How often are you hitting with more than one creature? I just played mine tonight and I had to make sure to keep my deck at one creature or I would have lost xenagos. I have to admit it was hilarious, though. 4 way game, the other players are playing w/x decks, I have a turn 3 xenagos into turn 4 siege behemoth and then a turn 5 blood mist. I wiped them out, one after another, and at the end of the game, the hands were revealed....3 stps, a PTE, and a condemn were in their hands....hexproof combat>spot removal! I loved it.
I'm basically almost always attacking with just one creature. That being said, Combat Celebrant is still a cheap extra combat card that simply asks you to have it out before throwing down the fatties. It is still an extra 24-32 damage even with one guy.
But yeah, hexproof is the best protection for your guys available in the deck. Siege Behemoth is still a pain and it is also kind of why I still want to get as many small deckbuilding advantages as possible to be able to reasonably play Emrakul in the deck. Protection from instants is almost as good as hexproof.
I am trying to move my deck in the direction of having an additional pump effect in adition to xenagos.
The power comes from 4 categories
- Big trampler/flyer (power 7+)
- Xenegos
- Things that give aditional combat steps
- Anothet doubler like double strike or the gruul equipment. (Mage slayer?)
I am ading godo and combat celebrant just for the exstra combat step. 7 power attacks for 14 and then 28 for a total of 42.
With just the double strike 7 power will attack for 24.
With both 7 power attacks for 28 and then 56 for a total of 84.
Stil wayting for cards to arive. Sugestions for good 7 powers are welcome. I was not even aware of siege behemoth.
Red green has plenty of card draw and ramp. Remember deathtouch + trample also works wonders.
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I have dyslexia, no I am not going to spell check for you, yes you have to live with the horrors of it.
I mentioned this once before, but I forgot to read Combat Celebrant.
The extra combat from that card only untaps OTHER creatures and grants extra combats. Meaning that unfortunately it cannot swing for 24 by itself.
Other than that, Grafted Wargear is not bad. The only downside is leaving your attack vulnerable to instant artifact removal.
Another change I've made is that I cut Spinerock Knoll for Sheltered Thicket. This hideaway land gets activated less often than the other for 2 reasons. One is that green mana is generally slightly more abundant than red mana in the deck, and the other is that sometimes you just flat out kill the opponent and that player is no longer there to satisfy the land's condition.
A lot of people I talk to these days consider the deck now a "tier 2 list". Whatever that means.
Lastly, I now have the motivation to conduct research on a budget build. Please wait warmly for the results.
Are you running blood mist? It is the only added effect I run in my xenagos deck. There are many good creatures. i am really enjoying plated crusher myself. Thorn elemental has been good as well.
Are you running blood mist? It is the only added effect I run in my xenagos deck. There are many good creatures. i am really enjoying plated crusher myself. Thorn elemental has been good as well.
I do and i love it. As for Thorn Elemental, 7 mana for a creature without any resilience is not going to cut it in my group. Instant speed removal is everywhere.
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While true that he doesn't have the ability to dodge spot removal so easily, he does get through in my fatty heavy meta and there is damned little that can kill him in combat while he is doing so. Unfortunately, there aren't quite enough siege behemoth/plated crusher type guys around. I run something like 8 to 10 protected creatures, but even those get removed. I need at least 25 ish (min) to compete in my meta! He is one of the best among the rest, so to speak.
I run something like 8 to 10 protected creatures, but even those get removed. I need at least 25 ish (min) to compete in my meta! He is one of the best among the rest, so to speak.
man you need a second deck, creatureless combo deck, and keep people honest. It sounds like the pendulum needs to be swung back the other way
While true that he doesn't have the ability to dodge spot removal so easily, he does get through in my fatty heavy meta and there is damned little that can kill him in combat while he is doing so. Unfortunately, there aren't quite enough siege behemoth/plated crusher type guys around. I run something like 8 to 10 protected creatures, but even those get removed. I need at least 25 ish (min) to compete in my meta! He is one of the best among the rest, so to speak.
