Please login to comment
As a fellow Xenagos player myself, I have a couple ideas I would love to discuss with you...
- You're average CMC is pretty high, even for a xenagos deck. You need to lower it to be able to pressure the table effectively. I would cut these to lower the CMC a bit....
To add back more creatures for synergy, Shaman of Forgotten Ways, Somberwald Sage are both really good.Springbloom Druid along with Wood Elves, Farhaven Elf and Sakura-Tribe Elder can help bring you closer to a Turn 3-4 Xenagos which is what we need.
Land base is solid. There are a few tweaks you can make for utility but not needed. Let me know if you are interested in them.
Ramp - Our goal is a T3-4 Xenagos. Ramp at 4 CMC does little, trust me on this as I have playtested it extensively.
Tempt with Discovery and Triumph of the Hordes - Tempt is bad because you give opponents options, barely ramps you, and there are no good utility lands in the deck, even with my potential additions, this card is bad in this deck. Moreover, opponents usually tutor for strip mine if they are smart. Triumph is better in decks that go wide. By playing 6+ mana for a beater, you rarely will have another 4 mana to play this the same turn. Right now, you're playing a beater, hope it survives on your turn, survives on opponents turns, then doesn't get removed in response to cast of Triumph.
Draw! - You have about 8ish draw sources, you need more. The biggest issue with Xenagos is 2 for 1s, where you try to cast a draw spell and they remove your creature that the draw spell was targetting in response, thereby putting you down 2 cards for their 1.
Beast Whisperer, Harmonize, Lifeblood Hydra (really fun with Berserk, which ironically, is also fun with malignus), Lifecrafter's Bestiary, Life's Legacy (beware of blue player, sac as additional cost to cast, but because it only costs 2, can be used same turn as beater if you ramped prior), Momentous Fall (in response to removal, also beware of blue), Skullclamp (not the best in your build but still worth considering. I run more 1 toughness creatures so its easier to make it work.....and
Greater Good - BEST CARD FOR XENAGOS. Used in response to removal or just whenever. Play a fatty, Xenagos buffs it, swing, sac it, draw a bunch. Profit. Win. GG
Lastly, the red card that came out recently that lets you change the target of a spell if you control you commander, I can't remember the name but that card is great in Xenagos as you can redirect their spot removal, targetted draw, targetted extra turns, and counters counterspells. Works on abilities too (I think?)
I'm still in the process of tweaking my list in general, and adding the new cards that came/coming out.
May 26, 2020 1:28 a.m.
EDIT: Commented on the wrong deck
All of these are good potential additions. Looking forward to what you do!
May 22, 2020 2:58 p.m. Edited.
I should add the having the fetchland allows you to instant speed bring in witches cottage from your deck which might be useful. But you're right, the fetch isn't needed.
Maybe cut volrath's stronghold for nesting grounds? Both fit in land slot, nesting has more overall synergy,p articularlly with netherborn altar.
Maybe cut culling the weak and/or imp's mischief? Culling has been hit or miss when you use it. Its nice for the late end as a ritual when you have an established boardstate, and can ramp you into Yawgmoth quickly, but I've never liked it personally. Imp's mischief is so amazing, but a bit situational?
May 14, 2020 8:03 p.m.
So what have you considered removing to add in the new cards from your sideboard?
Maybe add a fetchland in place of a swamp? That way you can have fun top deck manipulation (should you decide to put in top, blasphemey)
May 14, 2020 4:34 p.m.
Phyrexian Reclamation or volrath's stronghold. Phyrexian Rec hasnt been been too impactful in the games I've seen it played. Even more so for stronghold. I like phy rec because it's repeatable you dont care about your life total anyways. I dont like how stronghold doesnt give you colored mana and takes up your next draw. I remember 2 games in particular it hurt you, although I can't compare that to how many games that helped you.
Cutting a land does suck, but I remember at one point you did run 32 lands. Perhaps 33 could be a sweet spot?
May 14, 2020 2:53 p.m.
Friendssirbar — greyninja — enpc — Dredgar — Ryoukai — VenumBlade — natedawgg3432 — r3d9292 — BudgetMTGDecks — KillDatBUG — Epochalyptik — Mordamen — adx213 — Daedalus19876 — Kamerot — gothrek — aselbst — pmansmoney — Newgeneric — hamiam
Commander / EDH*
SCORE: 48 | 43 COMMENTS | 6305 VIEWS | IN 6 FOLDERS
Commander / EDH
SCORE: 16 | 22 COMMENTS | 1756 VIEWS | IN 1 FOLDER
Commander / EDH*
SCORE: 15 | 6 COMMENTS | 512 VIEWS | IN 1 FOLDER
Commander / EDH*
SCORE: 20 | 27 COMMENTS | 1288 VIEWS | IN 3 FOLDERS
Commander / EDH*
SCORE: 27 | 18 COMMENTS | 1341 VIEWS | IN 3 FOLDERS
|Playing since||Magic 2013|
|Avg. deck rating||13.00|
|Favorite formats||Commander / EDH|
|Suppressed formats||Standard, Legacy, Pre-release, MTGO, Heirloom, Vintage, Archenemy, Planechase, Vanguard, Modern, Pauper, Noble, Casual, Hero, Block Constructed, Limited, Tiny Leaders, Magic Duels, Penny Dreadful, Frontier, Leviathan, Brawl, Arena, Oathbreaker, Oldschool 93/94, Pioneer|
|Good Card Suggestions||496|
|Last activity||7 hours|