- plushpenguin
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Member for 9 years and 18 days
Last active Wed, Dec, 23 2020 01:05:51
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5
Flisch posted a message on CoL_Merchant Spoiler: Mini-story of 4 cards (Trusted Pegasus, Oketra, Divine Arrow, Unlikely Aid)"Fly me closer, I want to hit them with my sword."Posted in: The Rumor Mill -
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Stapler posted a message on Yuriko, Eldrazi's Shadow (Let's Brew)!Posted in: Commander (EDH)Quote from thomeyis »
Edit: I'd like to note that Exploit cards work very well with Yuriko, because you can always get her back for two mana. I don't know if any of them are worth playing, but the synergy is there.
In the same vein, Emerge is a mechanic that pulls triple duty with Yuriko, giving you a way to sac her to let her Ninjutsu again, they are all ETB guys to recur, and they're all 7+ mana bombs to hit off Yuriko that really only cost 4 or so.
Of the available options, Elder Deep-Fiend, Distended Mindbender, and Vexing Scuttler (can't link, on mobile :/) all seem playable, with Wretched Gryff being a serviceable draw engine that I think is too inefficient.
Deep-Fiend taps down blockers for your Ninjas while keeping big attackers off your back, Mindbender can pick apart the hand of whoever you think is threatening you, and Scuttler fits with the Warp recursion theme, making an infinite, though expensive 11 mana combo with Yoriko: cast Time Warp, sac Yoriko to Scuttler getting Warp, on your next turn attack unblocked with Scuttler (Key to the City etc) to Ninjutsu Scuttler back with Yuriko, go back to step 1. -
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Dontrike posted a message on Promos: Vampiric Tutor & Nin, the Pain ArtistTutor art looks less like he's tutoring (in any definition of the word) and more pissed that he was brought the wrong tea.Posted in: The Rumor Mill -
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thememan posted a message on Christine Sprankle and Harassment in the MTG CommunityPosted in: Magic GeneralQuote from Burning_Paladin »Quote from Impossible »
I see Jeremy repeatedly drawing attention to a female cosplayer, insulting her, and commenting on her appearance for no real reason.Quote from Burning_Paladin »https://www.youtube.com/watch?v=nslCeqwKuCk&t=1s
Explain how all of the "evidence" doesnt have political undertones. Or have you never heard of antifa?
As for Antifa, I had never heard of them until a woman was murdered in Charlottesville by a white supremacist driving his car through a crowded street. I have no idea why you continue to bring them up as they have no bearing on the current conversation. What, exactly, is your point?
Its a group that targets people attending conservative events like the notorious alt-right neo-nazi Ben Shapiro.
Just be honest, your still mad about losing an election so Jeremy is your Trump stand in and your happy he got what he "deserved".
The real world that the vast majority of adults operate in doesn't treat people who act like Trump fairly well, at all. Trump is an atypical result. You know why he atypical? I do. He has a lot of damn money that allowed him to weather the great many storms through out his life that people without said money could not afford. Jeremy getting his comeuppance is not vengeance. It is business as usual. It's how the world treats people who are intentional asses. If you have money, you can skirt around this, or perhaps even market it. If you don't, you are SOL.
Go to your job, act like Jeremy or Trump, and see how far it gets you. Seriousy, go right now. If you don't have a job, then I assume you are too young to realize this. So go to your teacher. Hell, go to your parents. Even staunch conservatives are going to knock you down a peg, and you will lose your damn job. Hell, most staunch conservatives are likely to physically put you down a peg. In the real day-to-day world, nobody wants to hear this nonsense and nobody cares.
Life isn't fair, nobody owes you anything, nobody deserves anything, and grow up. If you don't act like an adult, you will be treated like a child. Contrary to what you may think, the last election didn't change this fact at all. What you are proving to me is that actually think that because the President was elected that the world fundamentally changed. It didn't.
