Return of the Wildspeaker

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Return of the Wildspeaker

Instant

Choose one —

  • Draw cards equal to the greatest power among non-Human creatures you control.
  • Non-Human creatures you control get +3/+3 until end of turn.

Profet93 on Beats by Xenagos ( Xenagos, God of Revels )

3 days ago

MattMan1982 I'm gonna throw a bunch of ideas at you, some are better than others, just wanna see if anything interests you. I'm not gonna provide any creature suggestions yet. Yours are always solid and I want your thoughts on these cards first.

None of these are needed but definitely are helpful assuming you can fit them into the mana base

Bonders' Enclave - Draw

Cragcrown Pathway  Flip/Spire Garden - Color Fixing

Blighted Woodland/Myriad Landscape - "Ramp"

Raging Ravine/Dread Statuary - Manlands. Nice to use with Greater Good or if you run out of creatures. The Dread Statuary is a personal favorite of mine for that reason

Rancor - Reuseable buff, trample enabler. I like using rancor on selvala and buff with commander for lots of mana should need be

Sylvan Library - Great to set up your draw and ensure you get your land drops. Given you only run 34 lands, that can potentially be an issue, especially given the relatively high avg cmc of the deck.

Skullclamp - Should you ever find yourself needing more draw, this can be an option. It's nice because if they want to use spot removal, they need to do so prior to combat, as you equip it. So if they do, you can pump a different creature and target that opponent.

Momentous Fall - Draw, used in response to removal to gain value. Beware of the blue player though

Return of the Wildspeaker > Garruk PW - Can be used in response to removal so you don't get 2 for 1ed. It's easier to cast and has an additional mode. While the PW has the option to make a token should you need a creature, I don't believe it's impactful enough

Berserk - Super fun! Politics, finisher, all for 1 mana. seriously underrated.

Green Sun's Zenith - Tutor

Decimate - 4 for 1. I see no way for you to deal with a maze of ith. Strip mine can be also used.

Profet93 on Non-Alchoholic Patron

2 weeks ago

outofnothing0

Early Harvest - ramp

Return of the Wildspeaker - Draw / overrun

Greater Good - Draw / sac outlet (prevent stealing, exiling, etc...)

Regal Force / Shamanic Revelation - Draw

Yavimaya Hollow - Regen / politics

seshiro_of_the_orochi on Big Dudes

3 weeks ago

Considering the purpose of being a great new player experience, Grothama doesn't look like the best choice. It isn't all that hard for many decks to take down, so it might lead to some major feelbads. Maybe put in Return of the Wildspeaker or another big draw spell.

RufusTheGrufus on Mono Green Stompy

3 weeks ago

Profet93, thank you for taking the time to check out the list and offer your suggestions!

I'm going to try my best to articulate my opinions of said suggestions:

-Rishkar's Expertise: I do enjoy this card quite a bit, and did originally have it in the list. It eventually got cut because the floor was too low for a 6 mana card; and I opted for a similar effect in Return of the Wildspeaker because it's one mana cheaper and has extra utility since it can help push through alpha strikes. I do feel like this deck could benefit from a bit more card advantage though.

-Pir's Whim: I actually completely forgot this card exists, I think this is a perfect swap suggestion, thank you!

-Traverse the Outlands: I totally get why you're suggesting this card, I think I personally just tend to shy away from more conditional ramp, removal, and card advantage; since typically if I'm desperately needing one of those effects I don't want to have to rely on satisfying an extra condition in order to achieve it. I think otherwise Traverse the Outlands could totally find a home in this kind of deck.

-Collector Ouphe, Manglehorn, Reclamation Sage: Collector Ouphe and Manglehorn are definitely great cards to include in this deck. My main hesitation with including them is because this decklist was made with the intent of having it be a bit more casual and less "feel bad" for when my playgroup wants to play with lower powered/more casually oriented decks. I love the idea of including them though and am adding them to the Maybeboard for further consideration! In terms of Reclamation Sage, it was in the decklist initially but ultimately got cut over more flexible pieces such as Krosan Grip, Beast Within and Return to Nature as I typically feel the need to have some options for instant speed removal; and I have a few pieces of creature-based artifact/enchantment removal that can target multiple things.

-Nissa's Pilgrimage: This is just an objectively better card than Cultivate in a mono-green deck, thank you!

-Yavimaya Hollow: Intriguing card, I'm definitely interested in testing it out!

-Turntimber, Serpentine Wood  Flip: I generally have an aversion to these flip lands. I totally get the arguments for playing them, I've just never felt inclined to play a majority of them. I'd be willing to give this one a shot in the list though to see if it exceeds my expectations; especially since it's so on-theme!

-Goreclaw, Terror of Qal Sisma: I completely forgot about this guy, I'm interested in testing him out and am swapping him in over Giant Adephage; which was really just in the deck as a 'fun' pet card anyways.

-Shaman of Forgotten Ways, Somberwald Sage: I don't know how I forgot about Shaman of Forgotten Ways. Thank you for such a great suggestion, I slotted it in instead of Llanowar Tribe for now. Somberwald Sage I'm less sure of including at this point in time. I'll put it in the Maybeboard and keep thinking on it.

-Siege Behemoth: An interesting suggestion, I'm not sure if I'll find a home for it in the deck just yet but I'm adding it to the Maybeboard to consider!

-Berserk: This would be an incredibly fun include, I just need to find something to cut. It'll have to live in the Maybeboard for now.

-Life's Legacy, Greater Good: Since I'm truly a Golgari player at heart, and love playing around with sacrifice and my graveyard, these cards were definitely in consideration when I initially built this deck. I eventually opted for just Momentous Fall and not Life's Legacy because Momentous Fall can be cast at instant speed which allows it to be used in response to removal to help with rebuilding. If I had more synergy with sacrificing creatures baked into the deck, and/or more ways to utilize my own graveyard, I would definitely be including Greater Good. I'm adding them to the Maybeboard for now, especially since Greater Good may just be too much card advantage to turn down.

Thank you again for such considerate suggestions and for taking the time to look over the list!

Profet93 on Kosei Canseco, Modified, Allegedly (MonoG Voltron)

1 month ago

Gattison

Skyshroud Claim > ranger path - Upgrade

Return of the Wildspeaker > Soul's Might - Too expensive for what it does

Eldrazi Conscription - Death to enemies

Conqueror's Flail - Anti-interaction as they can kill your commander in response to enchant/equip/counter

Heroic Intervention > Fog - Protection

Yavimaya Hollow > Forest - Protection

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.

Headers13 on Cheaty sneaky

2 months ago

I've recently put a similar deck together Flippin'drazi and found Return of the Wildspeaker and Soul's Majesty to be quite effective at refilling you hand once you've flickered a large creature, quite useful mid-game.

Headers13 on Vannifir, Cheating Enigma

2 months ago

I've recently put a similar deck together Flippin'drazi, might I suggest a few more heavy hitting creatures to increase the likelihood of using Vannifar's ability to put out a threat and then Return of the Wildspeaker and Soul's Majesty to leverage those threats for mass card draw.

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