: Add to your mana pool.
, : Regenerate target creature.
|Have (2)||Mazzuno ,|
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|Commander / EDH||Legal|
Yavimaya Hollow occurrence in decks from the last year
Latest Decks as Commander
Yavimaya Hollow Discussion
7 hours ago
Thank you for the comments & upvotes. However some didn't take the time to look at what was already in the decklist itself, and didn't get the "low to the ground" memo (suggesting huge 6-8 CMC spells).
abby315 I like your suggestions. All but Vorniclex; the CMC is too high. The Astrolabe on the other hand costs 1, filters colorless mana when needed, and can be drawn by Scrying Sheets . That, and Rhonas kind of needs to be "set-up" too, but I forgot about it granting Trample, so I'll keep that one in mind..
I'll eventually be dropping the non-basic forests (I was considering picking up a Yavimaya Hollow for one).
3 days 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
1 month ago
1 month ago
Romer Half of your lands should be swapped for snow-covered for field of the dead
Yavimaya Hollow > Temple of False
Beast Within > Mana dork > Lotus petal
Scapeshift - Field of the dead and other land ETB synergy + Tutor
Nylea's Intervention - Another land tutor to help you get eye of ugin or any utility land you may need
1 month ago
+1 I love the low to the ground deck you have made. A couple of questions and comments....
Why are you running seedborn muse? Even with your mana producers, I fail to see what activated abilities you are abusing here, as birthing pod is sorcerry speed.
Is burgeoning worth it in a build with not a lot of draw and 36 lands? I would rather get another dork that can be used to sac to birthing pod, trigger guardian project, act as a blocker, albeit at the risk of removal.
Guardian Project - Since they can kill the creature in response to the ETB so you don't draw, how has this played out for you? I can see given your dorks and lower curve this would be actually good in your build. Curious, how has it played?
Soul's Fire > Rush of Blood - Same CMC, but direct removal and dealing the damage regardless of combat just seems like a strict upgrade to me. Plus, Rush of bloos is redundant, I think the replacement is solid
Court of Bounty - How has that been working for you? Seems subpar but idk
IMO, terrastomper is subpar and Carnage Tyrant would be a better fit. Although I think Savage Ventmaw or Inferno Titan are even better. Ramp and removal are crucial. Nothing better than attacking with Ventaw and casting a draw spell to draw 8 without losing tempo. Inferno is nice to kill opposing dorks and combat tricks.
1 month ago
Without discussing creatures...
Ancient Tomb > Temple of false. Out of budget, not needed, but nice to have
Yavimaya Hollow - See above
Castle Garenbrig - Ramp
Dread Statuary - Manland used for drawspells
Raging Ravine - See above
Reliquary Tower - Utility
Skyshroud Claim - Ramp that provides tempo needed in Xenagos
Harmonize - Draw, not the best, not the worst. I like it personally
Green Sun's Zenith - Since many of your dragons are green, not needed but nice
If you listen to any suggestion of mine, this is it, hands down, most important card in a Xenagos deck.... Greater Good - It provides you with draw and a reward for when your big creatures inevitably get removed
Rancor - Nice but not needed, think with Selvala to add lots of mana, with a dork to get 6 power trample. Can even give to an opponent's creature for politics.
Beast Within - Removal
Berserk - Finisher with a huge beater, nice to use on opponent's creature/commanders as well. Never underestimate instant speed interaction (see above)
Deflecting Swat - Counter counterspells, redirect targetted removal, draw, extra turns, etc.... for free. Not needed but VERY nice to have. Bluffing interaction while tapped out!
Momentous Fall - Might not be the best, but has saved my ass countless times. You need a way to maintain card draw in Xenagos
Return of the Wildspeaker - See above
The Great Henge - Draw, ramp, lifegain for cheap
2 months ago
I love tribal decks and you seem to have a solid base for your elves here but there are a few recommendations I have that may prove helpful.
Your commander will be a VERY high target so I would run some protective measures to keep him around like Yavimaya Hollow and Asceticism as it adds some regeneration protection to your commander although some of the options are pricey.
Removal is always useful and a good option is Song of the Dryads being a cheaper option then Desert Twister that as a plus empowers Elvish Champion, forestwalk... no one ever seems to notice that or care about it until your elves get +6/+6.
I personally love Nissa Revane and Nissa's Chosen for the life gain effects and blocker alone, the ultimate is just a bonus. Another fun choice is Immaculate Magistrate, this card is great for making players hesitant to block or attack you and will often eat a removal spell that would have been better aimed at your commander. Funny uses include politicking with this card since the target does not have to be YOUR creatures, you have not lived untill you have seen a 10/11 Birds of Paradise terrorizing the enemy.
Bring doom to your foes by empowering your commander or unblocked attackers with elves like Wirewood Channeler, or any others that can add more then three mana, paired with Umbral Mantle or Sword of the Paruns. One thing worth mentioning is that Umbral Mantle is almost a backup commander empowering mana producers before the attack, most people unfamiliar with the card wont see this coming.
3 months ago
Really surprised you don’t have any of cheap buffs slivers (Muscle Sliver or Predatory Sliver or Sinew Sliver). Which are usually core of Sliver decks, especially you have those colors. In my deck I have 4+4+4 and slivers grow quickly. Also Aether Vial works perfectly for sliver decks practically doubling the number of slivers entering the battlefield each round. Finally Sidewinder Sliver is perfect turn 1 drop. I also use Browbeat or Risk Factor if I would go out of cards, which is pretty often with that kind of deck.
The biggest issues in sliver decks is creature endurance. How do you deal with that (swipes can basically ruin your game)? I use Ward Sliver and Yavimaya Hollow, but it is still not enough. Mostly blue slivers give one.
And lastly - I am not convinced with Venom Sliver. If it will die before your slivers manage to deal 10 dmg all dmg dealt is for nothing.