Jeremy is getting punished because he broke the rules. He was an ass, and made every effort to prove he had no intention of not being an ass. Thus he gets punished for being an ass. I will shed not a single tear for him, and I will not shed a single tear for any entitled child who thinks they are owed some level of respect that they didn't earn. -
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Tekkactus posted a message on Summon The PackFunny: Pick Legions.Posted in: The Rumor Mill
Funnier: Getting killed by your new Graveborn Muse and 14 other Zombies. -
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RHMkun posted a message on Tezzeret, Master of MetalCouldn't resist.Posted in: The Rumor Mill
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Jusstice posted a message on Xenagos - Because You Always Wanted to Play These CardsThis is the Xenagos deck I'm currently playing with.Posted in: Multiplayer Commander Decklists
I have been playing versions of Xenagos since more or less the time he was released, and what surprised me and I think a lot of players is how difficult he is to get right. When other decks are playing out their 5+ mana Generals and attacking with the Generals themselves, it can be a bit awkward to invest that amount of mana only to parley an effect into a later play. What I think most Xenagos players will tell you is that he can often draw a hand that's too light on threats, get blown off a decent hand by one piece of spot removal, and even be slow to close out a game when one of your battlship threats does go unresolved. Still, there's something very Timmy and compelling about Xenagos. If only these issues could be dealt with...
Time to bring out the really big guns. The biggest creatures in the entire game. The most cheaty-face, unfair, how does this even exist kind of cards. Bring your imagination, and your wallet. Here's the list:
Now by role
As a little bit of explanation, let me go over what I believe to be the common pitfalls of a Xenagos deck, and then explain a little about how my build aims to address them.
1) Not Drawing Enough Threats
If you look at most aggressive decks in this format, most of them are "voltron" decks that plan to attack primarily with the general, such as Rafiq of the Many. A large portion of the rest are "swarm" decks, which usually use a general like Márton Stromgald or Ezuri, Renegade Leader to buff a large quantity of creatures. These are two proven strategies in Commander. They look different, but what they have in common is that all of the pieces other than the General have added value and are virtually interchangable. For example, it usually doens't matter much what equipment is on your General in a voltron deck, because they mostly end up working the same. Likewise, in a swarm deck anything that adds a body or bodies to the board ends up getting a buff, these small things are cheap and end up doing other good things for you. Redundancy is the bread and butter of any aggressive deck, and these strategies are very good at achieving it due to how they work.
Xenagos is very different. His touchpoint is a really big, fat creature. And Magic just isn't designed to be able to support a high density of expensive creautres. You only get 7 cards in an openining hand, one mana card usually only produces one mana. So when you're looking at cards that need about twice the amount of mana you start with in an opening hand, you're limited in how many you can put into your deck. A Xenagos deck needs to break the rules.
This build runs cards that cheat creatures into play without casting them. With that backbone, it can run 17 (or more) creatures that cost more than 5 mana. Xenagos can't work without that, so the deck has to work with that. Cards like Sneak Attack turn that weakness into a strength, and Deathrender or Elvish Piper do a fairly decent impression of that card when Xenagos is providing Haste. Natural Order is also a card that has been wrecking Magic games since its printing, and here it's a 4 mana copy of the most powerful creature in the deck - Worldspine Wurm. Pattern of Rebirth is like NO number two, only less notorious because it's not played in 60card 1v1. Worst case, mana producers like Savage Ventmaw will usually get you up to a mana count where ridiculous looking cards look less ridiculous.
It's also a strict necessity to smooth out your draws when you're this top-heavy. To make sure you get more of what you need and less of what you don't, the library manipulation cards such as Sensei's Divining Top, Scroll Rack and Sylvan Library are essential to the deck. They're not just there for optimization or luxury, they're needed to make sure that you don't get screwed with a clunky hand by a deck that would otherwise be too prone to giving you one.
2) Dies to Removal
Interaction coming from three players at once is a big hurdle for any deck that tries to step out and be the aggressor. Going back to the Swarm and Voltron archetypes, those proven Commander strategies deal with potential interaction through redundancy. First, they're able to claim the huge advantage of being able to re-cast the General, such that they're never truly out of gas. Xenagos isn't so lucky. Second, they then make sure that the pieces of the setup add some sort of secondary value, which ends up being something that most "fair" EDH decks aim for at some level or another. Looking at that though, it's not enough most of the time. Getting a play you spent a lot of mana on killed by another player is a huge tempo loss, and trading tempo for value still loses tempo. And so another thing that aggressive decks do is iron out the game plan until it's only weak to maybe one or two types of interaction, then they build the rest of the deck to hedge against or defeat that kind of interaction.