That is an interesting meta, because I find myself torn between picking threats that destroy opponents very rapidly with those that take their time but are more resilient to removal.
Also, Blood Mist has been good. It's like a Strionic Resonator where you pay for the activation once and then get free passive benefits for the rest of its days.
Do you mind listing the "protected creatures" I don't already use?
(The budget list is undergoing revisions. I currently set myself at a $5 limit for card price. The estimated cost of my first draft is $112)
We have a pretty large meta, and there is all sorts of bs everywhere you go, though we generally frown on 2 card infinite combos. Basically, if you're gonna do something like land destruction, it had better be for the win. Since I run a fair few tutors and card draw, I like to have the cards to get the job done on hand. For example, blue and white player running amok? Akroma, angel of fury comes down for them to rue the day.
Various black/x decks running obnoxiously? I run a chameleon colossus. I know he's only 4/4 to start, but it doesn't cost much to go nuts and he gets out of hand after just one activation.
Need a big flyer with a non combat damage effect? (there is one guy who plays 4/5 color superfriends and I swear I see him get a tamiyo emblem every other game) I do enjoy stormbreath dragon for this. Yes, I will admit that these guys are specific to my meta, but damn do they get the job done.
Archetype of endurance tends to do some work, too. He is about 2 more mana than I would like, but he does grant himself hexproof and let me hit my opponents stuff with spot removal.
That's about it for the protected guys that you don't already have. I do run a few others that are just large. I do, for example, run worldspine wurm (I am playing natural order if I forgot to mention that) and weatherseed treefolk. You have to have these guys to compete with all the gravepact decks running around (we have like a 45 player meta and about 1/4 of them will play a black/x deck with grave pact in it).
The only decks we are really light on is heavy blue counter/combo and that is probably because there are too many decks like mine around that prey on decks running islands.
Other than that, the other guys I am messing with include honored hydra (I notice you are running him as well. He is pretty good, I think!), avatar of might (a few token/meren decks running around and a 2 mana 8/8 trampler that doubles is painful for them., and gurzigost and tornado elemental.
Honestly, thorn elemental has been so key to several of my wins (along with the gost and tornado elemental), that I am considering adding in wolf pack and deathcoil wurm from portal.
Because his is a 6 mana 3/3 with no evasion or resilience whose ETB effect is irrelevant for this deck. And with his second ability he gets to deal a non-impressive 18 damage in two attacks.... assuming he is not chump blocked.
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Because his is a 6 mana 3/3 with no evasion or resilience whose ETB effect is irrelevant for this deck. And with his second ability he gets to deal a non-impressive 18 damage in two attacks.... assuming he is not chump blocked.
Godo do not put in 18 damage. Godo is most lickly splattered against any blocker.
The creature you pump however gets +X4/+X4 as you attack with it in the second attack phase. And your choise of Mage Slayer, Loxodon Warhammer, Basilisk Collar or Quietus Spike. Remember any amount of deathtouch damage is lethal damage so you trampel over almost full house.
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Because his is a 6 mana 3/3 with no evasion or resilience whose ETB effect is irrelevant for this deck. And with his second ability he gets to deal a non-impressive 18 damage in two attacks.... assuming he is not chump blocked.
Godo do not put in 18 damage. Godo is most lickly splattered against any blocker.
The creature you pump however gets +X4/+X4 as you attack with it in the second attack phase. And your choise of Mage Slayer, Loxodon Warhammer, Basilisk Collar or Quietus Spike. Remember any amount of deathtouch damage is lethal damage so you trampel over almost full house.
The personal reason why I decided not to run Godo is because he + the equipment package takes up space that I can't quite afford to spare. I also have a far greater preference for post-combat damage amplification plays rather than pre-combat plays because it lessens the possibility of losing even more tempo if the target gets stopped or removed.
In any case, I got a first draft of the budget build. It should retain a good amount of the potency of what I use, but will probably take a hit in overall card advantage and consistency due to not having access to library manipulation and some tutors.
