No Deus of Calamity? He usually gives Xenagos enough devotion to hit your opponents the following turn.
Lotus Cobra also gives enough ramp since you run all of the fetchlands. Fierce Empath can be a good addition to tutor... currently you have 4 6+cmc for you to tutor. In addition, it can be clamped.
Lignify is a good card to messed up cards like Marath. Also Duplicant to exile some annoying creatures and/or gods.
I did not even think of the Deus, I will swap Invader Parasite out for it I think. And I'm not sure how I forgot Lotus Cobra, I usually stick him in every green deck almost. Thanks!
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Current Modern decks BGW Junk / URB Grixis Shadow / RGB Lantern Control / WUBCBant Eldrazi
Current Legacy decks BUG Shardless BUG / UWR Predict Miracles / RUG Canadian Thresh / WRBG 4c Loam UB Reanimator
Hi, I am running a decklist very similar to yours. My main focus is a low curve and creatures that have trample to get damage in fast and abuse Xenagod's ability.
I include creatures like Groundbreaker, Hell's Thunder, Blitz Hellion. Some great finishers that combo off their power include Berserk, Fling, Soul's Fire, Grab the Reins, Final Fortune. Just some ideas.
Here are some comments for your deck.
-Ghor-Clan Rampager is a direct upgrade of Colossal Might. You can also cast it as a permanent if you like. 4 mana creatures are important. Because stuff you have before you cast your commander is the first thing you're going to be using Xenagos' ability with.
-Garruk Wildspeaker seems a bit weak. I'd rather have a reliable ramp instead like Skyshroud Claim. Or just cut him for a 4cmc creature.
-Craterhoof Behemoth is outside your curve. You can't even pod into him. You should probably replace it with something like Overwhelming Stampede if you want his effect.
-Magnus of the Moon doesn't belong. You only have 4 other spells that need double red. You need red to even cast Magnus of the Moon, I'm pretty sure you'll be fine for a while without a second red. He is taking up precious space for only a 2/2 beater for 3 mana.
-The same applies for Blood Moon
-Putrefax seems out of place. You don't have any other infect cards, and in order for this card to be useful, you must use Xenagos on him and the opposing player must not block. This seems like way too many conditionals for it to take up a 5 drop spot. Your going to want another beater with either trample, haste, or flying or any combination of the 3 that contribute to your main goal. Don't get sidetracked.
-Hell Rider is more for a swarm deck and should probable be replace with a higher p/t creature or better ability. An example of a good 4 drop that you don't currently have is Chameleon Colossus.
-Having swords that protect creatures from Xenagos' ability is a bad idea.
-Some anti-countering creatures could be useful, i.e. Vexing Shusher and possible Gaea's Herald.
-There is better enchantment destruction than Destructive Revelry. Hull Breach is a good example. For the same cmc you can destroy both an enchantment and an artifact. Another good card that works especially well in this deck is Decimate. If you don't have a creature and/or an enchantment target on your opponent's side, you can always choose Xenagos as your targets instead.
Hi, I am running a decklist very similar to yours. My main focus is a low curve and creatures that have trample to get damage in fast and abuse Xenagod's ability.
I include creatures like Groundbreaker, Hell's Thunder, Blitz Hellion. Some great finishers that combo off their power include Berserk, Fling, Soul's Fire, Grab the Reins, Final Fortune. Just some ideas.
Here are some comments for your deck.
-Ghor-Clan Rampager is a direct upgrade of Colossal Might. You can also cast it as a permanent if you like. 4 mana creatures are important. Because stuff you have before you cast your commander is the first thing you're going to be using Xenagos' ability with.
-Garruk Wildspeaker seems a bit weak. I'd rather have a reliable ramp instead like Skyshroud Claim. Or just cut him for a 4cmc creature.
-Craterhoof Behemoth is outside your curve. You can't even pod into him. You should probably replace it with something like Overwhelming Stampede if you want his effect.
-Magnus of the Moon doesn't belong. You only have 4 other spells that need double red. You need red to even cast Magnus of the Moon, I'm pretty sure you'll be fine for a while without a second red. He is taking up precious space for only a 2/2 beater for 3 mana.
