Turntimber, Serpentine Wood

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Turntimber Symbiosis  Flip

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl 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
Pre-release Legal
Quest Magic Legal
Standard Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Turntimber, Serpentine Wood

Land

As Turntimber, Serpentine Wood enters the battlefield, you may pay 3 life. If you don't it enters the battlefield tapped.

: Add .

JoosetheMuice on Janky Leviathans

11 months ago

After more reflection on the game and how quickly you ramp up, Stroke of Genius, Pull from Tomorrow and ofcourse Blue Sun's Zenith could help keep you from running out of steam. Turntimber, Serpentine Wood  Flip could work well for you land base, and Apex Devastator could be a fun win-con.

Ammonzy on Managorger Dragons

2 years ago

Awesome deck although I'd prefer to run more lands for my personal taste since making land drops are so crucial for decks with a high curve. I like running Crucible of Worlds in decks where I hate missing land drops so I can reuse fetchlands so that can be a thought. Would also allow you to play Shatterskull, the Hammer Pass  Flip, Turntimber, Serpentine Wood  Flip, Valakut Stoneforge  Flip and Bala Ged Recovery  Flip as lands after you cast them. Plus you can reuse Haven of the Spirit Dragon if you'd like.

Profet93 on Xenagos, God of Revels that xtra combat is good

2 years ago

articred

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....

Beast Within - Instant speed permanent removal

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.

Decimate - Can target Xenagos if there is no other enchantment. In EDH, you will always have targets. 4 for 1 is value, also note Hull Breach , it's little brother

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

War Room - Not needed, but a maybe

Ancient Tomb - Ramp

Blighted Woodland / Myriad Landscape - Ramp

Bonders' Enclave - Draw

Raging Ravine / Dread Statuary - Manlands are useful because you can target your draw spells on them if you don't have any other creatures

Cragcrown Pathway  Flip - Forest or mountain, you decide!

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.

Creatures are mostly preference, you have most of the good ones. Here are some others I think would fit nicely...

Elder Gargaroth - Will almost always be draw, but I love the utility

Inferno Titan - Removal

Kogla, the Titan Ape - Removal + Utility, although you only have 2 humans, Eternal Witness might be worth including, but thats personal preference

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

Profet93 on Revel Up

2 years ago

SPACEgun

Heroic Intervention - Protection

Beast Within - Removal

Bonders' Enclave - Draw

Dread Statuary - Manland to be used as a fuel for a mass draw spell or blocker in a pinch

Turntimber, Serpentine Wood - Creature when you need it, land when you don't

The Great Henge - Draw, lifegain, ramp

Three Visits > Rampant growth

Green Sun's Zenith - Tutor

Harmonize - Not needed but nice to have, Xenagos decks struggle with card draw and this helps mitigate that weakness.

Eternal Witness - Recursion

Farhaven Elf/Wood Elves - Ramp T4 Xenagos

Kogla, the Titan Ape - Removal, utility with E-Wit and others

Shaman of Forgotten Ways - Ramp + Potential wincon

Elder Gargaroth - Really good, fav 5 drop beater in Xenagos hands down

Profet93 on A bunch of crap that makes a Gruul deck

2 years ago

There are other cuts to consider as well, but I feel these are the more noteworthy ones....

Ashaya, Soul of the Wild - No direct synergy with Xenagos, you want a beater with evasion or protection

Beast Whisperer - Better in decks that are lower to the ground that can better use it's ability

Brash Taunter - "No synergy with Xenagos"

God-Eternal Rhonas - Better in decks that go wide, this gets easily chump blocked. You rarely have more than 1 creature out at a time

Klothys, God of Destiny - "No synergy with Xenagos"

Leyline Tyrant - Better in red decks, while not recomending it, glorybringer would be better IMO as it acts as removal as well

Phylath, World Sculptor - No synergy with....

Ulamog, the Ceaseless Hunger - Not enough ramp to hard cast, no cheating effects (which wont even give you a cast trigger)

Ulamog, the Infinite Gyre - See above

Shadowspear - Meta call? Better to have creatures with trample or more ramp and card draw in this slow

Triumph of the Hordes - Hit or miss. Playing a beater, hoping it survives, casting this next turn and hoping they dont have removal. Ignoring the feelbad of infect

Berserkers' Onslaught - Winmore

Vernal Bloom - Symmetrical ramp which you can't even take full advantage of

Nissa, Who Shakes the World - This is ok, I like the vigilance and getting essentially a 6/6. Rather have something more impactful.

