definitely come in handy.

You may want to run some stronger pump spells like Become Immense and Aspect of Hydra for late-game.

If you have a few extra bucks to spend on this deck, there's some really cool big hydras like Primordial Hydra, who you can pick up for a little over $5 as of right now, and Savageborn Hydra who is under $2.

Hope that helps! Definitely let me know how this deck turns out.

Izu_Korasu on draguns innit

4 days ago

Mirrorwing Dragon deters an opponent from targeting it, increasing the removal aimed at your other creatures. (and sees non-existant standard play)

Thunderbreak Regent adds its target=bolt ability to every dragon you control, luring your opponents to target it rather then your bigger more costly dragons .. and the damage stacks up fast (especially in a deck that wants to attack) (and saw heavy standard play, and id suggest atleast 2)

decks (reguardless of budget) tend to be greatly improved by multiple copies of the same card (even legendarys) for consistency.

Hellkite Charger is best when you can combo it with cards like Savage Ventmaw or Nature's Will to attack more then once, and just like with Flameblast Dragon (probably the first dragon i played) its ability comes at the cost of playing more dragons.

Destructor Dragon is interesting, but also for its cost almost any dragon is better, it dying will usually just be Naturalize and otherwise is a basic dragon.... Steel Hellkite is a bit more useful as it can hit multiple things (including creatures) multiple times but requires mana investment.

Sepulchral Primordial is still an odd choice as it only grabs an opponents creature, and without much removal and mainly creatures with evasion, its rarely going to hit anything of value ... maybe play Bladewing the Risen so you can revive your dragons instead.

also with the normal (non-dragonlord) versions of slimugar, kolighan etc their ability stacks for each dragon that attacks so Kolaghan, the Storm's Fury has the potential to haste in an double or triple the power of all your creatures.

JaysomeDecks on Henshin Xena-go-go baby

1 week ago

Xenagos adds +x/+x, equal to target creature's power, at the beginning of combat. If you have a second combat, he will do it again, using that creature's newly increased power. So, you take a 5/5, double it to 10/10, and swing. Take an extra combat phase, double it to 20/20, and swing again. That's 30 damage in one turn from a 5/5 and a second combat phase.

Extra Combat

Seize the Day is one of the best, as it has Flashback for . For 7 mana, you could even potentially cast it twice in one turn, swinging for 70 damage total.

Savage Beating costs 7 to use it properly, but that second combat phase, plus double strike, is well worth it. In a pinch, it can still be cast for just one of the abilities.

World at War has Rebound. Two turns of extra combat phases, or card, and no mana spent the second turn.

Fury of the Horde is either the best or the worst. No extra abilities, and a cost of 7, but the potential to cast it for free by removing two red cards from your hand can be game-changing. Still, I would advise testing this one more, if it even makes it past consideration.

Relentless Assault. 4 mana. Extra combat phase. Simple. Playable.

Scourge of the Throne puts the ability on a flying 5/5 creature, for free, so long as you're attacking the board leader. You likely won't get to use the ability more than once or twice per game, as you'll be doing a massive chunk of damage, but it's well worth it.

Hellkite Charger. Another extra combat ability on a body. Expensive, but still doable, and on a good flying body.

Untapping Lands

Now, the best way to ensure you can cast those extra combat cards or activate those abilities as quickly as possible, is the ability to untap your lands when you attack or deal damage.

Nature's Will is your best bet. It's a global enchantment, so you can have it sitting out just waiting to play a creature. If your swing connects, all your untap just waiting for you to take that second, usually lethal, combat phase.

Bear Umbra. Usually cast on the creature that is being doubled, as it grants protection and additional power/toughness. The downside is you usually have to wait I'll the turn after you've played the creature, but that's true about magic in general when you're casting big beasties. The upside, other than +2/+2 and Totem Armor, is that it untaps on the swing, so even if they have a chump to save them from that swing, you'll still be able to activate the next.

The Combo

Either of those untapping cards goes infinite with Aggravated Assault (which I see is already in your maybeboard), and with Hellkite Charger. Bear Umbra is the best here, as even if they can block, you can keep taking infinite combat phases. Since your creature gets bigger, it won't die, but unless your opponents guys are indestructible, they won't be able to withstand an infinite wave of blows. Worst case, there's one guy left at the table.