-The same applies for Blood Moon
-Putrefax seems out of place. You don't have any other infect cards, and in order for this card to be useful, you must use Xenagos on him and the opposing player must not block. This seems like way too many conditionals for it to take up a 5 drop spot. Your going to want another beater with either trample, haste, or flying or any combination of the 3 that contribute to your main goal. Don't get sidetracked.
-Hell Rider is more for a swarm deck and should probable be replace with a higher p/t creature or better ability. An example of a good 4 drop that you don't currently have is Chameleon Colossus.
-Having swords that protect creatures from Xenagos' ability is a bad idea.
-Some anti-countering creatures could be useful, i.e. Vexing Shusher and possible Gaea's Herald.
-There is better enchantment destruction than Destructive Revelry. Hull Breach is a good example. For the same cmc you can destroy both an enchantment and an artifact. Another good card that works especially well in this deck is Decimate. If you don't have a creature and/or an enchantment target on your opponent's side, you can always choose Xenagos as your targets instead.
Ghor-Clan is not a direct upgrade over Colossal Might, because you can use Might before Xenagos' ability triggers, giving the creature +8 instead of +4. It is sort of a glass cannon card, but has won me some games.
Craterhoof has indeed been disappointing, I think I'm going to cut it soon. It's too much of a win-more card.
Magus and Blood Moon are not there to help me get red mana, they are there to screw over the opponent's manabase, and they do a damn good job. Best 2 cards in the deck.
Putrefax steals too many games to be cut, I think.
Decimate, while cool, is too much of a dead card half the time. Revelry is an instant which gives it the edge over Hull Breach.
Thanks for the input and good luck!
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big receipts
alpha mox emerald
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3 liliana of the veil
4 karn liberated
3 force of will
4 grove of the burnwillows
snapcaster mage
3 horizon canopy
2 full art damnation
Hybrid mana symbols and other unusual colored mana symbols also count toward your devotion to each of their colors. For example, a permanent that costs adds two to your devotion to red and two to your devotion to green.
Which adds 3 red and 3 green to your devotion to xenagos
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alpha mox emerald
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snapcaster mage
3 horizon canopy
2 full art damnation
all of these cards also add 3 to your devotion minimum
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pucatrade
big receipts
alpha mox emerald
beta time walk
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4 karn liberated
3 force of will
4 grove of the burnwillows
snapcaster mage
3 horizon canopy
2 full art damnation
Here is my list. I considered making my own topic as my list has a very different philosophy from most I have seen. I call this All-In Xenagos, my gameplan is t3 Xenagos into t4 5-7 drop beater and I've adjusted my mana curve and deckstats accordingly. This is very much a glass cannon build, it can outright win against A tier decks with the right draw, and can lose to terrible casual decks with the wrong draw, so don't even think about running this if variance frustrates you.
I think I may have played against your build once on Cockatrice...sorry memory sucks but looks good, maybe I'll give it a try...or a combination of mine and yours.
One quick note though...Devoted Druid is the best 2 drop mana dork because it allows turn 3 Xenagos.
I kept seeing this deck pop up a lot last night on MODO (I was on Grixis Control).
The first thing I see, is why this guy when Radha seems stronger by virtue of playing four drops on t3. This guy also doesn't disrupt at all, and does nothing unless you have guys to send to the red zone. I played against the "Elfball" styled version, and a bigger "Stompy" styled version. Either way, my Bolas didn't have a problem dispatching them (had to play more defensive, but that is how control decks play anyway, right?)
Anyway, just curious as to the appeal of this particular commander. Why this over Radha, or Marath, or Ezuri? Thanks.
It's more on the "different approach" actually. Despite having the same color, players just want a different take on the same subject matter. Radha can either go 4cmc drop (meh) or aggro (brr), but with Xenagos he has the "I'm big and I can hit hard" feel which can use different strategy as much as Radha but with added twist that Radha lacks...
Xenagos has far more late game reach than Radha, and doesn't fold to a couple board wipes like aggro Radha does.
