Cumulative upkeep-Pay 2 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
When Glacial Chasm enters the battlefield, sacrifice a land.
Creatures you control can't attack.
Prevent all damage that would be dealt to you.
|Want (2)||darthbanana , thatdoctorwhoguy|
Printings View all
|From the Vault: Realms (V12)||Mythic Rare|
|Masters Edition II (ME2)||Rare|
|Ice Age (ICE)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Glacial Chasm Discussion
3 days ago
Glacial Chasm is a great defensive tool that helps you mainly when you are ahead, or when you are behind.
It can secure you the win after making an explosive play that makes you the archenemy of the game. Let's say we start activating Gaea's Cradle 3 times in a turn to cast a Genesis Wave for X=20+. Or if you cast a Scapeshift at 8+ lands. If that did not already kill the table, everyone is surely going to gang up on you. Glacial Chasm will make it very hard for them to kill you in the next turn rotation. And you probably only need one more turn to finish the job. So it's great for when you are ahead.
It's also great for when you are behind and you need time to setup before you can become aggressive, let's say after a boardwipe. If there is another player that is getting out of control, Glacial Chasm can help you turtle up until you find an answer or the means to take them out. Then, paying any cost is lower than losing the game. So even if you don't have land recursion or lifegain to combo with Chasm, it's still a great card for when you are behind as well.
6 days ago
Love the list, always good to meet a fellow party animal!
Personally, my list decided to leave out too many of the mana dorks, since I've found that on average they seem a little more fragile and low impact for my tastes. I'd much rather have cards that put extra lands into play, and the same goes for mana rocks (Aside from the couple that are too good not to run like Sol Ring, Mana Crypt, etc.) I've been having some pretty good success with this change, though I will say it can definitely feel a bit slower sometimes.
In place of the mana dorks, I've opted to add in more beefy threats since that's the deck's bread and butter in the first place. I love that with Xenagos, you really feel like you're always threatening, since at any point you can always just slap down another huge stompy beastie and be right where you were before.
Return of the Wildspeaker has been a GODsend in my games, cause the pump effect and instant speed make for a very flexible card, and for 5 mana? Yes please!
Also curious about how you feel about cards like Warstorm Surge, Stalking Vengeance and the new Terror of the Peaks? This is probably very meta dependent, but I do see a lot of value in having ways to win outside smashing people, because someone could have a Glacial Chasm or a Constant Mists or any other way to hose combat, so they add some reach to make sure you can still handle the nerds that want to pillowfort themselves.
Xenagos is my all-time favorite commander, and I'm always looking to find different perspectives to reflect upon my own deck. I've also been tweaking and tuning mine over the past couple of years, so it would be great if you wanted to take a look! I'm definitely a "75%" player, and I have a lot of fun with my friends, but my local meta at my LGS specifically does lean a little more heavily into the competitive scene and it can feel a little rough, even against their "Casual" decks.
Enough rambling! Here's mine: Xenagos's Party Animals
6 days ago
Hey there mate! From what I see, you have all three shock lands (Pay 2 on ETB), all the filter lands (Pay X/Y get combination) and the check lands (ETB tapped unless X/Y). These are all great lands, but I think almost everything else can get a nice sweet upgrade. Note some of my suggestions may not be in your budget
- Blackcleave Cliffs
- Concealed Courtyard
- Inspiring Vantage
- Bloodstained Mire (Budget: Rocky Tar Pit
- Marsh Flats
- Arid Mesa
- Sulfurous Springs
- Caves of Koilos/Silent Clearing
- Battlefield Forge/Sunbaked Canyon
- Luxury Suite
- Vault of Champions
- Spectator Seating
- Ancient Tomb
- Prismatic Vista (A better Evolving Wilds)
- City of Brass
- Mana Confluence
- Reflecting Pool
- Strip Mine/Wasteland (A better Ghost Quarter)
- Gemstone Caverns
Glacial Chasm (For Pillowfort?)
Now I know that is quite a lot, but don't worry- I have an idea. I personally believe all of the following could and should be cut for some of the suggestions below, as you progress with your deck. Akoum Refuge, Bloodfell Caves, Evolving Wilds, Ghost Quarter, Nomad Outpost (Maybe Savai Triome instead?), Opal Palace, Scoured Barrens, Smoldering Marsh (it's only good in decks heavy with basics), Wind-Scarred Crag, etc!
Hope this helps! If you like my suggestions be sure to support some of my decks (Double Trouble EDH *PRIMER*). Anyways though, hope this helps, good luck on your deck, and have a great day! Happy tapping!
