217 views2 months ago
Commander
Size: 100Salt sum: 41.12
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lardoram

217 views2 months ago
Commander
Size: 100Salt sum: 41.12

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{"ops":[{"insert":"Welcome to my Xenagos, God of Revels EDH Deck Primer!\n\nI've never been much of a Green player. I appreciate the qualities that Timmy brings to the color pie, but big creatures and lots of lands has never been my preferred way to play Magic. I would much rather spend my turn in the graveyard, or sacrificing lots of artifacts. \n\nI think the main thing about Green that turns me away from the color is it's reliance on combat for secure the victory. I hate combat. I find it tedious and clunky. There's nothing I dread more in a game of EDH than the point late in the game, when everyone has a million creatures on the board, and people need to start doing 15 minutes of algebra just do get 6 damage through and lose 4 creatures. \n\nHowever, when I saw Xenagos, God of Revels back in 2013, everything changed. \n\nXenaGod, The Party Goat"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"insert":{"card-link":"Xenagos, God of Revels"}},{"insert":" \n\nThe best thing about this Xenagos list is that it takes all the nuance out of combat. No longer are we doing napkin math to figure out how to get 15 3/3's with Menace and First-Strike through for damage. The game plan is simple: cast a large creature that has evasion, double (or triple) its power, and swing. That's basically the only thing the deck does, and it does it well. This deck plays very similar to an alpha-strike Commanders like "},{"insert":{"card-link":"Ezuri, Renegade Leader"}},{"insert":" plotting and planning for the perfect turn to take out one or more players in a single, massive attack. \n\nThis is why this deck is so perfect for people who want to play a stompy Green deck, but don't want to deal with the grindy slugfests that happen so often in multiplayer EDH. This deck requires it's pilot to think ahead, hold back resources, and apply pressure in ways that allow them to sneak away a win from an empty board. \n\nThe Xenagos Gameplan"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nAs state earlier, the game plan is straightforward. The main goal is to do the following as quickly as possible: \n\nAccelerate our mana"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Cast Xenagos"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Play a scary creature"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Give it the Xenagos buff"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Swing"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nAfter that it is just a matter of keeping cards in our hand for when our scary creatures are eventually removed from play. Xenagos will survive MOST board wipes, being Indestructible. The deck relies heavily on smart resource allocation to prevent itself from getting blown out by a well-timed "},{"insert":{"card-link":"Hero's Downfall"}},{"insert":" on the buffed creature you just spent six mana on. This is why holding back resources for when they are MOST EFFECTIVE will be paramount to getting the most out of each card you play. This is not a deck where you want to dump your hand onto the battlefield, as card advantage will be heavily reliant on either connecting attacks or playing a steady amount of 4+ power creatures. Both of these things require you to not go hellbent. Topdecking here basically means you've been taken out of the game, even moreso than other decks. Getting your board wiped while having less than two cards in hand will lose you the game. Do not let this happen. \n\nThe scariest things in the deck are obviously it's creatures. Most of the creatures in this deck are 6+ power Tramplers or Fliers. \n\n"}]}
Xenagos, God of Revels
Indestructible
As long as your devotion to red and green is less than seven, Xenagos isn't a creature.
At the beginning of combat on your turn, another target creature you control gains haste and gets +X/+X until end of turn, where X is that creature's power.
Legendary Creature Enchantment - God
Xenagos, God of Revels (sld) 2061