I can understand this point. After I t4'd Damnationed I noticed that I wasn't out of the woods yet when he dropped the commander and an Inkmoth Nexus - then an Inquisition of Kozilek from me that showed the Jokulhaups so I spent most of the game keeping him off RR or 6. He used his commander's pump effect in conjunction with Soul's Majesty to refill his hand, then proceeded to ball out on me - but I Demonic Tutor'd for Toxic Deluge for X = 2 but that still didn't help - he played Nissa Revane to get the Chosen dude (I actually had to Treachery it so he'd stop bashing me in the face for four).
It was interesting that my Gilded Drake seemed like a bad card in conjunction with Xenagos. All in all, it was a fascinating case study for me to examine and I liked the way it forced me to play differently. So I guess that's a good thing for the metagame.
edit: If any of y'all is curious what I was playing specifically against the Xenagos decks, check the Bolas link in my sig. Hope that helps y'all with your own deckbuilding choices.
This deck is significantly less fragile than Ezuri or Radha (1 on 1 I've been stomping both of those generals, perhaps some other builds would be better against me though. Typically I win with sub 10 life left, but my counterswing overwhelms their puny initial swing). For Marath, I'm certain he's a better, more resilient, more versatile general, but I feel like I've played weenie swarm/zoo to death, and Xenagos is something very different.
If you ever play on cockatrice I'd be willing to show you the list in action so you can see the appeal. This deck oozes loads of "fun appeal"
I played a local shop tournament with the list above, ended up winning over Azusa, Dralnu, Prossh, and Rafiq. Most of the lists are definitely not as tuned as those I see online and on mtgtop8, but I think it shows some potential.
I counted 1 turn 4 win (t1 wild growth, t2 lotus cobra, t3 snap land into xenagos, t4 snap land into deus of calamity, berserk, gg) and 6 turn 5 wins. When the deck hits, it kills faster than the opponent is able to dig for answers, which an Ezuri or Radha deck has a lot of trouble doing.
This deck is significantly less fragile than Ezuri or Radha (1 on 1 I've been stomping both of those generals, perhaps some other builds would be better against me though. Typically I win with sub 10 life left, but my counterswing overwhelms their puny initial swing). For Marath, I'm certain he's a better, more resilient, more versatile general, but I feel like I've played weenie swarm/zoo to death, and Xenagos is something very different.
If you ever play on cockatrice I'd be willing to show you the list in action so you can see the appeal. This deck oozes loads of "fun appeal"
Unfortunately, I don't like the Cockatrice engine - I much prefer the automated rulings of Magic Online, and I dislike the manual feel of MWS/Cockatrice. This means I unfortunately have to deal with the RC-instituted list as Duel-Commander is not recognized officially there. But, to me, it is worth it for the automated engine.
If you were on Magic Online, i'd love to get the feel of playing against a competent list.
The good thing for manual games online is to exercise your knowledge of the game which happens irl. Before you know it when playing for real, you'll get used to the automated spoon-feeding. In addition, even if you know certain rules it'll be suck on explaining why it does that way (aka... "I can't really explain but it does happen!" scenario).
It happens to me when doing my practice test for my license board exam. When doing on a different format, you'll just forget the explanation because you're so used to the "auto" part when I choose the wrong answer, they'll give me a red mark and won't let me go to the next question before choosing the right choice. Bleh... it's sucks that I actually experienced that.
Thread derail, but mainly I don't want to pay wizards for cards twice. I already bought the cardboard version, you're telling me I need to shell out more cash to get the list online? No thanks.
The good thing for manual games online is to exercise your knowledge of the game which happens irl. Before you know it when playing for real, you'll get used to the automated spoon-feeding. In addition, even if you know certain rules it'll be suck on explaining why it does that way (aka... "I can't really explain but it does happen!" scenario).
It happens to me when doing my practice test for my license board exam. When doing on a different format, you'll just forget the explanation because you're so used to the "auto" part when I choose the wrong answer, they'll give me a red mark and won't let me go to the next question before choosing the right choice. Bleh... it's sucks that I actually experienced that.
Yeah. I mean, knowing the rules is important, don't get me wrong. And it's still important with the WotC client too (perhaps even moreso, since you can't take your action back if you f* up). I know not every player is like that, but if I f* up, that's my misplay and I should be held accountable for it (else how will I learn?) Knowing the rules thoroughly helps us to strategize better, but more importantly I don't like getting into a dispute with adamantly stubborn players who insist that their way is right regardless of how long you throw the Comprehensive Rules at them.