Xenagos is very different from that because the deck's redundancy is in its buff, not its offensive piece. So the result is that the threat varies drastically in nature and quality, depending on what you draw. For example, a Silvos, Rogue Elemental is best handled by removal, a Gaea's Revenge is best handled by a chump blocker, and a Siege Behemoth might only be answered by a wipe. This deck and most Xenagos decks are built with the principle that they will be able to only to make one attack with a threat, and so they will forego any countermeasures to Sorcery speed wipes and just make sure they can't be interacted with on the player's own turn, either by removal or chump blocking. Compounded with the above issue of threat density though, if you now plan on having most of the stuff you play killed, after you've taken the time to draw it, you're now hurt severely on both card quality and tempo when you're interacted with.
This deck's solution to that is through sacrifice and recursion. If you get back the threat that was killed by spending just a bit of mana, such as Mimic Vat, then the tempo and card loss isn't as severe. You will eventually run the table out of interaction unless it deals with your engine pieces. And to make sure you can keep going thereafter, there are a lot of ways to turn your creatures into cards and redeploy. In an absolute perfect world, the setup is something like Sneak Attack, Genesis, and Helm of Possession, which has you attacking and interacting at relatively low mana requirements, regardless of creature removal. Along with that is a set of big creatures that all have evasion, some of whom also having Hexproof or Protection, and then the cheaty tutors like Pattern of Rebirth make sure that you can get the threat best tailored for the situation.
3) Closing out Games
One problem that might come as a surprise to those who haven't played Xenagos is that it's still not the quickest deck among aggressive decks. In Commander, there is an inbuilt damage multiplier in the Commander damage rule, and foregoing that multiplier has a huge effect on the potential speed of a deck. Swarm decks tend to deal with it well because mass pump cards are among the best multipliers in the game, and unlike even Voltron decks, they can then divide their attacks among opponents in a way that can kill multiple players per turn. A Xenagos deck sort of struggles from the worst aspects of each strategy. It has one attack by nature, and still has to do 40 or more damage to each player rather than 21. This problem actually becomes two-sided. For one, you're trying to win as fast as you can through these obstacles. Second though, since now you're somewhat slower, you start to drop games to decks that got there before you did, and so you need to somehow find space for more interaction.
First, the only way of dealing with the speed problem is to barrel through it with as much force as you can possibly get. Most Xenagos decks will use all the additional multiplers that they can. Chaining together two copies of a multiplier like Scourge of the Throne into something as small as a 5/5 can get you to the 40 damage threshhold. Where Xenagos often falls short though relative to Voltron and Swarm is efficiency. Using a couple one-shot multiplers with a 5-power creature can have you out of cards. This deck leans heavily toward those multipliers that are repeatable, such as Flamerush Rider, Strionic Resonator and Seize the Day. With them, you can make the same lethal attack next turn against the next opponent in line, all with the same material. Still though, starting too small means you're multiplying by a small number once you get those, and so you need a really, really big creature to hit the ideal threshhold.
An alternative to the efficency problem then that's sometimes explored is starting off with a really, really big creature that doesn't need as much material for a one-shot, such as Malignus. The problem then becomes getting the needed evasion for the job, which then has you out one more card even if you can find it. This deck makes no compromises. About the most compact kill I've found is Worldspine Wurm. Like other heavy hitters, it typically needs only the single Xenagos trigger, but it has Trample. Then after it's sacrificed, the Wurms can finish off the remaining points of life among the table. You have to cheat to get it into play, but it's something this deck is capable of game after game. Given that setup, Dragon Tyrant has the same potential to reach damage counts into the 30's by itself, after you invest a few mana into the Firebreathing ability. And while you're cheating, might as well Annihilate your opponents with your attacks to make it a little more difficult for them to stop you. Pathrazer of Ulamog is the single Eldrazi with evasion and makes sure you're adding insult to injury, not just doing insult.