Commander

(Ctrl to add secondary)
Aggravated Assault
: Untap all creatures you control. After this main phase, there is an additional combat phase followed by an additional main phase. Activate only as a sorcery.
Enchantment
Aggravated Assault (ons) 185
Blade of Selves
Equipped creature has myriad. (Whenever it attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Equip
Artifact - Equipment
Blade of Selves (tdc) 313
Chandra's Ignition
Target creature you control deals damage equal to its power to each other creature and each opponent.
Sorcery
Chandra's Ignition (m3c) 209
Epic Fight
Choose one or both —
• Double target creature's power and toughness until end of turn.
• Target creature you control fights target creature an opponent controls.
Sorcery
Epic Fight (msh) 166
Fatal Frenzy
Until end of turn, target creature you control gains trample and gets +X/+0, where X is its power. Sacrifice it at the beginning of the next end step.
Instant
Fatal Frenzy (plc) 98
Jeska, Thrice Reborn
Jeska enters with a loyalty counter on her for each time you've cast a commander from the command zone this game.
0: Choose target creature. Until your next turn, if that creature would deal combat damage to one of your opponents, it deals triple that damage to that player instead.
−X: Jeska deals X damage to each of up to three targets.
Jeska, Thrice Reborn can be your commander.
Partner
Legendary Planeswalker - Jeska
Jeska, Thrice Reborn (cmr) 186
Mage Slayer
Whenever equipped creature attacks, it deals damage equal to its power to the player or planeswalker it's attacking.
Equip
Artifact - Equipment
Mage Slayer (nec) 140
Relentless Assault
Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.
Sorcery
Relentless Assault (mar) 25
Savage Beating
Cast this spell only during combat on your turn.
Choose one —
• Creatures you control gain double strike until end of turn.
• Untap all creatures you control. After this phase, there is an additional combat phase.
Entwine
(Choose both if you pay the entwine cost.)
Instant
Savage Beating (cmm) 252
Seize the Day
Untap target creature. After this main phase, there is an additional combat phase followed by an additional main phase.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Seize the Day (msc) 166
Soul's Fire
Target creature you control deals damage equal to its power to any target.
Instant
Soul's Fire (cmr) 200
Triumph of the Hordes
Until end of turn, creatures you control get +1/+1 and gain trample and infect. (Creatures with infect deal damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
Sorcery
Triumph of the Hordes (plst) NPH-123
World at War
After the second main phase this turn, there's an additional combat phase followed by an additional main phase. At the beginning of that combat, untap all creatures that attacked this turn.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Sorcery
World at War (plst) ROE-172
World War Hulk
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — The next red or green creature spell you cast this turn can be cast without paying its mana cost.
II — Put three +1/+1 counters on target creature you control.
III — Choose target creature you control. Until end of turn, double its power and toughness and it gains trample.
Enchantment - Saga
World War Hulk (msh) 197

Blowouts

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Drumhunter
At the beginning of your end step, if you control a creature with power 5 or greater, you may draw a card.
: Add
.
Creature - Human Warrior Druid
Drumhunter (scd) 179
Garruk's Packleader
Whenever another creature you control with power 3 or greater enters, you may draw a card.
Creature - Beast
Garruk's Packleader (j25) 660
Garruk's Uprising
When this enchantment enters, if you control a creature with power 4 or greater, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
Enchantment
Garruk's Uprising (ecc) 109
Greater Good
Sacrifice a creature: Draw cards equal to the sacrificed creature's power, then discard three cards.
Enchantment
Greater Good (9ed) 245
Momentous Fall
As an additional cost to cast this spell, sacrifice a creature.
You draw cards equal to the sacrificed creature's power, then you gain life equal to its toughness.
Instant
Momentous Fall (jmp) 411
Rishkar's Expertise
Draw cards equal to the greatest power among creatures you control.
You may cast a spell with mana value 5 or less from your hand without paying its mana cost.
Sorcery
Rishkar's Expertise (m3c) 411
Soul of the Harvest
Trample
Whenever another nontoken creature you control enters, you may draw a card.
Creature - Elemental
Soul of the Harvest (jmp) 432
Soul's Majesty
Draw cards equal to the power of target creature you control.
Sorcery
Soul's Majesty (nec) 131
The Legend of Kyoshi
(As this Saga enters and after your draw step, add a lore counter.)
I — Draw cards equal to the greatest power among creatures you control.
II — Earthbend X, where X is the number of cards in your hand. That land becomes an Island in addition to its other types.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Enchantment - Saga
The Legend of Kyoshi // Avatar Kyoshi (tla) 186The Legend of Kyoshi // Avatar Kyoshi (tla) 186