1 Xenagos, God of Revels
Dudes
1 Birds of Paradise
1 Llanowar Elves
1 Fyndhorn Elves
1 Elvish Mystic
1 Arbor Elf
1 Boreal Druid
1 Ulvenwald Tracker
1 Devoted Druid
1 Fauna Shaman
1 Lotus Cobra
1 Viridian Shaman
1 Vithian Renegades
1 Uktabi Orangutan
1 Magus of the Moon
1 Great Sable Stag
1 Ohran Viper
1 Eternal Witness
1 Avalanche Riders
1 Ravenous Baboons
1 Bloodbraid Elf
1 Boartusk Liege
1 Flametongue Kavu
1 Hellrider
1 Polukranos, World Eater
1 Spellbreaker Behemoth
1 Thrun, the Last Troll
1 Wickerbough Elder
1 Indrik Stomphowler
1 Deus of Calamity
1 Putrefax
1 Inferno Titan
1 Primeval Titan
1 Bane of Progress
1 Craterhoof Behemoth
Enchantments
1 Blood Moon
1 Survival of the Fittest
1 Sylvan Library
Artifacts
1 Birthing Pod
1 Skullclamp
1 Sword of Feast and Famine
1 Sword of Fire and Ice
1 Umezawa's Jitte
Instant
1 Ancient Grudge
1 Destructive Revelry
1 Krosan Grip
1 Pyroblast
1 Crop Rotation
1 Worldly Tutor
1 Summoner's Pact
1 Chord of Calling
1 Colossal Might
Sorcery
1 Green Sun's Zenith
1 Mizzium Mortars
1 Molten Rain
1 Chandra, Pyromaster
1 Garruk Wildspeaker
1 Garruk, Primal Hunter
1 Garruk, Caller of Beasts
Lands
11 Forest
8 Mountain
1 Taiga
1 Stomping Ground
1 Rootbound Crag
1 Grove of the Burnwillows
1 Karplusan Forest
1 Raging Ravine
1 Arid Mesa
1 Misty Rainforest
1 Scalding Tarn
1 Verdant Catacombs
1 Wooded Foothills
1 Windswept Heath
1 Cavern of Souls
1 Command Tower
1 City of Brass
1 Gaea's Cradle
1 Dryad Arbor
1 Kessig Wolf Run
1 Dust Bowl
1 Wasteland
Thoughts?
BGW Junk / URB Grixis Shadow / RGB Lantern Control / WUBCBant Eldrazi
Current Legacy decks
BUG Shardless BUG / UWR Predict Miracles / RUG Canadian Thresh / WRBG 4c Loam
UB Reanimator
Lotus Cobra also gives enough ramp since you run all of the fetchlands.
Fierce Empath can be a good addition to tutor... currently you have 4 6+cmc for you to tutor. In addition, it can be clamped.
Lignify is a good card to messed up cards like Marath. Also Duplicant to exile some annoying creatures and/or gods.
Duel Commander
URG [Primer] Maelstrom Wanderer [Primer] URG
Duel Commander Current Projects:
RGWMarath, Will of the WildRGW
BRXMogis, God of SlaughterBRX
RWxIoras, God of VictoryRWx
WBxAthreos, God of PassageWBx
Created By: DarkNightCavalier
BGW Junk / URB Grixis Shadow / RGB Lantern Control / WUBCBant Eldrazi
Current Legacy decks
BUG Shardless BUG / UWR Predict Miracles / RUG Canadian Thresh / WRBG 4c Loam
UB Reanimator
Duel Commander
URG [Primer] Maelstrom Wanderer [Primer] URG
Duel Commander Current Projects:
RGWMarath, Will of the WildRGW
BRXMogis, God of SlaughterBRX
RWxIoras, God of VictoryRWx
WBxAthreos, God of PassageWBx
Created By: DarkNightCavalier
BGW Junk / URB Grixis Shadow / RGB Lantern Control / WUBCBant Eldrazi
Current Legacy decks
BUG Shardless BUG / UWR Predict Miracles / RUG Canadian Thresh / WRBG 4c Loam
UB Reanimator
I include creatures like Groundbreaker, Hell's Thunder, Blitz Hellion. Some great finishers that combo off their power include Berserk, Fling, Soul's Fire, Grab the Reins, Final Fortune. Just some ideas.