Honorable Mentions

Sword of Feast and Famine. This is an amazing card, and one of the few affordable swords available. It offers protection, and our ever-crucial untap ability. But, and this is a big one, it provides protection from green. This means whatever creature it's equipped to can't be targeted by Xenagos's ability. I'm not saying to rule it out altogether; the infinite combat phases it can provide still win without Xenagos. Also, you can always double a different creature. But, it's usefulness is deminished in this deck, so it may be worth omitting. It's a tough call I haven't even decided on for my deck yet.

Frontier Siege adds 2 mana at each of your main phases. It's not red, but it can help cast those extra combat spells in the second main. Also, it's solid ramp for the first turn too. It's worth a mention.

Vorrac Battlehorns. Cheap to play. Equips for . Gives Trample, and the inability to be blocked by multiple creatures, meaning most of the damage will make it through. A decent card to consider.

Godo, Bandit Warlord. Another iffy card. Free extra combat, but he only untaps himself for it. Swings for 6 the first time and 12 the second, for 18 total, which is below what other creatures can do, especially for 6cmc. But, the extra combat is free, meaning he swings for that 18 with no other cards but your commander. He also tutors an equipment into play, which is useful, even in a deck without many equipment, like yours. Another honorable mention, worth consideration.

Rancor. +2/0 is nothing to be trifled with in a Xenagos deck. This enchantment will add +4/+2 to whatever creature it enchants. But that's not what makes it good. Trample is amazing, and you should always be looking to give it to any creature that doesn't already have it in this deck. But that's not what makes it good. Why this card works is that, if the enchanted creature dies, and believe me people will save a Doom Blade for those charging 20/20s of yours, it comes right back to your hand, ready to drop right onto your next hasty monstrosity. And again, for only .

I know you already have this card in here, and it'll be the last one I mention, but I should point out that with these cards, your Savage Ventmaw now becomes a much more effective card, allowing you to cast your extra turn spells, and possibly even going infinite.

Ok, I know I've left you a book. I love Xenagos, and can get a little over-eager. I hope some of these suggestions are useful to you. Keep on swinging home, Xenagod

vbfabled on Saskia Beatdown

1 week ago

Gratuitous Violence is great for beatdowns

Also, I really like the combo of Aggravated Assault+Savage Ventmaw

Mokyhan on Dragoon Unbroken!

2 weeks ago

Hello there lads,

Thank you all for helping me improve my deck.

I read all comments and made few changes.

OUT : 2x Savage Knuckleblade , 2x Lightning Bolt , 1x Savage Ventmaw ,

IN : 1x Niv-Mizzet, the Firemind , x2 Draconic Roar , 1x Dragon Tempest

Now we will see how the deck perform and if it need more ramp I will get pair of bird and switch them with rattleclaws.

KrimsonWolf on Dragon Commander

2 weeks ago

I added Moltensteel Dragon and Skithiryx, the Blight Dragon which allow for an even faster win combo with less random fluctuation:

  1. any fast land + Sol Ring
  2. any fast "red" land + Dragon Tempest
  3. any fast land + Chromatic Lantern (this is why color didn't matter for the lands you played, except the 1 red) tap Chromatic Lantern immediately for Training Grounds
  4. any fast land + Scion of the Ur-Dragon + use 4 lands + Chromatic lantern for scion, this leaves 2 mana to activate Scion's ability twice thanks to Training Grounds reducing the cost. Since you cast Dragon Tempest you now have haste, so first transform into Moltensteel Dragon and sac 6 life to become +6/+0 then become Skithiryx, the Blight Dragon to add infect...10 infect damage, game over. If they happen to block you can revert to the Hellkite Charger Savage Ventmaw combo for infinite attacks, and bring your dragons back from the grave, or use Utvara Hellkite to produce tokens.

Saltblast on Karrthus Dragons EDH

2 weeks ago

Thanks for your suggestions, Firebones675. I think that all of the cards you suggested besides Scourge of Valkas could be incorporated into the deck. The reason I exclude Scourge of Valkas is due to the fact that my local meta is very control oriented and I do not end up having a lot of dragons out at any given time, which would make Scourge of Valkas a dead draw.

Thank you for your suggestions, Alasdair89. I think that on its own Utvara Hellkite could be in the deck, but I do not like Dragon Tempest for the same reason I do not like Scourge of Valkas. That reason being that I will not have a lot of dragons out at any given time to justify those cards due to the heavy usage of control decks in my local meta. And how could I forget about Savage Ventmaw?

Thank you for your suggestions, pickelchu. I think that Dubious Challenge would synergize nicely with Karrthus, Tyrant of Jund. I also do not know of any other extra combat phase cards in Jund besides Hellkite Charger, but I know that there's more.

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