I placed constraints on this list such as no card being over $5.00 and I made something that in total costs around $115. That is almost 1/6th of the estimated cost of what I'm playing! Add more removal as needed, I left an abundance of space for it (There's probably a little too much ramp)
Would you all be so kind, to take a look over my deck list ..and any helpful advice is welcome! Just bought all the cards for this on paper, and tested it a bit on MTGO.
Another change I've made is that I cut Spinerock Knoll for Sheltered Thicket. This hideaway land gets activated less often than the other for 2 reasons. One is that green mana is generally slightly more abundant than red mana in the deck, and the other is that sometimes you just flat out kill the opponent and that player is no longer there to satisfy the land's condition.
This is not true. The Land just checks to see if 7 damage happened. You could even play it 2nd main with, I dunno Amulet of Vigor and be able to untap and use the Knoll's ability. Even with the player absent the game is able to 'look backwards' and confirm the condition was met. Confirm it for yourself, here's the MTGSally Rulings on the Knoll. The first line from the Gatherer should clear that up by specifying "At the time the last ability resolves, you'll get to play the card if a player who is currently your opponent, or a player who was your opponent at the time he or she left the game, has been dealt 7 damage over the course of the turn."
I looked up a lot of damage timing rules for my Rakdos, Lord of Riots. I think you should find something to add it in, 7 damage is practically guaranteed in this deck and you can play some broken stuff for just 1 mana.
Exoskeleton, with enough mana, is 10 points of infect on the first attack and 20 on the second.
Wargear is 12 points of power on the first attack and 24 on the second, for 36 damage total.
I think Godo is a must include for this kind of deck.
No trample, no evasion = chumped for life. Not too mention that you need to dedicate two slots to it: What if you draw the exoskeleton? Then Godo will do nothing usefull. Test it, and you will see.
Another change I've made is that I cut Spinerock Knoll for Sheltered Thicket. This hideaway land gets activated less often than the other for 2 reasons. One is that green mana is generally slightly more abundant than red mana in the deck, and the other is that sometimes you just flat out kill the opponent and that player is no longer there to satisfy the land's condition.
This is not true. The Land just checks to see if 7 damage happened. You could even play it 2nd main with, I dunno Amulet of Vigor and be able to untap and use the Knoll's ability. Even with the player absent the game is able to 'look backwards' and confirm the condition was met. Confirm it for yourself, here's the MTGSally Rulings on the Knoll. The first line from the Gatherer should clear that up by specifying "At the time the last ability resolves, you'll get to play the card if a player who is currently your opponent, or a player who was your opponent at the time he or she left the game, has been dealt 7 damage over the course of the turn."
I looked up a lot of damage timing rules for my Rakdos, Lord of Riots. I think you should find something to add it in, 7 damage is practically guaranteed in this deck and you can play some broken stuff for just 1 mana.
I agree, Spinerock Knoll is amazing in this deck. I would just replace a basic with Sheltered Thicket if you really want to run it.
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I have tested Godo. Godo is insane. Players leave themselves open far more often than you would anticipate. If I do happen to draw the Exoskeleton, that's great! It means any other threat I play will have infect (Hydra Omnivore loves +2/+2 and infect). Wargear is the same. My list runs heavy mana dorks, so even getting Skullclamp with Godo can be huge.
Hmm.. Okay, I'll probably find a spot for Knoll. I'm just watching my number of ETB tapped lands because this is a deck that absolutely wants to curve out in some fashion every single game.
As for Godo, I think a good amount of space to test him is 2 equipment slots. Grafted Wargear is probably necessary, and exoskeleton too. I think exoskeleton's late game use of "pay 2 extra to make everything you play one-shot people" is very reasonable. However, in order to take advantage of it I would need to cut support cards. An example of such in my list would be Nature's Will. I'll try to see where I can find one, and then throw in the two cards.
Just be mindful that the ability of your attack to get stopped by instant speed artifact removal with one of these on is a real downside.
So, as an effort to increase the consistency of the deck even further, I'm looking into every option I have.