Here are some comments for your deck.
-Ghor-Clan Rampager is a direct upgrade of Colossal Might. You can also cast it as a permanent if you like. 4 mana creatures are important. Because stuff you have before you cast your commander is the first thing you're going to be using Xenagos' ability with.
-Garruk Wildspeaker seems a bit weak. I'd rather have a reliable ramp instead like Skyshroud Claim. Or just cut him for a 4cmc creature.
-Craterhoof Behemoth is outside your curve. You can't even pod into him. You should probably replace it with something like Overwhelming Stampede if you want his effect.
-Magnus of the Moon doesn't belong. You only have 4 other spells that need double red. You need red to even cast Magnus of the Moon, I'm pretty sure you'll be fine for a while without a second red. He is taking up precious space for only a 2/2 beater for 3 mana.
-The same applies for Blood Moon
-Putrefax seems out of place. You don't have any other infect cards, and in order for this card to be useful, you must use Xenagos on him and the opposing player must not block. This seems like way too many conditionals for it to take up a 5 drop spot. Your going to want another beater with either trample, haste, or flying or any combination of the 3 that contribute to your main goal. Don't get sidetracked.
-Hell Rider is more for a swarm deck and should probable be replace with a higher p/t creature or better ability. An example of a good 4 drop that you don't currently have is Chameleon Colossus.
-Having swords that protect creatures from Xenagos' ability is a bad idea.
-Some anti-countering creatures could be useful, i.e. Vexing Shusher and possible Gaea's Herald.
-There is better enchantment destruction than Destructive Revelry. Hull Breach is a good example. For the same cmc you can destroy both an enchantment and an artifact. Another good card that works especially well in this deck is Decimate. If you don't have a creature and/or an enchantment target on your opponent's side, you can always choose Xenagos as your targets instead.
That's my two cents. Happy Xenagos, God of Revels building!
Hi, thanks for the post.
Ghor-Clan is not a direct upgrade over Colossal Might, because you can use Might before Xenagos' ability triggers, giving the creature +8 instead of +4. It is sort of a glass cannon card, but has won me some games.
Craterhoof has indeed been disappointing, I think I'm going to cut it soon. It's too much of a win-more card.
Magus and Blood Moon are not there to help me get red mana, they are there to screw over the opponent's manabase, and they do a damn good job. Best 2 cards in the deck.
Putrefax steals too many games to be cut, I think.
Decimate, while cool, is too much of a dead card half the time. Revelry is an instant which gives it the edge over Hull Breach.
Thanks for the input and good luck!
BGW Junk / URB Grixis Shadow / RGB Lantern Control / WUBCBant Eldrazi
Current Legacy decks
BUG Shardless BUG / UWR Predict Miracles / RUG Canadian Thresh / WRBG 4c Loam
UB Reanimator
rubblebelt raiders +6 to devotion and grows
rubblehulk it's always been a 6-7 point at minimum. Becoming my favorite trick in red green
gratuitious violence quadruples the creatures power with xenagos
pucatrade
big receipts
alpha mox emerald
beta time walk
4 goyfs received
3 liliana of the veil
4 karn liberated
3 force of will
4 grove of the burnwillows
snapcaster mage
3 horizon canopy
2 full art damnation
Devotion doesn't work that way
With that in mind, it only adds 3 devotion.
