Living Hive

Combos Browse all Suggest

Tokens

Legality

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

Living Hive

Creature — Elemental Insect

Trample

Whenever Living Hive deals combat damage to a player, put that many 1/1 green Insect creature tokens into play.

wallisface on Endless Hunger

1 year ago

Fenrixx I would suggest at least ditching Beacon of Creation as it doesn't really synergize with anything you're doing, and is generally just a bad spell. I also think you're running too many cards as 1-ofs and 2-ofs, which is going to limit your ability to have a consistent plan, most of your deck should be playsets of those cards that matter most.

I still think going all-in on insect tribal is a bad approach here, especially as the only card that even remotely benefits from this tribe-restriction is Grist, and as said before, she'd benefit more from having a deck that can present other threats and supports her staying on-board for a long time, rather than just buffing her +1.

Around your Persist plans, it's interesting, but I think you're lacking the ability to reliably pitch cards into your grave. It feels like a lot of the time you're going to be stuck with these cards in hand indefinitely if they're drawn. Added to this, Persisting creatures is a lot of effort and really you want to get some massive payoff for doing so - like bringing back an Archon of Cruelty. I personally don't see the benefits being worth the hassle of bringing back these swole insects. Importantly, none of them do anything on the turn they enter, which is a big downside for their required investment.

A direction to try take this where insect-tribal might feel more relevant would be in some kind of land-ramp package. Combining Scute Mob, and Scute Swarm with lots of card that can let you play multiple lands each turn, could end up netting you some large rewards, and actually help validate these creatures being in the deck (it also might help validate Giant Adephage and Living Hive). I think if you're bringing any insects at all into a deck, you want it to be where those cards are actually decent choices to include, and then incidentally help Grist, as opposed to only existing in the deck because of their creature-type. At the moment it feels like your choosing cards based on their creature-type alone, which feels like a bad idea.

Fenrixx on Endless Hunger

1 year ago

wallisfaceThanks a lot for that detailed comment ...youre absolutly right about the Mortician Beetle but my thounght behind Scute Swarm was to have a 1 drop that has a good potential to get stronger so its not useless in later stages of the game. (i'm not playing competitive so eventhough moder tends to be over at turn 3-4 thats mostly not the case in my games.) and Hex Parasite is useful in a lot of matchups and at the very least i get to take my -1/-1 counter from Persist ;P Yes Giant Adephage,Hornet Queen and Living Hive are cards that normally need a lot of ramp but my plan here was actually to get the to the graveyard and reanimate them with Persist and also i love the idea to reanimate Grist, the Hunger Tide with Unearth since she is a 3 Mana insect creature when shes in the graveyrad.

MrFuzzykenz on The Great Pestilence

2 years ago

Thanks for checking out my deck guys! Focus_Jim love the suggestions! I agree with adding in Fecundity although taking out a card will be hard I think the value out of it will be worth it. I'm hesitant to add Living Death only because it gives everyone's creatures back, and insects are the biggest "threat" ;but I did originally have Rise of the Dark Realms in this deck but found that the mana cost is to high to achieve.

Fuzzy003 (love the name) same thing with Living Hive mana cost is just to high for me to achieve in a game. Since I'm not running ramp and I don't have a solid draw engine/ mill engine I don't rely on getting tons of land so I've chosen instead to keep everything's mana cost low.

If you guys have any suggestions on what cards to take out of this deck so we can add in these cards let me know!

Fuzzy003 on The Great Pestilence

2 years ago

Guessing the 6GG puts Living Hive a little out of range :(

MLS91 on FYNN-ISH HIM!!!

3 years ago

Ohran Frostfang should not be cut, and because it’s an enabler which allows more flexibility in the creature slots which I think is absolutely nessessary consodering he does really have haste enables (look in Surrak, the Hunt Caller ) I don’t really find the saturation of “death touch creatures a reason not to rely more on the enablers. They’re better for the deck and more efficient in every way the TRYING to get through with 1/1s practically. Truthfully you should probably focus on token produces, such as Living Hive , or Phyrexian Swarmlord

KongMing on Gallia's Endless Revel

3 years ago

Living Hive might be a little slow, but it spawns attackers when attacking, and encourages opponents to block it instead of your satyrs.

Akroma's Memorial is another big add, but maybe too high of a power level for this deck?

Speaking of satyrs with pro black, Chameleon Colossus could be fun (what, it's not a satyr?) The +1/+1 and haste it gets from Gallia make it a great mana sink if you just wanna generate a ton of damage on the fly and can get it through somehow.

Polis Crusher kinda fits into the Theros theme. Takes a lot of mana to power up, though.

Sanctuary Blade can give Gallia protection, making it easier to get that commander damage through.

You only have 34 lands and not enough mana dorks/rocks to justify it... Needs more mana!!! Cryptolith Rite might be handy.

multimedia on Xenagos? More like Xena-gross!

3 years ago

Hey, there's lots of ramp here which makes 39 lands more than you really need. Consider cutting some basic lands for other cards?

Cards to consider adding:

Cards to consider cutting:

Good luck with your deck.

MTGBurgeoning on Gruul Stompy Featuring Xenagos, God of Revels

3 years ago

Lot's of play-testing and game-play has led to the following changes:

Quartzwood Crasher is in. Avenger of Zendikar is out.

Godo, Bandit Warlord is in. Chancellor of the Forge is out.

Ghalta, Primal Hunger is in. Craterhoof Behemoth is out.

Giant Adephage is in. Living Hive is out.

Malignus is in. Gaea's Cradle is out.

Momentous Fall is in. Altar of Dementia is out.

Return of the Wildspeaker is in. Comet Storm is out.

Reap the Past is in. Moldgraf Monstrosity is out.

The Great Henge is in. Temporal Aperture is out.

Skyshroud Claim is in. Thaumatic Compass  Flip is out.

Also, on a whim, I decided to swap in Etali, Primal Storm for Stalking Vengeance. Yeah, that took about one attack trigger to make this exchange permanent.

Etali, Primal Storm is in. Stalking Vengeance is out.

Observations: Godo, Bandit Warlord, The Great Henge, Etali, Primal Storm, Return of the Wildspeaker and Quartzwood Crasher were absolute all-stars in game-play and play-testing. Bonafide all-stars. I recommend adding these cards to every Xenagos, God of Revels EDH/Commander deck.

All changes have been made to the current deck list. Thank you for the feedback and comments!

Load more
Have (1) Va1mar
Want (0)