1 week ago
Great questions! I agree with you Retreat to Kazandu does not seem impactful. However, I really like he card and do think it is well worth the inclusion. This is because it is a versatile landfall card that we can play early, before Mina and Denn, Wildborn hit the table. Also, the fact that it does not seem impactful (not likely to draw out removal) and that it's an enchantment (hard to remove) means it’s going to stick around the rest of the game in a lot of cases. So starting with our 4th land drop, we are going to get a lot of landfall triggers over the course of the game. Let’s assume 8 - 10 would be the average. That would be 16 - 20 life already, and that has made the difference between winning or losing in certain games. It is especially relevant when you become the archenemy of the game. This is not a combo deck that wins on the spot most of the time (by design), so after we make an explosive play we are going to have to sustain some beating for a turn or two from the rest of the table to secure the win in those cases. Retreat can help you do that similar to how Glacial Chasm can. It’s just a little less obvious. Those 2 cards are not used together super often, but both increase your resilience quite well on their own. As a bonus, there is this nice play pattern, going Retreat to Kazandu into Mina and Denn into either Garruk, Primal Hunter or Rishkar's Expertise for some extra cardraw.
Is I think it’s necessary? No, not really. Can it be cut for something else? Definitely :). I just happen to really like it still.
2 weeks ago
If your goal is mostly voltron then I highly recommend playing both Deflecting Swat and Flawless Maneuver. Aurelia costs 6 mana, so you really don't want her getting shot. These two let you play her earlier and still have a high to make sure she doesn't die.
In addition, I would trim a lot on your 6-cmc slot. Aurelia is at that slot and it's already super crowded. I suggest trimming from there.
3 weeks ago
Lands, lands everywhere
I am surprisingly up on this card for a few reasons: land destruction, low cost, draws a card and can be used on your own land for fixing mana. This enables triggers on land entering the battlefield, entering the battlefield, fills the graveyard giving you that little kick you might need to get the value engines rolling.
Now this, this I love. Potential to dome each opponent for massive damage. The one thing that makes me hesitate slightly is the seperate paragraph for the card. If you get a whole bunch of land triggers then the enchantment is removed, you can still play those cards for one turn, but then they remain in exile. This can lead to massive blowouts if your opponents have any kind of instant interaction. What this also means is that you have to be very careful about counting how many lands are played per turn, and know that you can potentially permanent exile important cards (i.e. Glacial Chasm) by accident if you crack a fetch on an opponent's end step. It's not a complete deal breaker but it means you have to keep your lines of play very tight.
Interesting effect. You get to sacrifice lands, draw cards and play more lands. I like to think of this kind of like an expensive Scapeshift that doesn't search, so you are at the mercy of the topdeck, that said you could by the same merit draw absolute gas. Works much better with Amulet of Vigor.
Pretty much a Harrow with the downside of the basics entering tapped, but the upside of not having to sacrifice as part of the cost which makes it a little less painful if countered.
Quick aside: landfall creatures
Just because a creature has landfall doesn't make it anything close to an auto-include in these kinds of decks, this is primarily because there are effectively no infinite land ETB trigger loops, so you need to ensure that any landfall triggers are definitely worth it. As such this negates most of the landfall creatures in Zendikar Rising so I will just include the ones that are worth talking about.
A way to make lots of tokens. I'm not convinced 100% on how effective they will be but you will always have more than 6 lands, and that means you will make a metric tonne of these bad bois (doubling their number per landfall trigger). These can get out of hand quickly and are cheap to play which is why I like them more than Rampaging Baloths. Art is also awesome.
Just to clear it up, I think that so far the cycle of mythic spells with a painful mono-coloured land on the other facing are the definition of trash-tier. In commander they're filler at best if you have nothing better to do because the spell side is underwhelming. The green one is at best playable, but I think there are far better 7-mana plays in commander. Feel free to discuss.
3 weeks ago
Roryesquire, hey again.
If you're just trying to stop your opponents, I think you'll want more control and counterspells. I encourage you to test out your deck long before you play your opponents, because your deck seems to go too wide (in terms of what you want to do). Remove cards like Blackblade Reforged and add some more lands or ramp. 28 is too little for your deck, I think.
Removing the Oath cards aren't a bad idea, as you only have 7 planeswalker cards. Unless you are running a superfriends deck (15-20 planeswalkers), it's not as helpful for you.
1 month ago
A couple other cards that are fun with Solemnity: Force Bubble, Glacial Chasm, Chronozoa. The Chasm requires strategy, and the Chronozoa requires a sac outlet, but the bubble is just straight up damage prevention.