Duel Commander
URG [Primer] Maelstrom Wanderer [Primer] URG
Duel Commander Current Projects:
RGWMarath, Will of the WildRGW
BRXMogis, God of SlaughterBRX
RWxIoras, God of VictoryRWx
WBxAthreos, God of PassageWBx
Created By: DarkNightCavalier
pucatrade
big receipts
alpha mox emerald
beta time walk
4 goyfs received
3 liliana of the veil
4 karn liberated
3 force of will
4 grove of the burnwillows
snapcaster mage
3 horizon canopy
2 full art damnation
Duel Commander
URG [Primer] Maelstrom Wanderer [Primer] URG
Duel Commander Current Projects:
RGWMarath, Will of the WildRGW
BRXMogis, God of SlaughterBRX
RWxIoras, God of VictoryRWx
WBxAthreos, God of PassageWBx
Created By: DarkNightCavalier
it was hard to find a clear answer
a couple other cards then
first a couple old school cards first two are mostly for fun
force of nature
wiitigo grows as it goes on the attack
viashivan dragon
vigor no need to explain this one
silvos,rogue elemental 16 point swings
molimo maro sorceror
wolfir silverheart
weatherseed treefolk
furnace of rath affects both players
terra stomper
all of these cards also add 3 to your devotion minimum
pucatrade
big receipts
alpha mox emerald
beta time walk
4 goyfs received
3 liliana of the veil
4 karn liberated
3 force of will
4 grove of the burnwillows
snapcaster mage
3 horizon canopy
2 full art damnation
Duel Commander
URG [Primer] Maelstrom Wanderer [Primer] URG
Duel Commander Current Projects:
RGWMarath, Will of the WildRGW
BRXMogis, God of SlaughterBRX
RWxIoras, God of VictoryRWx
WBxAthreos, God of PassageWBx
Created By: DarkNightCavalier
Here is my list. I considered making my own topic as my list has a very different philosophy from most I have seen. I call this All-In Xenagos, my gameplan is t3 Xenagos into t4 5-7 drop beater and I've adjusted my mana curve and deckstats accordingly. This is very much a glass cannon build, it can outright win against A tier decks with the right draw, and can lose to terrible casual decks with the wrong draw, so don't even think about running this if variance frustrates you.
5 Deus of Calamity
6 Ruric Thar, The Unbowed
6 Soul of the Harvest
6 Primeval Titan
6 Nacatl War-Pride
5 Weatherseed Treefolk
6 Terra Stomper
6 Inferno Titan
4 Boartusk Liege
4 Flametongue Kavu
4 Cyclops Gladiator
5 Vorapede
4 Thrun, the Last Troll
6 Vigor
7 Balefire Dragon
7 Panglacial Wurm
4 Spellbreaker Behemoth
6 Hellkite Tyrant
2 Rofellos, Llanowar Emissary
1 Arbor Elf
1 Elvish Mystic
1 Joraga Treespeaker
2 Priest of Titania
1 Llanowar Elves
1 Fyndhorn Elves
4 Bloodbraid Elf
2 Wall of Roots
2 Overgrown Battlement
2 Sylvan Caryatid
2 Vine Trellis
3 Somberwald Sage
1 Birds of Paradise
2 Lotus Cobra
2 Sakura-Tribe Elder[/cards]
4 Wickerbough Elder
5 Acidic Slime
1 Ulvenwald Tracker
3 Magus of the Moon
3 Fierce Empath
1 Berserk
1 Worldly Tutor
1 Wild Growth
1 Utopia Sprawl
2 Survival of the Fittest
2 Sylvan Library
3 Blood Moon
3 Hall of Gemstone
2 Three Visits
2 Rampant Growth
2 Farseek
3 Cultivate
2 Into the North
3 Search for Tomorrow
3 Kodama's Reach
2 Nature's Lore
3 Wheel of Fortune
1 Green Sun's Zenith
1 Sylvan Tutor
1 Birthing Pod
8 Snow-Covered Mountain
14 Snow-Covered Forest
1 Dryad Arbor
1 Gaea's Cradle
1 Karplusan Forest
1 Fire-Lit Thicket
1 Stomping Ground
1 Command Tower
1 Grove of the Burnwillows
1 Taiga
1 Wasteland
1 Kessig Wolf Run
1 Wooded Foothills
1 Bloodstained Mire
1 Arid Mesa
1 Verdant Catacombs
1 Misty Rainforest
1 Windswept Heath
1 Scalding Tarn
One quick note though...Devoted Druid is the best 2 drop mana dork because it allows turn 3 Xenagos.