Card Advantage

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Acidic Slime
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
When this creature enters, destroy target artifact, enchantment, or land.
Creature - Ooze
Acidic Slime (cmm) 270
Anzrag, the Quake-Mole
Whenever Anzrag becomes blocked, untap each creature you control. After this phase, there is an additional combat phase.
: Anzrag must be blocked each combat this turn if able.
Legendary Creature - God Mole
Anzrag, the Quake-Mole (mkm) 356
Atarka, World Render
Flying, trample
Whenever a Dragon you control attacks, it gains double strike until end of turn.
Legendary Creature - Dragon
Atarka, World Render (tdc) 281
Balefire Dragon
Flying
Whenever this creature deals combat damage to a player, it deals that much damage to each creature that player controls.
Creature - Dragon
Balefire Dragon (cmm) 207
Battle Mammoth
Trample
Whenever a permanent you control becomes the target of a spell or ability an opponent controls, you may draw a card.
Foretell
(During your turn, you may pay
and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Creature - Elephant
Battle Mammoth (khm) 298
Caller of the Pack
Trample
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Creature - Beast
Caller of the Pack (cma) 94
Desert Were-Worm
This creature gets +2/+0 for each Mountain you control.
Whenever you attack with creatures with total power 12 or greater for the first time each turn, untap all attacking creatures. After this phase, there is an additional combat phase.
Creature - Dragon Wurm
Desert Were-Worm (hob) 261
Deus of Calamity
Trample
Whenever this creature deals 6 or more damage to an opponent, destroy target land that player controls.
Creature - Avatar Spirit
Deus of Calamity (ddl) 54
Ghalta, Primal Hunger
This spell costs
less to cast, where X is the total power of creatures you control.
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
Legendary Creature - Elder Dinosaur
Ghalta, Primal Hunger (fdn) 222
Giant Adephage
Trample
Whenever this creature deals combat damage to a player, create a token that's a copy of this creature.
Creature - Insect
Giant Adephage (dsc) 179
Goreclaw, Terror of Qal Sisma
Creature spells you cast with power 4 or greater cost
less to cast.
Whenever Goreclaw attacks, each creature you control with power 4 or greater gets +1/+1 and gains trample until end of turn.
Legendary Creature - Bear
Goreclaw, Terror of Qal Sisma (blc) 222
Hellkite Charger
Flying, haste
Whenever this creature attacks, you may pay
. If you do, untap all attacking creatures and after this phase, there is an additional combat phase.
Creature - Dragon
Hellkite Charger (cmm) 232
Hellkite Tyrant
Flying, trample
Whenever this creature deals combat damage to a player, gain control of all artifacts that player controls.
At the beginning of your upkeep, if you control twenty or more artifacts, you win the game.
Creature - Dragon
Hellkite Tyrant (rvr) 111
Hydra Omnivore
Whenever this creature deals combat damage to an opponent, it deals that much damage to each other opponent.
Creature - Hydra
Hydra Omnivore (dsc) 185
Ilharg, the Raze-Boar
Trample
Whenever Ilharg attacks, you may put a creature card from your hand onto the battlefield tapped and attacking. Return that creature to your hand at the beginning of the next end step.
When Ilharg dies or is put into exile from the battlefield, you may put it into its owner's library third from the top.
Legendary Creature - Boar God
Ilharg, the Raze-Boar (rvr) 113
Malignus
Malignus's power and toughness are each equal to half the highest life total among your opponents, rounded up.
Damage that would be dealt by this creature can't be prevented.
Creature - Elemental Spirit
Malignus (plst) AVR-148
Moraug, Fury of Akoum
Each creature you control gets +1/+0 for each time it has attacked this turn.
Landfall — Whenever a land you control enters, if it's your main phase, there's an additional combat phase after this phase. At the beginning of that combat, untap all creatures you control.
Legendary Creature - Warrior Minotaur
Moraug, Fury of Akoum (znr) 300
Nylea, God of the Hunt
Indestructible
As long as your devotion to green is less than five, Nylea isn't a creature. (Each
in the mana costs of permanents you control counts toward your devotion to green.)
Other creatures you control have trample.
: Target creature gets +2/+2 until end of turn.
Legendary Creature Enchantment - God
Nylea, God of the Hunt (plst) THS-166
Prowling Serpopard
This spell can't be countered.
Creature spells you control can't be countered.
Creature - Cat Snake
Prowling Serpopard (j22) 713
Quartzwood Crasher
Trample
Whenever one or more creatures you control with trample deal combat damage to a player, create an X/X green Dinosaur Beast creature token with trample, where X is the amount of damage those creatures dealt to that player.
Creature - Beast Dinosaur
Quartzwood Crasher (prm) 80821
Ruric Thar, the Unbowed
Reach, vigilance
Ruric Thar attacks each combat if able.
Whenever a player casts a noncreature spell, Ruric Thar deals 6 damage to that player.
Legendary Creature - Warrior Ogre
Ruric Thar, the Unbowed (2x2) 271
Savage Ventmaw
Flying
Whenever this creature attacks, add
. Until end of turn, you don't lose this mana as steps and phases end.
Creature - Dragon
Savage Ventmaw (fdn) 665
Siege Behemoth
Hexproof
As long as this creature is attacking, for each creature you control, you may have that creature assign its combat damage as though it weren't blocked.
Creature - Beast
Siege Behemoth (cma) 144
Soul of New Phyrexia
Trample
: Permanents you control gain indestructible until end of turn.
, Exile this card from your graveyard: Permanents you control gain indestructible until end of turn.
Creature Artifact - Avatar Phyrexian
Soul of New Phyrexia (cmm) 974
Thunderfoot Baloth
Trample
Lieutenant — As long as you control your commander, this creature gets +2/+2 and other creatures you control get +2/+2 and have trample.
Creature - Beast
Thunderfoot Baloth (cma) 155

