How this deck wins:
It's pretty self-explanitory. Play big beaters and they become even bigger beaters and beat your opponents faces off. This is made easier with a suite of extra combat cards.
On the chopping block: Mana Reflection - I love Mana Reflection, but I don't know if its worth it here anymore. I used to run more X spells like Genesis Wave when the deck was first built, but now I think normal ramp may be better in this slot. I still have the easily tutorable Vorinclex if I want some mana shenanigans.
Wurmcoil Engine - Great creature that can easily gain me 12 life per turn, but can also easily be chumped blocked when going for the win.
Hellkite Charger is something you might be interested in. It adds another card to your suite of Extra Combat Phase cards. I might suggest swapping that in for Tyrant's Familiar as you already have Balefire Dragon in the deck.
I know you're working on your card choices section, but I noticed that you aren't playing Cultivate/Kodama's Reach/Nissa's Pilgrimage. I find these cards very useful as they allow me to play Xenagod on turn 4 instead of 5. Is there another reason you're running Farseek and Mwonvuli Acid-Moss over these? I also feel that Markov Blademaster isn't as useful here, as it requires you to connect for it to only become a 3/3. What do you think of either Managorger Hydra/Taurean Mauler in it's place for their ability to scale very well in multiplayer (the latter also interacting with Atarka, World Render)?
Hellkite Charger is something you might be interested in. It adds another card to your suite of Extra Combat Phase cards. I might suggest swapping that in for Tyrant's Familiar as you already have Balefire Dragon in the deck.
I know you're working on your card choices section, but I noticed that you aren't playing Cultivate/Kodama's Reach/Nissa's Pilgrimage. I find these cards very useful as they allow me to play Xenagod on turn 4 instead of 5. Is there another reason you're running Farseek and Mwonvuli Acid-Moss over these? I also feel that Markov Blademaster isn't as useful here, as it requires you to connect for it to only become a 3/3. What do you think of either Managorger Hydra/Taurean Mauler in it's place for their ability to scale very well in multiplayer (the latter also interacting with Atarka, World Render)?
Yeah, I've considered the Charger, but his effect is expensive (though it does fit the deck) and I typically prefer surprise combats. That being said, who knows? I may give him a test eventually if something really starts hanging out in my hand every game. Honestly though, I don't think Tyrant's Familiar is the best to swap out. I'm a big fan of removal. There are so many times when they have some sort of blocker up and he helps clear the way whereas Balefire Dragon typically handles swarms pretty well, it has to connect first, so its a little different. Having both means I have a better shot of drawing one when I need to deal with something (along with my other non-creature removal options).
Honestly, I've never run into a situation where I've had Bane/Vandalblast and Hellkite Tyrant in hand and been upset to see any of them. I'm never shooting for the Tyrant's wincon, but stealing Mana rocks and such is so much fun and helps create that much more of a separation between you and your opponent(s), helping to stifle them from reaching there endgame sooner. Vandalblast is definitely not an issue with the Tyrant because you have options. You can either target a specific troubling artifact with it and then swing in with the Tyrant or swing at someone with the Tyrant and then clear anyone else's artifacts with by Overloading it. Bane is a great panic switch. So many games (in my meta) result in a ton of strong enchantments and artifacts hitting the boago. Whether it's an Aura-tron deck, equipment or whatever, Bane helps reset the board to a manageable state. If I have the Tyrant out and things are bad, I'll cast the Bane without hesitation. It all depends on the situation, but obviously enchantments have to be running wild in this case.
As far as Cultivate and its ilk go, at least one of them will be added somewhere in here. I don't know how I didn't already have one in there. Nissa's Pilgrimage is okay, but I like having the choice with the others in case I need red sources. Farseek is ramp I've thrown in every green deck I've ever run, because its cheap and finds duals. Honestly, Mwonvuli Acid-Moss is one of my favorite pieces of ramp in here. It finds you a land while taking care of trouble lands like Gaea's Cradle, Cabal Coffers, Volrath's Stronghold, etc.
Markov Blademaster vs Managorger Hydra is a debate I was already having. They are both cheap and potentially strong and can both fall flat. The Hydra's trample ability is nice, but so it the Blademasters double-strike. I may just have to randomly switch them and see what works best.