BGW Junk / URB Grixis Shadow / RGB Lantern Control / WUBCBant Eldrazi
Current Legacy decks
BUG Shardless BUG / UWR Predict Miracles / RUG Canadian Thresh / WRBG 4c Loam
UB Reanimator
The first thing I see, is why this guy when Radha seems stronger by virtue of playing four drops on t3. This guy also doesn't disrupt at all, and does nothing unless you have guys to send to the red zone. I played against the "Elfball" styled version, and a bigger "Stompy" styled version. Either way, my Bolas didn't have a problem dispatching them (had to play more defensive, but that is how control decks play anyway, right?)
Anyway, just curious as to the appeal of this particular commander. Why this over Radha, or Marath, or Ezuri? Thanks.
Steel Sabotage'ng Orbs of Mellowness since 2011.
Duel Commander
URG [Primer] Maelstrom Wanderer [Primer] URG
Duel Commander Current Projects:
RGWMarath, Will of the WildRGW
BRXMogis, God of SlaughterBRX
RWxIoras, God of VictoryRWx
WBxAthreos, God of PassageWBx
Created By: DarkNightCavalier
BGW Junk / URB Grixis Shadow / RGB Lantern Control / WUBCBant Eldrazi
Current Legacy decks
BUG Shardless BUG / UWR Predict Miracles / RUG Canadian Thresh / WRBG 4c Loam
UB Reanimator
I can understand this point. After I t4'd Damnationed I noticed that I wasn't out of the woods yet when he dropped the commander and an Inkmoth Nexus - then an Inquisition of Kozilek from me that showed the Jokulhaups so I spent most of the game keeping him off RR or 6. He used his commander's pump effect in conjunction with Soul's Majesty to refill his hand, then proceeded to ball out on me - but I Demonic Tutor'd for Toxic Deluge for X = 2 but that still didn't help - he played Nissa Revane to get the Chosen dude (I actually had to Treachery it so he'd stop bashing me in the face for four).
It was interesting that my Gilded Drake seemed like a bad card in conjunction with Xenagos. All in all, it was a fascinating case study for me to examine and I liked the way it forced me to play differently. So I guess that's a good thing for the metagame.
edit: If any of y'all is curious what I was playing specifically against the Xenagos decks, check the Bolas link in my sig. Hope that helps y'all with your own deckbuilding choices.
Steel Sabotage'ng Orbs of Mellowness since 2011.
If you ever play on cockatrice I'd be willing to show you the list in action so you can see the appeal. This deck oozes loads of "fun appeal"
I counted 1 turn 4 win (t1 wild growth, t2 lotus cobra, t3 snap land into xenagos, t4 snap land into deus of calamity, berserk, gg) and 6 turn 5 wins. When the deck hits, it kills faster than the opponent is able to dig for answers, which an Ezuri or Radha deck has a lot of trouble doing.
Unfortunately, I don't like the Cockatrice engine - I much prefer the automated rulings of Magic Online, and I dislike the manual feel of MWS/Cockatrice. This means I unfortunately have to deal with the RC-instituted list as Duel-Commander is not recognized officially there. But, to me, it is worth it for the automated engine.
If you were on Magic Online, i'd love to get the feel of playing against a competent list.
Steel Sabotage'ng Orbs of Mellowness since 2011.
It happens to me when doing my practice test for my license board exam. When doing on a different format, you'll just forget the explanation because you're so used to the "auto" part when I choose the wrong answer, they'll give me a red mark and won't let me go to the next question before choosing the right choice. Bleh... it's sucks that I actually experienced that.
Duel Commander
URG [Primer] Maelstrom Wanderer [Primer] URG
Duel Commander Current Projects:
RGWMarath, Will of the WildRGW
BRXMogis, God of SlaughterBRX
RWxIoras, God of VictoryRWx
WBxAthreos, God of PassageWBx
Created By: DarkNightCavalier
Yeah. I mean, knowing the rules is important, don't get me wrong. And it's still important with the WotC client too (perhaps even moreso, since you can't take your action back if you f* up). I know not every player is like that, but if I f* up, that's my misplay and I should be held accountable for it (else how will I learn?) Knowing the rules thoroughly helps us to strategize better, but more importantly I don't like getting into a dispute with adamantly stubborn players who insist that their way is right regardless of how long you throw the Comprehensive Rules at them.
Steel Sabotage'ng Orbs of Mellowness since 2011.