Hideaway (This land enters the battlefield tapped. When it does, look at the top four cards of your library, exile one face down, then put the rest on the bottom of your library.)
: Add to your mana pool.
, : You may play the exiled card without paying its mana cost if an opponent was dealt 7 or more damage this turn.
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Spinerock Knoll Discussion
2 weeks ago
In my deck I'll Be Taking That the land Sulfur Falls is showing up as a land that always enters tapped in the land mana pie chart on the right. While some lands that do always enter tapped, such as Myriad Landscape, Spinerock Knoll, Temple of Deceit, Temple of Epiphany , Temple of Malice are not showing up in that part of the pie chart.
2 months ago
Let me start by saying that I think you have a great theme and you've done a great job of sticking to your theme elements.After going over your list, here's the recommendations that I think might help you.
Cards to take out (to get down to 100):
Golem Foundry is just a weak card. It is kinda nice getting a golem token for casting 3 artifacts, but I've never been happy playing that card. It always ends up feeling like a waste of board space.
Metalwork Colossus is really nice, but with all of the vehicles and other creatures, it seems kinda mana intensive and you're not really working on a sacrificing artifact theme.
Blinkmoth Urn is symetrical, meaning it helps you opponents as much as it helps you. Yes, you may have more artifacts than them, but do you really want to give your opponents free mana? And they get that free mana before you do.
Darksteel Juggernaut is a great card in a draft, or in another deck where you're primarily focused on attacking each turn. But the requirement of attacking each turn makes this card feel like it doesn't fit.
Sram's Expertise is cute, and I understand why it is in the deck but a few 1/1 tokens seems kinda weak for this deck.
Chief of the Foundry helps out the vehicles, but not the dwarves.
Those initial cuts gets you down to the 100 cards for Commander. Now to make the deck a bit stonger.
These changes might help make your deck more resilient againt various opponents. Obviously, you'll need to temper these recommendations with your collection, budget, and local metagame.
I'll start with lands. Nine (9) out, Nine (9) in.
Spinerock Knoll, Better in a combo deck.
Shinka, the Bloodsoaked Keep, Not enough legends
Wind-Scarred Crag, Boros Guildgate, and Stone Quarry come into play tapped. You have too many lands that come into play tapped and it slows you down.
Drifting Meadow, Forgotten Cave, Secluded Steppe, Smoldering Crater, the cycle lands are nice in a deck with lots of graveyard recursion or when you're focused on cycling cards. But you're deck isn't set up for those things and these are just more lands that enter the battlefield tapped and slow you down.
Kabira Crossroads for it. The 2 life usually isn't enough in Commander games to make a big different.
Sejiri Steppe is something to consider. And the Boros Garrison makes it better.
Move the Rugged Prairie and Sacred Foundry to the mainboard from your maybe board.
Don't ignore the plain old basic lands. Even if you just use a couple of each. You never know when an opponet will play a "Every seach for a basic land" card and you're left out of the party.
I would also consider Holdout Settlement and Springleaf Drum to help take advantage of Depala, Pilot Exemplar's ability to load your hand with creatures and vehicles. Remember that you can tap a creature with summoning sickness to activate the Settlement or the Drum since you aren't activating the creature's ability.
Lightning Greaves is a tough card to consider. Yes, it is a great card. But does it really help that much? You aren't themed around equipment. I would drop in in favor of something that helps more often.
One-shot effects like Built to Last and Built to Smash are not really good in a multiplayer game.
I hope these suggestions help give you some ideas. Let me know what you think. Feel free to look over my decks and let me know what you think of the suggestions.
2 months ago
I like where you are going with this deck. Samut is the new legendary that interests me the most.
Since your average CMC is so high with the big stompy creatures, you may want more ways to "cheat" mana costs. Mosswort Bridge and Spinerock Knoll are easy to activate. the new Champion of Rhonas and Elvish Piper are also great at cheating creatures into play.
2 months ago
People have already done a fine job of suggesting creatures (personally, I run all value-driven dudes in Gruul), so I'll reccomend some lands instead. Skarrg, the Rage Pits is essentially a free spell to grant trample, and Rogue's Passage likewise can get your guys through; ordinarily, I'm not too big on the card, but it could do some work here. Spinerock Knoll should be easy to trigger (heck- it doesn't even have to be you doing the damage), and Yavimaya Hollow is an oft-overlooked means of saving a key fatty. Being only two colors, and having access to great ramp like Skyshroud Claim, Hunting Wilds, and Ranger's Path you could cut some of your lesser dual lands for basics; and by increasing your mountain count can run Valakut, the Molten Pinnacle (kills an opponent with Boundless Realms). Lastly, as you run some fat-astic monsters, a Homeward Path is a reasonable concession to the blue decks running about. Cheers and God bless. -McDeity
3 months ago
3 months ago
Very nice Dragon take on Xenagos :)
A couple suggestions:
Selvala's Stampede would be absolutely nuts in this deck, spitting out dragons all over the place
Lifecrafter's Bestiary helps you scry for what you need and then gives you a little extra cheap card draw.
Dragon Broodmother helps you where Xenagos can be vulnerable, having blockers. It's a 1/1 dragon on your opponents' upkeeps as well as your own. Later you can sac them for a huge dragon.
For cuts: Yisan is very powerful but not so much in this deck. He would take too long to ramp up to enough verse counters. Your extra haste enablers, Fires of Yavimaya and Hammer of Purphoros are unnecessary. I may keep Dragon Tempest though because of the damage it deals.
Check out my deck: Xenagos: Zookeeper God Less Dragon focused but may still have some inspirations.
3 months ago
Yesterday I would have said that Arid Mesa was far too much. But since the enemy fetches are being printed in MM17, who knows...
Reflecting Pool is something I'll consider :)
Needle Spires has actually, astonishingly, won me games before. Turns out that in the late game, if all of my creatures have been lost, a land that can carry a sword with double strike is better than you'd think, haha. Plus my GF gave me my foily copy as a gift, so I'm partial to it ;)
Kor Haven is a good idea, I'll have to add that. And I think you're right that the hideaways can be pretty slow. Spinerock Knoll has pulled its weight, but I think you're right that Windbrisk Heights needs to be cut :(
Thanks, that's a lot of help! Haha.
4 months ago
Dark Confidant can be a pain, but less often then you would guess.
37% is a 0-drop (Better than a Phyrexian Arena
9% is a 1-drop (Same as a Phyrexian Arena
46% of the time you'll be better than or same.
Only 16% will be CMC 6 or greater, although, in Duel Commander with Sensei's Divining Top on the banlist, It's not as valuable as mtgcommander.net rules.
I play both Dark Confidant and Phyrexian Arena. I've considered Necropotence but the is tougher in my build, I'm heavy . The speed benefit of the Dark Confidant outweighs his potential damage offset, I've found anyway.
Serra Ascendant won't be good in a Duel Commander format.
I gave up on Slayers' Stronghold, the CMC 3 ( and itself) is just too much, never found it useful. Hanweir Battlements has been more effective for me. I also don't like waiting for lands like Spinerock Knoll or Windbrisk Heights, too slow.
Flickering Ward would be a better protection card, and it can be used on other situational creatures with ETB's as well to double the benefit if they have to be returned.