1 Xenagos, God of Revels
// Lands
1 Ancient Tomb
1 Command Tower
1 Fire-Lit Thicket
12 Forest
1 Homeward Path
1 Kessig Wolf Run
1 Mosswort Bridge
5 Mountain
1 Mountain Valley
1 Nykthos, Shrine to Nyx
1 Raging Ravine
1 Reflecting Pool
1 Rootbound Crag
1 Stomping Ground
1 Taiga
1 Temple of Abandon
1 Temple of the False God
1 Terramorphic Expanse
1 Vesuva
1 Winding Canyons
1 Wooded Foothills
// Creatures
1 Savageborn Hydra
1 Sakura-Tribe Elder
1 Fierce Empath
1 Wood Elves
1 Markov Blademaster
1 Eternal Witness
1 Mwonvuli Beast Tracker
1 Yavimaya Dryad
1 Solemn Simulacrum
1 Anger
1 Brawn
1 Oracle of Mul Daya
1 Chameleon Colossus
1 Genesis
1 Acidic Slime
1 Duplicant
1 Wurmcoil Engine
1 Rapacious One
1 Hellkite Tyrant
1 Scourge of the Throne
1 Savage Ventmaw
1 Bane of Progress
1 Hydra Omnivore
1 Balefire Dragon
1 Tyrant's Familiar
1 Atarka, World Render
1 Gruul Ragebeast
1 Moldgraf Monstrosity
1 Vorinclex, Voice of Hunger
1 Worldly Tutor
1 Starstorm
1 Chaos Warp
1 Beast Within
1 Savage Beating
// Sorceries
1 Green Sun's Zenith
1 Vandalblast
1 Hull Breach
1 Farseek
1 Cultivate
1 Search for Tomorrow
1 Seize the Day
1 Skyshroud Claim
1 Harmonize
1 Mwonvuli Acid-Moss
1 Natural Order
1 World at War
1 See the Unwritten
1 Tooth and Nail
1 Blasphemous Act
// Enchantments
1 Sylvan Library
1 Aggravated Assault
1 Greater Good
1 Asceticism
// Artifacts
1 Sensei's Divining Top
1 Sol Ring
1 Strionic Resonator
1 Swiftfoot Boots
1 Nevinyrral's Disk
1 Quicksilver Amulet
1 Birthing Pod
1 Domri Rade
1 Garruk Wildspeaker
1 Garruk, Primal Hunter
How this deck wins:
It's pretty self-explanitory. Play big beaters and they become even bigger beaters and beat your opponents faces off. This is made easier with a suite of extra combat cards.
On the chopping block:
Mana Reflection - I love Mana Reflection, but I don't know if its worth it here anymore. I used to run more X spells like Genesis Wave when the deck was first built, but now I think normal ramp may be better in this slot. I still have the easily tutorable Vorinclex if I want some mana shenanigans.
Wurmcoil Engine - Great creature that can easily gain me 12 life per turn, but can also easily be chumped blocked when going for the win.
Currently testing:
Cultivate over Mana Reflection
I'll throw some more details on here later about card choices and such.
MuzzioU XenagosGR NahiriW GitrogGB MarathGRW MarchesaUBR JenaraGUW KarlovBW TazriWUBRG
Retired: RakdosBR
What are your thoughts of having Bane of Progress + Vandalblast and Hellkite Tyrant in the deck? Do you ever find yourself ending up with a non-bo in your hand?
I know you're working on your card choices section, but I noticed that you aren't playing Cultivate/Kodama's Reach/Nissa's Pilgrimage. I find these cards very useful as they allow me to play Xenagod on turn 4 instead of 5. Is there another reason you're running Farseek and Mwonvuli Acid-Moss over these? I also feel that Markov Blademaster isn't as useful here, as it requires you to connect for it to only become a 3/3. What do you think of either Managorger Hydra/Taurean Mauler in it's place for their ability to scale very well in multiplayer (the latter also interacting with Atarka, World Render)?
Yeah, I've considered the Charger, but his effect is expensive (though it does fit the deck) and I typically prefer surprise combats. That being said, who knows? I may give him a test eventually if something really starts hanging out in my hand every game. Honestly though, I don't think Tyrant's Familiar is the best to swap out. I'm a big fan of removal. There are so many times when they have some sort of blocker up and he helps clear the way whereas Balefire Dragon typically handles swarms pretty well, it has to connect first, so its a little different. Having both means I have a better shot of drawing one when I need to deal with something (along with my other non-creature removal options).
Honestly, I've never run into a situation where I've had Bane/Vandalblast and Hellkite Tyrant in hand and been upset to see any of them. I'm never shooting for the Tyrant's wincon, but stealing Mana rocks and such is so much fun and helps create that much more of a separation between you and your opponent(s), helping to stifle them from reaching there endgame sooner. Vandalblast is definitely not an issue with the Tyrant because you have options. You can either target a specific troubling artifact with it and then swing in with the Tyrant or swing at someone with the Tyrant and then clear anyone else's artifacts with by Overloading it. Bane is a great panic switch. So many games (in my meta) result in a ton of strong enchantments and artifacts hitting the boago. Whether it's an Aura-tron deck, equipment or whatever, Bane helps reset the board to a manageable state. If I have the Tyrant out and things are bad, I'll cast the Bane without hesitation. It all depends on the situation, but obviously enchantments have to be running wild in this case.
As far as Cultivate and its ilk go, at least one of them will be added somewhere in here. I don't know how I didn't already have one in there. Nissa's Pilgrimage is okay, but I like having the choice with the others in case I need red sources. Farseek is ramp I've thrown in every green deck I've ever run, because its cheap and finds duals. Honestly, Mwonvuli Acid-Moss is one of my favorite pieces of ramp in here. It finds you a land while taking care of trouble lands like Gaea's Cradle, Cabal Coffers, Volrath's Stronghold, etc.
Markov Blademaster vs Managorger Hydra is a debate I was already having. They are both cheap and potentially strong and can both fall flat. The Hydra's trample ability is nice, but so it the Blademasters double-strike. I may just have to randomly switch them and see what works best.
MuzzioU XenagosGR NahiriW GitrogGB MarathGRW MarchesaUBR JenaraGUW KarlovBW TazriWUBRG
Retired: RakdosBR