Atarka, World Render - Beater with evasion

Balefire Dragon - Beater with evasion that also destroys decks that go wide

Carnage Tyrant - Beater with protection, evasion and anti-blue. Nice to use a mass draw spell knowing they can't remove the creature in response

Etali, Primal Storm - Not needed, but fun! Lots of value, doesn't require combat damage

Farhaven Elf - Ramp for T4 Xenagos

Fierce Empath - Tutor

Inferno Titan - Removal

Kogla, the Titan Ape - Removal

Malignus - GG target player

Savage Ventmaw - Beater with evasion and helps build tempo

Scourge of the Throne - Destroy people's lifetotal

Shaman of Forgotten Ways - Ramp and potential wincon

Siege Behemoth - Beater with evasion

Somberwald Sage - Ramp

Springbloom Druid - Ramp for T4 Xenagos

Yavimaya Hollow - Protection

Turntimber, Serpentine Wood - Land when you need it, beater when you don't

Dread Statuary - Manland to be used as potential beater or for draw spell

Rishkar's Expertise - Draw + Tempo. Powerful!

Life's Legacy - Draw

Momentous Fall - Similar to above, to be used in response to removal

Berserk - Use on selvala, malignus or even an opposing creature attacking one of your opponents!

Sylvan Library - Nice but not needed

Profet93 on Xenagos, I've Got You Here For 3 Minutes

2 years ago

You described almost every Xenagos deck, mine included. You hit it right on the head.

As you said, we either have it or we don't. With no way to tutor card draw, adding more helps increase the odds of maintaining gas

Lifeblood Hydra - Not necessary but always welcome on X = 3 or more. Even if they destroy it, you still get value, has built in evasion and has a high ceiling.

Life's Legacy - If blue is too prevalent in your meta, ignore this suggestion

Momentous Fall - Similar to above, but would still put in despite blue, and despite the fact that its hard to have 4 mana after casting a beater. But similar to rishkar's expertise, I argue the potential card draw is worth the risk. You usually use this in response to opponent's removal

Bonders' Enclave - Never hurts, coudl replace a fetch land possibly

Elder Gargaroth - Makes beasts for blockers/draw spells, draws cards and gains life in a pinch.

Harmonize - Reliable draw

Beast Within - Hits lands too. Very versatile

Decimate - Hull breach's older brother

Inferno Titan - Damage

Kogla, the Titan Ape - Fight + Naturalize, pretty good. Very fun if you ran eternal witness

Voracious Hydra - Removal with high ceiling and built in evasion

Selvala, Heart of the Wilds - Ramp on steroids

Ancient Tomb - Ramp for T3 Commander

Turntimber, Serpentine Wood - A better See the Unwritten

Berserk - Don't worry, malignus doesn't have trample. Bonus points if you use it on Selvala or on an opponent's creature who is attacking another opponent.

Yavimaya Hollow - Protection

Blighted Woodland/Myriad Landscape - Ramp

Reliquary Tower - For when you draw 10+ cards

Raging Ravine/Dread Statuary - Manland to be used for a draw spell

Be sure to lmk what you think of each suggestion. Some will work better for you than others. I see you run some dorks so I know you don't want too many nonbasics, but with all the ramp in Xenagos, I think we can be a little greedy. If you can't find room, I have ideas for cuts.

Profet93 on Xenagos - Extra Combats

2 years ago

turtledad

This deck is pretty low to the ground for Xenagos, good job.

How is your land situation? Given your dorks and lower CMC, you might be fine, but I'm curious how it plays out. It seems unless you get a dork early game and lands, you will have trouble casting Xenagos consistently. How has it been playing out for your in your meta?

Yavimaya Hollow - Protection

Ancient Tomb > Temple of False

Bonders' Enclave > Sanctum of Eternity - Is the reason it's in your deck to prevent opponents from removing Xenagos during your turn prior to combat? I don't see the use of it in this deck. Perhaps I'm missing something.

Cragcrown Pathway  Flip > Mountain/Forest

Turntimber, Serpentine Wood > Forest - The additional utility it provides late game is key for when you're topdecking/out of gas

Raging Ravine - Manland that can be used as a creature to place a draw effect under late game

Dread Statuary - See above - Or not given your dorks and you want to limit colorless mana?

Myriad Landscape - Ramp - Same issue as above?

The Great Henge - Draw

Skullclamp - Not 100% sold on it, but I think it could work here given your dorks which can be used as draw for late game, or helps you draw cards when your beaters die.

Berserk - Malignus says hi! Also, works on opposing creatures too. If opponent A attacks opponent B, you can kill their creature and deal extra damage to opponent B. Although I like using it on my beaters or Selvala heart of the wilds for extra ramp.

Deflecting Swat - Counter counterspells, redirect targeted removal(biggest issue in Xenagos so you don't get 2 for 1ed), targeted draw/extra turns, abilities, etc... Too much utility and for free.

Heroic Intervention - Protection for beaters

Rishkar's Expertise - Crazy value that's worth risking the 2 for 1, also helps keep up with tempo which is great

Life's Legacy - Draw

Harmonize - Draw

Green Sun's Zenith - Tutor for the beater you need to the battlefield

I count 5 sources of draw in this deck, 2 of which are unimpactful, 1 of which is unreliable, the other 2 are good. Do you often find yourself running out of gas quickly especially given your lower CMC?

You run embercleave but no Godo, Bandit Warlord???

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