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Format | Legality |
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Rules Q&A
Elder Gargaroth
Creature — Beast
Vigilance, reach, trample
Whenever this attacks or blocks, choose one —
- Create a 3/3 green Beast creature token.
- You gain 3 life.
- Draw a card.



DemonDragonJ on
Life Springs Eternal
1 day ago
I have replaced Thought Vessel, Decanter of Endless Water, Chromatic Lantern, and Shared Summons with Steward of Valeron, Faeburrow Elder, Dryad of the Ilysian Grove, and Elder Gargaroth, because this deck has a strong emphasis on creatures, and, while it is unfortunate to have one less tutor effect in this deck, I am certain that the newer cards will better suit this deck's theme, and this deck does still contain a tutor in the form of Chord of Calling, as that card is too awesome to remove from this deck.
DemonDragonJ on
Life Springs Eternal
2 weeks ago
I wonder if I should put Elder Gargaroth into this deck, as that card certainly would be an excellent match for the themes of this deck?
CommanderNeyo on
Gruul Land Destruction
3 months ago
That's fair, didn't think about how Elder Gargaroth dodges Fatal Push and Prismatic Ending, and forgot about Goblin Dark-Dwellers recasting things.
Sliverguy420 on
Gruul Land Destruction
3 months ago
CommanderNeyo: ragavan is too easily blocked to guarantee a land destruction spell turn 2. Elder Gargaroth is my beater of choice. drawing cards and/or making 3/3 tokens is plenty of card advantage while not being in Fatal Push or Prismatic Ending range. i only have 20 lands, so i wont be saccing one for Boom / Bust. Fulminator Mage can't be re-cast with Goblin Dark-Dwellers.
CommanderNeyo on
Gruul Land Destruction
3 months ago
Dang, this deck seems so annoying to play against... and quite good!
A couple thoughts:
-
You could include Ragavan, Nimble Pilferer as one of the 1-drop ramp spells, since he also acts as card advantage.
-
Instead of Elder Gargaroth, you could play other cheaper threats, such as Seasoned Pyromancer, Dragon's Rage Channeler, Fear of Missing Out, Inti, Seneschal of the Sun, or Questing Druid that also provide some card filtering/advantage. That way, you can play them as well as your land destruction.
Sliverguy420 on
Don't
4 months ago
i'd recommend cutting birds and kinnan for Arbor Elf and Utopia Sprawl, then cutting Yavimaya Coast and adding Misty Rainforest and Breeding Pool. 7 mana cards are a bit expensive for modern, but Elder Gargaroth is pretty nice. i'd cut the Gods Willing since you have no lands that produce white. Ram Through is probably your best removal option in green if you stick to tramplers.
Headers13 on
Power and Poison
1 year ago
Profet93 on
King Stranger, Make Me Strong! *PRIMER*
1 year 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.
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