Creature

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Naturalize
Destroy target artifact or enchantment.
Instant
Naturalize (plst) M19-190

Instant

(Ctrl to add secondary)
Cragcrown Pathway
: Add
.
Land
Cragcrown Pathway // Timbercrown Pathway (plst) ZNR-261Cragcrown Pathway // Timbercrown Pathway (plst) ZNR-261
Evolving Wilds
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Evolving Wilds (msc) 240
Forest
(
: Add
.)
Basic Land - Forest
Forest (msh) 295
Karplusan Forest
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Karplusan Forest (eoc) 164
Kessig Wolf Run
: Add
.
,
: Target creature gets +X/+0 and gains trample until end of turn.
Land
Kessig Wolf Run (tdc) 375
Mossfire Valley
,
: Add
.
Land
Mossfire Valley (fic) 407
Mosswort Bridge
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add
.
,
: You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
Land
Mosswort Bridge (tdc) 379
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (msh) 293
Rogue's Passage
: Add
.
,
: Target creature can't be blocked this turn.
Land
Rogue's Passage (soc) 400
Rootbound Crag
This land enters tapped unless you control a Mountain or a Forest.
: Add
or
.
Land
Rootbound Crag (msc) 261
Stomping Ground
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Mountain Forest
Stomping Ground (eoe) 258

Land

(Ctrl to add secondary)
Arbor Elf
: Untap target Forest.
Creature - Elf Druid
Arbor Elf (pw21) 1
Birds of Paradise
Flying
: Add one mana of any color.
Creature - Bird
Birds of Paradise (rvr) 133
Cultivate
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
Sorcery
Cultivate (msc) 172
Farseek
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
Sorcery
Farseek (msc) 173
Fire Diamond
This artifact enters tapped.
: Add
.
Artifact
Fire Diamond (clb) 313
Gruul Signet
,
: Add
.
Artifact
Gruul Signet (blc) 273
Harrow
As an additional cost to cast this spell, sacrifice a land.
Search your library for up to two basic land cards, put them onto the battlefield, then shuffle.
Instant
Harrow (eoc) 98
Llanowar Elves
: Add
.
Creature - Elf Druid
Llanowar Elves (cma) 125
Moss Diamond
This artifact enters tapped.
: Add
.
Artifact
Moss Diamond (clb) 327
Sakura-Tribe Elder
Sacrifice this creature: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Creature - Shaman Snake
Sakura-Tribe Elder (soc) 285
Sol Ring
: Add
.
Artifact
Sol Ring (msc) 211
Talisman of Impulse
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Impulse (tdc) 332
Wood Elves
When this creature enters, search your library for a Forest card, put that card onto the battlefield, then shuffle.
Creature - Elf Scout
Wood Elves (hob) 142

