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Creature (2)

Sorcery (1)

Artifact (1)


Other Cards to Add.... Show

Remove forest for Turntimber, Serpentine Wood   - Utility

Remove mountain for Cragcrown Pathway   - Utility

Remove Lifecrafter's Bestiary for Green Sun's Zenith - Tutoring for a creature to battlefield is more impactful than hoping to have another mana after casting a creature and the scry made things more difficult

Remove Tireless Tracker for Bane of Progress - Boardwipe > Slow draw

Remove Rogue's Passage for War Room - Better utility

Remove Gruul Signet for Three Visits - Better ramp given bane of progress

Switch basic lands with snow lands and remove Farseek for Into the North - Better ramp given bane of progress

Remove Lurking Predators for Hellkite Tyrant - Lurking predators requires me to pass the turn and possibly over-extend into a boardwipe or possibly letting a draw spell stay on top. Hellkite adds an alternative wincon but more importantly, disrupts artifact decks.

Remove Nylea, Keen-Eyed for Jeska's Will - Ramp and draw over a bad card

Xenagos Beats!

I remember one day playing at a new store and someone pulled out Xenagos, God of Revels. Over the next few turns while I was mana screwed, he dropped down some hasty beaters and swung my way! After the table taking 16 damage from a Hydra Omnivore, I immediately became fascinated. The deck was everything I wanted.

Pros Show

Cons Show

The best openers include some kind of ramp, card draw, beater and utility. A good start would include....

That way you can ramp into tyrant, with solitude on field and sac it to legacy to maintain gas.

  • Use Kessig Wolf Run prior to combat to ensure that Xenagos doubles the buff as well

  • If you are expecting to draw a bunch of cards, do not play your land drop as you might be able to dig into a Reliquary Tower

  • Play Xenagos prior to your beater, as you will be perceived as a greater threat by showing your hand. Moreover, it becomes more susceptible to removal since it isn't hasted.

  • Always be cautious of who has mana open for removal or counterspells, they should be your top priority to kill

  • Aggravated Assault - Functions as a combo with Savage Ventmaw and I don't want this deck to have any combo potential, just straight beating face (this is the deck I play when people say they don't like combos). Moreover, my meta will kill me immediately regardless of my boardstate if I play aggravated.

  • Nature's Will - Would rather have ramp that isn't reliant upon me beating face

  • Rapacious One - Can ramp extremely hard, but given all of the spot removal in the meta, I opted for more hexproof creatures

  • Extra Combat Steps such as Seize the Day, Savage Beating, Relentless Assault, World at War are the definition of winmore. They can be very powerful, but unnecessary to the game plan

  • Hydra Omnivore - I'm already a threat, don't need another reason for them to kill my creatures

  • Chandra's Ignition - Almost always my creature got removed in response, feels way too bad

  • Strionic Resonator - We don't need extra Xenagos triggers

  • Nylea, God of the Hunt - Goreclaw is much better since it is a creature and cost reducer as well

  • Elvish Piper/Sneak Attack - I would rather ramp into threats that way I am not as reliant upon these cards, no room as well

  • Prowling Serpopard/Vexing Shusher - Already run City of Solitude and Dosan the Falling Leaf for anti-spot removal/blue. Too much anti-blue takes away from what the deck is supposed to do

  • Tyrant's Familiar - Too expensive, not impactful enough

  • Hunter's Insight/Temur Battle Rage/Soul's Fire - Requires dealing combat damage which isn't always an option. Moreover, it's difficult to play a beater and this card the same turn.

  • See the Unwritten - Would fail too often

  • Traverse the Outlands - The definition of winmore. If I am already at 5-6 mana, extra ramp is nice but not necessary, early game ramp is priority. Moreover, this would be 2 for 1

  • Soul's Majesty - 2 for 1, replaced with card:return to the wildspeaker to use in response to removal to still draw

  • Hunter's Prowess - See above

  • Asceticism - Same CMC slot as Xenagos. I would spend my turn playing this, only for my opponents to destroy it and get ahead while doing so. Then dropping a beater only to get it removed. If I play the beater earlier instead of Asceticism, then they were less likely to have removal

  • Hideway lands - Too slow and fringe benefit that rarely helped

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    Revision 12 See all

    (4 years ago)

    -1 Scavenger Grounds main
    +1 War Roomfoil main