This includes adding wheel back in. Only Wheel of Fortune, as the other options cost too much mana or don't actually give me card advantage.
I took it out before, but this was back when it was more difficult to go for a turn 3 Xenagod because I didn't have the equivalent of 5 Sol Ring type accelerants in the deck. Also that version was probably cluttered with more support cards than I really needed at the time.
Now I seem to get hands where by the time I get my first quick threat out my hand is either half empty or close to empty.
Basically, I think my ramp is fine for the purposes of consistency, but I'm still looking for card draw that requires no board context to activate. Before, I felt that wheel would just give my opponents more answers to my stuff and more card advantage, but this is only true late game, and less important early in the game. Also, considering that we are getting more and more good hexproof threats, that becomes less of a concern.
There is also a good side benefit of helping enable Emrakul, the Promised End. That is a card that has a very good payoff, but can be troublesome to activate even with a very good card type ratio. The reason I'm trying to make this card work despite the difficulties is because it has a payoff that is absolutely worth trying to accommodate if possible.
I'm almost even considering running straight up red looting, but that takes up deck space and it is most effective very early game when I should be ramping instead. Life from the Loam package was also considered, but the downside of having a large number of ETB tapped cycling lands is too large and it also works best with more tutors (we don't have any more in R/G) and red looting which would take up even more space with "durdle cards"
I'm looking to shelve Knollspine Dragon. The four mana creature-context card draw, while immensely powerful, can be sometimes cumbersome to activate. A seven-mana one is even more so. The big difference is being able to follow it up with a play off of the cards drawn, which knollspine doesn't really let you do..
Also, there is a really neat dude in Ixalan that I'm not going to spoil for people who haven't read the leaks, but let's just say that it is everything that I've ever wanted.
Lastly, Honored Hydra seems passable in running it. The embalm essentially ensures that you always have a followup when something gets answered, and that is never a bad thing. That helps immensely when you only ever seem to draw one threat.
I didn't get too much time to test overall and I just got the Godo. That being said, when I do play this deck, no one dares to leave themselves open with no blockers when possible anymore. Also, maze is still everywhere because of the very existence of this list.
I'm basically almost always attacking with just one creature. That being said, Combat Celebrant is still a cheap extra combat card that simply asks you to have it out before throwing down the fatties. It is still an extra 24-32 damage even with one guy.
But yeah, hexproof is the best protection for your guys available in the deck. Siege Behemoth is still a pain and it is also kind of why I still want to get as many small deckbuilding advantages as possible to be able to reasonably play Emrakul in the deck. Protection from instants is almost as good as hexproof.
The Unidentified Fantastic Flying Girl.
EDH
Xenagos, the God of Stompy
The Gitrog Monster: Oppressive Value.
Marchesa, Marionette Master - Undying Robots
Yuriko, the Hydra Omnivore
I make dolls as a hobby.
The power comes from 4 categories
- Big trampler/flyer (power 7+)
- Xenegos
- Things that give aditional combat steps
- Anothet doubler like double strike or the gruul equipment. (Mage slayer?)
I am ading godo and combat celebrant just for the exstra combat step. 7 power attacks for 14 and then 28 for a total of 42.
With just the double strike 7 power will attack for 24.
With both 7 power attacks for 28 and then 56 for a total of 84.
Stil wayting for cards to arive. Sugestions for good 7 powers are welcome. I was not even aware of siege behemoth.
Red green has plenty of card draw and ramp. Remember deathtouch + trample also works wonders.
T1: Mana dork
T2: Grafted Wargear
T3: Combat Celebrant
T4: Xenagos, smakc for 14, then another 28.
Another card that can help out for quick kills is Invigorate, especially if you give the life to another opponent then the one your are attacking.
If my post has no tags, then i posted from my phone.
The extra combat from that card only untaps OTHER creatures and grants extra combats. Meaning that unfortunately it cannot swing for 24 by itself.
Other than that, Grafted Wargear is not bad. The only downside is leaving your attack vulnerable to instant artifact removal.