Ramp

(Ctrl to add secondary)

Deck Info

Deck stats

0 pips - 0 cards
0 mana - 2 cards
0 pips - 0 cards
0 mana - 2 cards
0 pips - 0 cards
0 mana - 2 cards
40 pips - 24 cards
25 mana - 23 cards
60 pips - 40 cards
31 mana - 29 cards
0 pips - 0 cards
7 mana - 6 cards
CategoriesQtyOdds
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Deck extras (0)

Description

{"ops":[{"insert":"Welcome to my Xenagos, God of Revels EDH Deck Primer!\n\nI've never been much of a Green player. I appreciate the qualities that Timmy brings to the color pie, but big creatures and lots of lands has never been my preferred way to play Magic. I would much rather spend my turn in the graveyard, or sacrificing lots of artifacts. \n\nI think the main thing about Green that turns me away from the color is it's reliance on combat for secure the victory. I hate combat. I find it tedious and clunky. There's nothing I dread more in a game of EDH than the point late in the game, when everyone has a million creatures on the board, and people need to start doing 15 minutes of algebra just do get 6 damage through and lose 4 creatures. \n\nHowever, when I saw Xenagos, God of Revels back in 2013, everything changed. \n\nXenaGod, The Party Goat"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"insert":{"card-link":"Xenagos, God of Revels"}},{"insert":" \n\nThe best thing about this Xenagos list is that it takes all the nuance out of combat. No longer are we doing napkin math to figure out how to get 15 3/3's with Menace and First-Strike through for damage. The game plan is simple: cast a large creature that has evasion, double (or triple) its power, and swing. That's basically the only thing the deck does, and it does it well. This deck plays very similar to an alpha-strike Commanders like "},{"insert":{"card-link":"Ezuri, Renegade Leader"}},{"insert":" plotting and planning for the perfect turn to take out one or more players in a single, massive attack. \n\nThis is why this deck is so perfect for people who want to play a stompy Green deck, but don't want to deal with the grindy slugfests that happen so often in multiplayer EDH. This deck requires it's pilot to think ahead, hold back resources, and apply pressure in ways that allow them to sneak away a win from an empty board. \n\nThe Xenagos Gameplan"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nAs state earlier, the game plan is straightforward. The main goal is to do the following as quickly as possible: \n\nAccelerate our mana"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Cast Xenagos"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Play a scary creature"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Give it the Xenagos buff"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Swing"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nAfter that it is just a matter of keeping cards in our hand for when our scary creatures are eventually removed from play. Xenagos will survive MOST board wipes, being Indestructible. The deck relies heavily on smart resource allocation to prevent itself from getting blown out by a well-timed "},{"insert":{"card-link":"Hero's Downfall"}},{"insert":" on the buffed creature you just spent six mana on. This is why holding back resources for when they are MOST EFFECTIVE will be paramount to getting the most out of each card you play. This is not a deck where you want to dump your hand onto the battlefield, as card advantage will be heavily reliant on either connecting attacks or playing a steady amount of 4+ power creatures. Both of these things require you to not go hellbent. Topdecking here basically means you've been taken out of the game, even moreso than other decks. Getting your board wiped while having less than two cards in hand will lose you the game. Do not let this happen. \n\nThe scariest things in the deck are obviously it's creatures. Most of the creatures in this deck are 6+ power Tramplers or Fliers. \n\n"}]}
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