|Have (3)||DarkMagician , , gildan_bladeborn|
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|Commander / EDH||Legal|
Latest Decks as Commander
Cragcrown Pathway Discussion
1 week ago
Note: I’m aware that Cragcrown Pathway Flip is mentioned in the description but is not part of the card list. For some reason, it deletes half the description if I try to edit the deck. Since I don’t feel like rewriting the whole thing all over again, just know that I dropped the Mountain count to 2 copies and added 4x Cragcrown Pathway Flip.
1 week ago
Note: I’m aware Cragcrown Pathway Flip is mentioned in the description but isn’t in the card list. For some reason whenever I try to edit this deck, half the description disappears (I think it has something to do with that dubious cabbage emoji
2 weeks ago
Thank you for the suggestions, much appreciated! I've made a few changes so far.
1 month ago
Hey, nice Cloudstone Curio :)
Dual lands that can ETB untapped are pretty important for color fixing with three color Animar to be able to cast him consistently turn three. Consider more dual lands in place of basic lands especially Mountains? Dual lands that can make green mana for a turn one green mana dork should be priority.
Some options within your budget to consider, ordered from less expensive to more:
- Yavimaya Coast
- Cragcrown Pathway Flip
- Karplusan Forest
- Barkchannel Pathway Flip
- Fire-Lit Thicket
- Rootbound Crag
- Riverglide Pathway Flip
- Sulfur Falls
- Flooded Grove
- Cascade Bluffs
- Training Center
- Rejuvenating Springs
- Steam Vents
20 basic lands is too much for three colors and you're not trying to take advantage of Blood Moon / Back to Basics . You want to be able to consistently cast a green one drop mana dork, but that's going to be a problem with almost the same number of Forests than Mountains and Islands. My advice is cut Mountains and Islands for dual lands that can make these colors.
Cut more Mountains than Islands because overall red is less important than blue. You really only need red for Animar thus let dual lands and other nonland sources provide red mana and not basic lands. The more Mountains you can cut for dual lands the more consistent getting green and blue will be while not sacrificing red.
Good luck with your deck.
2 months ago
I have not updated my Xenagos since exactly a year ago, so some of these suggestions do not take into account cards that have been released since then such as Jeska(i?)s will and battle mammoth which should find their way into this deck. Now onto my specific suggestions....
Berserk - Yes, block Malignus with your 1/1, let's see how that turns out. Also to be used for politics as you can target an opponent's creature (such as their commander) who is attacking another opponent. This would be to replace Temur Battle rage IMO
Deflecting Swat - I'll say it once, I'll say it again. In Xenagos, your biggest issue is removal. You spend 5+ mana per beater in the hopes that they don't save removal. Most of your draw like hunters insight, return of the wildspeaker, momentous fall (although to a lesser extent) is based on the fact that you need a creature to target and if they remove your creature, you are shit out of luck. By adding swat, you can bluff while tapped out, protecting your creature allowing it to most likely survive to your next turn in order to cast one of the above mentioned draw spells. Moreover, this counters counterspells and redirects targeted removal, targeted draw, targeted extra turns, etc.... so much utility in 1 card. This is perhaps the second/third most powerful card in a Xenagos deck IMO
Heroic Intervention - Protection
Greater Good - THE MOST POWERFUL CARD IN ANY XENAGOS DECK. IF YOU DO NOT ADD THIS, THERE IS NOTHING MORE TO DISCUSS. THE SHEER VALUE OF THIS ALONE IS ASTRONOMICAL. Imagine casting a 6/6 beater, Xenagos doubles it to 12, they attempt to remove it, since it was going to die anyways, you sacrifice it to the "greater good" in order to draw 12 and discard 3. This doesn't include the fact that you can berserk your own creature prior to sacrificing it as well
Rancor - Nice to have, not necessary. Makes your 1/1 dorks 6 power with Xenagos, makes your beaters better. Hell, enchant it on an opponent's creature for politics
Sylvan Library - Nice to have, not necessary, but in Xenagos, it pays to have draw that isn't creature reliant.
Green Sun's Zenith - Tutor to the battlefield, yes please! While limited to green, it still is worth it. Getting what you need, when you need it.