Another change I've made is that I cut Spinerock Knoll for Sheltered Thicket. This hideaway land gets activated less often than the other for 2 reasons. One is that green mana is generally slightly more abundant than red mana in the deck, and the other is that sometimes you just flat out kill the opponent and that player is no longer there to satisfy the land's condition.
A lot of people I talk to these days consider the deck now a "tier 2 list". Whatever that means.
Lastly, I now have the motivation to conduct research on a budget build. Please wait warmly for the results.
The Unidentified Fantastic Flying Girl.
EDH
Xenagos, the God of Stompy
The Gitrog Monster: Oppressive Value.
Marchesa, Marionette Master - Undying Robots
Yuriko, the Hydra Omnivore
I make dolls as a hobby.
Credit to DolZero for this awesome sig!
If my post has no tags, then i posted from my phone.
Credit to DolZero for this awesome sig!
G Azusa, Wherever I May Roam
UG Rashmi Simic Power
WB Kambal Life Gain Kills
URG Maelstrom Wanderer Howdy
That is an interesting meta, because I find myself torn between picking threats that destroy opponents very rapidly with those that take their time but are more resilient to removal.
Also, Blood Mist has been good. It's like a Strionic Resonator where you pay for the activation once and then get free passive benefits for the rest of its days.
Do you mind listing the "protected creatures" I don't already use?
(The budget list is undergoing revisions. I currently set myself at a $5 limit for card price. The estimated cost of my first draft is $112)
The Unidentified Fantastic Flying Girl.
EDH
Xenagos, the God of Stompy
The Gitrog Monster: Oppressive Value.
Marchesa, Marionette Master - Undying Robots
Yuriko, the Hydra Omnivore
I make dolls as a hobby.
Various black/x decks running obnoxiously? I run a chameleon colossus. I know he's only 4/4 to start, but it doesn't cost much to go nuts and he gets out of hand after just one activation.
Need a big flyer with a non combat damage effect? (there is one guy who plays 4/5 color superfriends and I swear I see him get a tamiyo emblem every other game) I do enjoy stormbreath dragon for this. Yes, I will admit that these guys are specific to my meta, but damn do they get the job done.
Archetype of endurance tends to do some work, too. He is about 2 more mana than I would like, but he does grant himself hexproof and let me hit my opponents stuff with spot removal.
That's about it for the protected guys that you don't already have. I do run a few others that are just large. I do, for example, run worldspine wurm (I am playing natural order if I forgot to mention that) and weatherseed treefolk. You have to have these guys to compete with all the gravepact decks running around (we have like a 45 player meta and about 1/4 of them will play a black/x deck with grave pact in it).
The only decks we are really light on is heavy blue counter/combo and that is probably because there are too many decks like mine around that prey on decks running islands.
Other than that, the other guys I am messing with include honored hydra (I notice you are running him as well. He is pretty good, I think!), avatar of might (a few token/meren decks running around and a 2 mana 8/8 trampler that doubles is painful for them., and gurzigost and tornado elemental.
Honestly, thorn elemental has been so key to several of my wins (along with the gost and tornado elemental), that I am considering adding in wolf pack and deathcoil wurm from portal.
Credit to DolZero for this awesome sig!
Because his is a 6 mana 3/3 with no evasion or resilience whose ETB effect is irrelevant for this deck. And with his second ability he gets to deal a non-impressive 18 damage in two attacks.... assuming he is not chump blocked.
If my post has no tags, then i posted from my phone.
Godo do not put in 18 damage. Godo is most lickly splattered against any blocker.
The creature you pump however gets +X4/+X4 as you attack with it in the second attack phase. And your choise of Mage Slayer, Loxodon Warhammer, Basilisk Collar or Quietus Spike. Remember any amount of deathtouch damage is lethal damage so you trampel over almost full house.
The personal reason why I decided not to run Godo is because he + the equipment package takes up space that I can't quite afford to spare. I also have a far greater preference for post-combat damage amplification plays rather than pre-combat plays because it lessens the possibility of losing even more tempo if the target gets stopped or removed.
