lardoram
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Commander
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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.
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

Commander
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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
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

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.)
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

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.)
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 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.
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

Blowouts
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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.
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

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.
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


Card Advantage
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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.)
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

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.
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

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.
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

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.
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

Creature
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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.
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

Land
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Ramp
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Deck Info
Deck stats
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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"}]}






























