Harmonize - Draw not based on creatures is nice to have
Life's Legacy - Similar to momentous fall, although easier to cast on the same turn as a beater. Do note that it suffers from the same issue as momentous fall, sacrificing as an additional cost to cast means be wary of the blue player. I like it, but some don't
Nissa's Pilgrimage - Ramp, more Turn 3 ramp enables a more consistent Turn 4 Xenagos. While we would love a Turn 3 Xenagos, the choice is between consistency or early on advantage, I choose consistency, but to each their own.
Skyshroud Claim - Gets 2 forests (note some cards are both forests and mountains) and brings them in untapped, so it helps with tempo, something Xenagos decks greatly lack. Would add this over nissa's pilgramage, although I like both if you can fit them
Ancient Tomb - Ramp
Bonders' Enclave - Draw
Turntimber, Serpentine Wood - Land when you need it, a potential creature when you don't. I like the flexibility for 3 life
Yavimaya Hollow - Most useful but most expensive, protecting your creature from removal is what this deck needs.
Elder Gargaroth - Will almost always be draw, but I love the utility
Inferno Titan - Removal
I couldn't suggest more than what's allowed by tappedout, but let me know what you think of each suggestion. If you want ideas for cuts, lmk
2 months ago
Thank you both very much for you input! I went to my local card shop and made a few more changes to my deck. I had Neoform already, and took it out cause I didn't think it would gel, I appreciate you pointing that out to me.
These are all the changes I made:
Replacing Burnished Hart is more so because it's a very curvy holo that sticks out in my deck too much, and drives me crazy lol.
2 months ago
Hey, good job winning with a budget deck.
Neoform is powerful when you can copy it to then tutor for and put two creatures onto the battlefield. It can setup two win conditions: sac a four drop to tutor for Kiki/Conscripts or sac a two drop to get Biovisionary/ Glasspool Mimic Flip. Eldritch Evolution is similar, but more expensive price and it gives you a little more control over what creatures you can tutor for. Evolution is a good way to tutor for Worldgorger by sacing a four drop letting you combo with Riku for five mana instead of eight. Shared Summons instant can tutor for two creatures or four creatures if copied.
The manabase is the main area to consider improvements as there's too many lands that will always ETB tapped. Riku is very color dependent therefore the Bounce lands help a lot for color fixing, but they should be some of the only lands that always ETB tapped since they have terrible interaction with lots of other lands that always ETB tapped. Bivouac and Path of Ancestry are the other lands to play that always ETB tapped since they're three colors. The Bounce lands have interaction with the Pathways and Pathways are some less expensive lands: Cragcrown Pathway Flip, Riverglide Pathway Flip and Barkchannel Pathway Flip. Barkchannel is less than $3 at TCGPlayer.
Exotic Orchard is good in multiplayer Commander. The Filter lands are the lowest prices they have been in a long time and they can help with color fixing: Fire-Lit Thicket , Flooded Grove and Cascade Bluffs . Shivan Reef , Yavimaya Coast , Cinder Glade , Sulfur Falls , Rootbound Crag are other less expensive land upgrades. Glade and Check lands have interaction with basic lands. Crop Rotation instant can help with color fixing since for three mana you can tutor for and put onto the battlefield any two lands.
Arcane Signet , Rattleclaw Mystic and Kiora's Follower are two drops that can ramp and color fix. Follower has interaction with Bounce lands since he can untap it the turn it's played or the Bounce land can make four mana.
Cards to consider cutting:
- Temple of the False God
- Gruul Guildgate
- Khalni Garden
- Rugged Highlands
- Temple of Abandon
- Temple of Epiphany
- Temple of Mystery
- Hamletback Goliath
- Wall of Runes
- Armory of Iroas
- Glimpse of Freedom
Good luck with your deck.
2 months ago
Also out of curiosity, would it be fine to run some Zendikar/Kaldheim dual lands instead of a Basic land as you don't seem to be running any fetch basic lands? For example, running a Cragcrown Pathway Flip instead of just Mountain ? Or am I missing something for running with basics over the dual lands?