In any case, I got a first draft of the budget build. It should retain a good amount of the potency of what I use, but will probably take a hit in overall card advantage and consistency due to not having access to library manipulation and some tutors.
I placed constraints on this list such as no card being over $5.00 and I made something that in total costs around $115. That is almost 1/6th of the estimated cost of what I'm playing! Add more removal as needed, I left an abundance of space for it (There's probably a little too much ramp)
1 Xenagos, God of Revels
Creatures
1x Arbor Elf
1x Elvish Mystic
1x Caustic Caterpillar
1x Joraga Treespeaker
1x Sakura-Tribe Elder
1x Scavenging Ooze
1x Combat Celebrant
1x Eternal Witness
1x Managorger Hydra
1x Somberwald Sage
1x Champion of Rhonas
1x Spellbreaker Behemoth
1x Malignus
1x Bane of Progress
1x Hellkite Tyrant
1x Honored Hydra
1x Hydra Omnivore
1x Inferno Titan
1x Pathbreaker Ibex
1x Rapacious One
1x Savage Ventmaw
1x Atarka, World Render
1x Giant Adephage
1x Moldgraf Monstrosity
1x Plated Crusher
1x Siege Behemoth
1x Strionic Resonator
1x Mimic Vat
1x Lifecrafter's Bestiary
1x Worn Powerstone
Enchantments
1x Utopia Sprawl
1x Wild Growth
1x Dense Foliage
1x Blood Mist
1x Frontier Siege
1x Rite of the Raging Storm
Sorceries
1x Green Sun's Zenith
1x Farseek
1x Life's Legacy
1x Nature's Lore
1x Sylvan Scrying
1x Search for Tomorrow
1x Harmonize
1x Relentless Assault
1x Seize the Day
1x Chandra's Ignition
1x Hunter's Prowess
1x Soul's Majesty
1x World at War
1x Rishkar's Expertise
1x Blasphemous Act
1x Autumn's Veil
1x Nature's Claim
1x Vines of Vastwood
1x Temur Battle Rage
1x Beast Within
1x Chaos Warp
1x Krosan Grip
1x Hunter's Insight
1x Momentous Fall
1x Command Tower
1x Cinder Glade
14x Forest
1x Gruul Turf
1x Kessig Wolf Run
1x Mossfire Valley
1x Mosswort Bridge
11x Mountain
1x Reliquary Tower
1x Rootbound Crag
1x Sheltered Thicket
1x Skarrg, the Rage Pits
1x Tectonic Edge
1x Temple of Abandon
The Unidentified Fantastic Flying Girl.
EDH
Xenagos, the God of Stompy
The Gitrog Monster: Oppressive Value.
Marchesa, Marionette Master - Undying Robots
Yuriko, the Hydra Omnivore
I make dolls as a hobby.
http://docker2.deckedbuilder.com:3001/d/300885
Exoskeleton, with enough mana, is 10 points of infect on the first attack and 20 on the second.
Wargear is 12 points of power on the first attack and 24 on the second, for 36 damage total.
I think Godo is a must include for this kind of deck.
Here's the link: https://chrome.google.com/webstore/detail/autocardanywhere/eobkhgkgoejnjaiofdmphhkemmomfabg?hl=en
This is not true. The Land just checks to see if 7 damage happened. You could even play it 2nd main with, I dunno Amulet of Vigor and be able to untap and use the Knoll's ability. Even with the player absent the game is able to 'look backwards' and confirm the condition was met. Confirm it for yourself, here's the MTGSally Rulings on the Knoll. The first line from the Gatherer should clear that up by specifying "At the time the last ability resolves, you'll get to play the card if a player who is currently your opponent, or a player who was your opponent at the time he or she left the game, has been dealt 7 damage over the course of the turn."
I looked up a lot of damage timing rules for my Rakdos, Lord of Riots. I think you should find something to add it in, 7 damage is practically guaranteed in this deck and you can play some broken stuff for just 1 mana.
