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Format | Legality |
1v1 Commander | Legal |
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Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
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Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Vanguard | Legal |
Vintage | Legal |
Rules Q&A
Elder Gargaroth
Creature — Beast
Vigilance, reach, trample
Whenever Elder Gargaroth attacks or blocks, choose one —
- Create a 3/3 green Beast creature token.
- You gain 3 life.
- Draw a card.
Headers13 on Power and Poison
10 months ago
Profet93 on King Stranger, Make Me Strong! *PRIMER*
10 months ago
First and foremost, I enjoyed reading your description. Do Note that Sword of Feast and Famine means your commander cannot target it to increase it's stats due to the "pro green."
Greater Good - THE MOST IMPORTANT CARD IN XENAGOS, HANDS DOWN. IF YOU LISTEN TO ANYTHING, THIS IS THE ONE SUGGESTION. Used in response to removal or equip activation, or just in a pinch. This card forces them to use removal lest they die to your overwhelming card advantage. DO NOT SLEEP ON THIS CARD.
Harmonize - Simple draw
Momentous Fall/Life's Legacy - While weak against blue, could warrant an inclusion depending on how much draw you want in the deck. The former is used in response to removal and the lifegain is icing on the cake.
Rishkar's Expertise - I'm normally against cards like this but in Xenagos, there is way too much of an upside to ignore. Used post combat most of the time, allows you to draw without missing out on tempo.
Skullclamp - Cut little idea to use on mana dorks, or force interaction pre-commander ability/combat.
Return of the Wildspeaker - Used in response to removal. Overrun option is nice as well
Elemental Bond - Draw, also see Guardian Project (although they can remove ur creature in response to the trigger to deny you a card)
Ancient Tomb - Ramp
Raging Ravine - Manland that can get bigger.
Dread Statuary - Manland that can get to 8 power with Xenagos. I usually use manlands as fodder for one of the draw spells listed above. Worth considering
Castle Garenbrig - Simple ramp
Cragcrown Pathway Flip - Red or green, whichever you need.
Elder Gargaroth - Draw, lifegain or token production
Somberwald Sage - Ramp
Berserk - Super fun! Use before the damage step. Or better yet, use on your opponent attacking another opponent and force op 1 to lose a creature while op 2 takes lots of damage. Fun fact, I killed an animar this was (lol). You can also use it on Selvala for extra ramp!
Xenagos decks typically go one of 2 ways. Either lots of dorks and some land ramp like your deck to bring threats out more quickly, or to forgo dorks and focus solely on land ramp. Your deck is the former while mine is the latter. Do note that even with the dork route, Xenagos decks go tall, not wide. So there are some creature choices that I do not believe are as efficient as other choices could be and would love to discuss them with you if you're up for it. Xenagos decks are like snipers, usually one big creature at a time, sometimes more if you have the right set up. They also fold to spot removal as spending 5+ mana on a creature just to have it removed by 1 - 3 mana removal spell really sucks. I know you're against bolt bend/deflecting swat (despite them being my favorite type of spells) but perhaps something like Vines of Vastwood or another spell might potentially warrant an inclusion to save an important creature. At the very least, having more than 2 instants, only 1 of which acts as protection, could be used as a bluff and keep opponents guessing.
Profet93 on Karlach the Outlander
11 months ago
SoulXCross +1
Godo, Bandit Warlord - Synergy with embercleave, can also tutor greaves if needed.
Berserk - Can also be used on opposing creatures that are attacking your opponents for fun. Double commander damage anyone?
Tooth and Nail - Tutor for big dudes, one that gives has like Xenagos and a big beater
Green Sun's Zenith - Solid tutor
I don't see many draw sources. Have you considered the following...
Rishkar's Expertise - Draw + Tempo
Momentous Fall/Life's Legacy - The former can be used in response to removal, both fold to blue. Nevertheless, it's a huge draw source.
Bonders' Enclave - Land slot
Elder Gargaroth - Versatile
Skullclamp - Forces interaction pre-combat or else you can usually draw if it isn't exile removal
Selvala, Heart of the Wilds - Super ramp, also some draw
ToonDeMeister on Simic Prime Speaker
1 year ago
I'm gonna test it out tonight. I think it's the best version I could make using my collection (Some cards are already in other decks, so if avoidable I would like to keep them in there). Small doubts on some cards though. Maybe its better to put Tormod's Crypt in, so that I can draw or get the creatures back that I sacrificed, but I don't know what to take out. And Maybe 40 lands is a bit much, online I read a lot of people have 38, some ramp decks even 34-36. But some of my ramp is about playing extra land from my hand, so not sure. Also I wouldn't know what to change.
Also my best card draw instants and sorcery's are in my Jace, Wielder of Mysteries deck. But I think with cards like Narset, Parter of Veils , Elder Gargaroth and Beast Whisperer and such in the deck that it will work out.
wallisface on Selesyna Midrange
1 year ago
As far as cards I would ditch:
-
Garruk Wildspeaker feels too slow/midrange orientated and not useful for what you’re trying to do here. Same goes for Elder Gargaroth.
-
Blossoming Defense feels kindof meh here to me. None of your creatures are crucial to keep alive - i’d rather these slots be used for more creatures.
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I don’t think you need/want Nykthos, Shrine to Nyx at all… if your deck is benefitting from it then your mana curve is too high.
I think you should be running Tail Swipe instead of Prey Upon. And i think you can run the full playset if there’s room.
As far as creatures to add/consider, i have a bunch of suggestions that aren’t beasts, but would help you a lot. At the moment your only reason to running mono-beasts is Descendants' Path, which imo isn’t a strong enough card to warrant restricting your creature options soo heavily.
Anyway, creatures that cpuld be good here: Pelt Collector, Experiment One, and Strangleroot Geist. There is also the option of going down to 18 lands, running playsets of Llanowar Elves and Elvish Mystic (you ditch Arboreal Grazer in this situation), and playing 3x Khalni Hydra as a terrifying finisher (they make your Aspect of Hydra back-breaking).
AstroAA on [Pioneer] Mono-G Stompy
1 year ago
Oh, yeah. That's kind of strong, haha. I'll revamp the decklist later tonight. Also I just realized Elder Gargaroth was five mana and not seven. That's kind of busted, haha. The card makes me really nostalgic for Thragtusk for some reason.
Icbrgr on [Pioneer] Mono-G Stompy
1 year ago
Cavalier of Thorns seems good for fishing for Nykthos, Shrine to Nyx and genral ramping/recursion....i also just like Elder Gargaroth a lot because it just seems like it does a lot...Cityscape Leveler might be strong?
ImmortalDawn on Rashmi, Eternities Crafter - EDH
1 year ago
Vedalken Orrery, Elder Gargaroth, Shardless Agent, Wandering Archaic Flip, Nexus of Fate, Bribery, Nature's Claim, Noxious Revival, Veil of Summer, Waterlogged Grove
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