Ancient Tomb

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Ancient Tomb

Land

: Add . Ancient Tomb deals 2 damage to you.

Profet93 on Give me some cards

1 week ago

Leuwerinkje

My mistake.

Sapphire Medallion - Ramp

Reliquary Tower - I might be missing why it's not included.

Alhammarret's Archive - Or is it too winmore?

Ancient Tomb - Ramp

Profet93 on The Plague 2

1 week ago

RatDick

Deserted Temple - Untap coffers + politics

Crypt of Agadeem - Ramp

Ancient Tomb - Ramp

Reliquary Tower - Utility for all your draw

Cover of Darkness - Evasion, maybe in place of filth? Unsure.

Thrilling Encore - Since your deck goes wide, this can help you recover after a wipe. Alternatively, you can steal opposing creatures as well.

Malakir Rebirth  Flip/Feign Death/Supernatural Stamina - In response to removal on your commander, brings it back and trigger it's ETB again.

Imp's Mischief - While typically not seen as much in go wide decks, its my pet card so I want to recommend it. It can "counter" counterspells, and redirect targeted removal, draw and extra turns.

Profet93 on Yahenni, The One Punch Partisan

1 month ago

sonalexander +1

The Ozolith - Save counters

Ancient Tomb - Ramp

Contamination - Synergy with reassembling skeleton and bitterblossom. It does shut down coffers and Nykthos but also shuts off opposing cradles and other large mana producing lands. Do note it's cousin, Infernal Darkness which does not. Both are counterspell bait.

Imp's Mischief - Counter counterspells and redirect targeted removal, draw and extra turns.

How do you deal with artifacts and enchantments?

NV_1980 on King Stranger, Make Me Strong! *PRIMER*

2 months ago

Hi Profet93, appreciate your card suggestions, but I would prefer if you don't use remarks anmymore like 'IF YOU LISTEN TO ANYTHING' or 'DO NOT SLEEP ON THIS CARD'. This comes across as incredibly condescending; especially to a player who's been at this game since more or less its inception. I appreciate that you're trying to make decks as good as you can make them according to YOUR view, but please keep in mind that you're not the ultimate authority on MTG and that there are other views than yours out there. Suggest what you want to suggest, but if you're tired of people not listening to your advice, please vent your frustration about that someplace else.

All that being said, I think Greater Good is an excellent suggestion and would probably replace Shadow in the Warp; I like Warp but it's not really required in the deck as it's fast enough at casting creature spells without it and the damage it deals is fine but not impressive. I also like your Castle Garenbrig and Ancient Tomb suggestions for some additional mana advantage. Lastly, I think I'll give Guardian Project a shot in here as a replacement for Xenagos, the Reveler. As a sidenote, I've recently acquired an Anzrag, the Quake-Mole; he'll replace Combat Celebrant.

The additional suggestions (especially the sorceries) on card-draw you made are nice, but I think I'm now sufficiently covered on this front and I want to keep this deck as permanent-rich as possible. Thanks for your help.

Profet93 on King Stranger, Make Me Strong! *PRIMER*

2 months ago

NV_1980

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 Attic

2 months ago

Ghaileon +1 , void mirror + knowledge pool....that's one I haven't heard of. Note: You have your commander in your decklist, removing it allows you to get one more spot for one of the cards below....

Mystic Forge + Sensei's Divining Top + artifact cost reducer/Ugin, the Ineffable = Draw your whole deck

Basalt + forsaken = infinite

Basalt + Rings = infinite + top = Draw and cast your entire deck

Ancient Tomb - Ramp

Karn, the Great Creator + Lattice = Hard lock. Better than the void mirror + knowledge pool lock IMO as karn can act as artifact recursion (for the key pieces which will get exiled)

Everflowing Chalice (4 counters) + Voltaic Key + rings = infinite + top = draw your whole deck

Chromatic Orrery + Voltaic Key + rings = infinite

I had a couple questions regarding creature card choices like Cathodion, Chronomaton, Wall of Junk. Are these just cheap artifacts to increase your artifact count? Why not swap them out for something like Lightning Greaves which also add to your artifact count and protect your commander?

Gerrard's Hourglass Pendant - Recover from wipes. Also goes well with Emrakul, the Promised End should you wish to add an eldrazi as an alt wincon.

Looking forward to hearing your response, great deck. Makes me want to build one

Profet93 on New York Rats [primer]

2 months ago

Cabal Stronghold/Cabal Coffers - Ramp (coffers if you can afford it, stronghold if you cant)

Rings of Brighthearth - Copy commander ability

Deserted Temple - Untap coffers

Coffers + rings + deserted + lots of swamps (or Urborg, Tomb of Yawgmoth to require less swamps) = Infinite

Add Sensei's Divining Top to the above to draw and subsequently cast your entire deck. Each piece is good on it's own, all depends on budget.

To make rings more useful, you could add fetchlands as well.

Necropotence - Draw

Ancient Tomb - Ramp

Imp's Mischief - "Counter" counterspells and redirect targeted removal, draw and extra turns.

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