Mid-Tier: Marchesa Aggro Rose Asmadi Get Dire Tymna Ikra Woke Women Tiana Aura Angel Ruric Thar SMASH Smasher Kraum Mana Positivity Zur Slides
Filthy Casual: WUBRG Jodah WUBRG WUBRG Fatties WUBRG Gahiji Vigilant Vengeance Ezuri Mysterious Morphs
I agree, Spinerock Knoll is amazing in this deck. I would just replace a basic with Sheltered Thicket if you really want to run it.
If my post has no tags, then i posted from my phone.
Here's the link: https://chrome.google.com/webstore/detail/autocardanywhere/eobkhgkgoejnjaiofdmphhkemmomfabg?hl=en
As for Godo, I think a good amount of space to test him is 2 equipment slots. Grafted Wargear is probably necessary, and exoskeleton too. I think exoskeleton's late game use of "pay 2 extra to make everything you play one-shot people" is very reasonable. However, in order to take advantage of it I would need to cut support cards. An example of such in my list would be Nature's Will. I'll try to see where I can find one, and then throw in the two cards.
Just be mindful that the ability of your attack to get stopped by instant speed artifact removal with one of these on is a real downside.
The Unidentified Fantastic Flying Girl.
EDH
Xenagos, the God of Stompy
The Gitrog Monster: Oppressive Value.
Marchesa, Marionette Master - Undying Robots
Yuriko, the Hydra Omnivore
I make dolls as a hobby.
Here's the link: https://chrome.google.com/webstore/detail/autocardanywhere/eobkhgkgoejnjaiofdmphhkemmomfabg?hl=en
This includes adding wheel back in. Only Wheel of Fortune, as the other options cost too much mana or don't actually give me card advantage.
I took it out before, but this was back when it was more difficult to go for a turn 3 Xenagod because I didn't have the equivalent of 5 Sol Ring type accelerants in the deck. Also that version was probably cluttered with more support cards than I really needed at the time.
Now I seem to get hands where by the time I get my first quick threat out my hand is either half empty or close to empty.
Basically, I think my ramp is fine for the purposes of consistency, but I'm still looking for card draw that requires no board context to activate. Before, I felt that wheel would just give my opponents more answers to my stuff and more card advantage, but this is only true late game, and less important early in the game. Also, considering that we are getting more and more good hexproof threats, that becomes less of a concern.
There is also a good side benefit of helping enable Emrakul, the Promised End. That is a card that has a very good payoff, but can be troublesome to activate even with a very good card type ratio. The reason I'm trying to make this card work despite the difficulties is because it has a payoff that is absolutely worth trying to accommodate if possible.
I'm almost even considering running straight up red looting, but that takes up deck space and it is most effective very early game when I should be ramping instead. Life from the Loam package was also considered, but the downside of having a large number of ETB tapped cycling lands is too large and it also works best with more tutors (we don't have any more in R/G) and red looting which would take up even more space with "durdle cards"
I'm looking to shelve Knollspine Dragon. The four mana creature-context card draw, while immensely powerful, can be sometimes cumbersome to activate. A seven-mana one is even more so. The big difference is being able to follow it up with a play off of the cards drawn, which knollspine doesn't really let you do..
Also, there is a really neat dude in Ixalan that I'm not going to spoil for people who haven't read the leaks, but let's just say that it is everything that I've ever wanted.
Lastly, Honored Hydra seems passable in running it. The embalm essentially ensures that you always have a followup when something gets answered, and that is never a bad thing. That helps immensely when you only ever seem to draw one threat.
I didn't get too much time to test overall and I just got the Godo. That being said, when I do play this deck, no one dares to leave themselves open with no blockers when possible anymore. Also, maze is still everywhere because of the very existence of this list.
The Unidentified Fantastic Flying Girl.
EDH
Xenagos, the God of Stompy
The Gitrog Monster: Oppressive Value.
Marchesa, Marionette Master - Undying Robots
Yuriko, the Hydra Omnivore
I make dolls as a hobby.