4) Faster than the Guy Next to You
The secondary concern when it comes to closing out games efficiently is with interaction. Aggressive decks have the most difficulty interacting with opponents because it's not how they win. They're also the most likely to be targeted and the least likely to be helped out. I should start off by saying that most of the decks presenting must-handle threats are fellow aggressive decks. Sometimes you will play against a Combo deck that's quicker than you, and for that you'll need an Instant speed answer, but you will hopefully get the help of the table. Where you're really on your own though is against another aggro deck. So myself, and a few other Xenagos players I've noticed, seem to have concluded that interacting with creatures is the best way to interact. So with Xenagos sitting in front of you, unless you're the one killing, you're going to be the one who gets killed. You'll need to interact without watering down the deck. What if you could interact and be aggressive at the same time?
Well, cards like Unwilling Recruit and Helm of Possession do exactly that. What helps you to run them to good effect are all the sacrifice cards in the deck, without which a card like Act of Aggression just isn't close enough to "kill target creature" to make the cut. But with them now in the deck, it's astonishingly easy to kill someone with their own General by using an Unwilling Recruit. A classic, 6-power Elder Dragon one-shots its controller with an 8 mana cast, and generals like Rafiq of the Many and Aurelia, the Warleader are even cheaper to steal. Basically by stealing and threatening, you're able to use the hidden, inbuilt damage multipler of EDH, general damage, in a deck where you otherwise wouldn't. Not every voltron strategy is susceptible to it, but I find that most all of those using control, timing or some kind of resilience to protect themsleves usually end up slower than this build because of it. You know who to kill first when someone reveals a general like Bruna, Light of Alabaster, Sigarda, Host of Herons, or Zur, the Enchanter, and some of those tend to be disliked strongly enough for the rest of the table to leave you alone as you do the honors.
That's it for my Xenagos build. I plan on adding card by card and matchup analysis later.
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futility posted a message on [[Official]] Modern Prices DiscussionPosted in: ModernQuote from ashtonkutcher »You're living in denial if you really think Magic is a game first and a business second. There's nothing "destructive" about there being money in the game. The more buyouts, the more expensive the cards, the more product Wizards can be sure to sell by reprinting these cards, the more people buy product, the better Wizards does, the more funds they have to continue making the game you supposedly love. How is this complicated? Don't tell me to read a textbook and understand "general economic principles" when even the most basic of these principles - supply and demand - is lost on you. Your choice to call me "stupid" and to curse on an internet forum just reinforces the childish insolence of people who don't understand the game. "Moral ambiguity?" What are you talking about? Do you really think all Magic players share a moral compass, or should be forced to ascribe to yours? Patrick Chapin, who had a few feature matches at GP Charlotte, used to sell ecstasy. Look it up. Zach Jesse, who Top 8'd GP Charlotte with Griselbrand Reanimator, raped an unconscious woman over a toilet. Look it up. Bob Huang... bought some Nourishing Shoals. I know which of these most people would consider more "morally reprehensible," but that doesn't matter. Because at the end of the day, there's no place in a game for something as subjective as morals. That's why Chapin and Jesse are allowed to play in sanctioned Magic events and nobody cares. And that's why Bob Huang is allowed to flex his brain muscles and buy a card you weren't clever enough not to overlook.
I didn't call you stupid yet, but I will say that your idea of how the secondary market works is flawed to say the least. The fact that supply and demand is not the driving force behind the price spikes is exactly the problem. You're right that it's not complicated, but it seems you haven't grasped it yet.
I have no idea what point you are trying to make talking about the crimes of Magic players. As far as I know Patrick Chapin isn't advocating becoming a drug dealer to fund buyouts. There is no subjectivity here. You support the idea that players should not be allowed to compete on a level playing field because you, Bob Huang, or anyone else has the right to monopolize the supply of a given card for any number of reasons. Attempting such a thing in any real commodity market or industry is illegal. I'm not going to say yeah, it's totally cool for you to do it just because the law doesn't specifically extend to protect the Magic: the Gathering secondary market. I'm just not going to invest money into the volatile and unsustainable market because of people like you, and that is precisely why this hurts Wizards. You seem to think this is a matter of people not being able to afford cards, or not being smart enough to speculate on cards. It isn't. Speculation and buyouts are not just pushing out people who don't want to pay higher card prices. They're scaring away the smart investors who understand demand doesn't account for said prices, and those are the people with real money.
It makes no difference to me whether Nourishing Shoal is $0.50 or $7.00, spending $28 doesn't have any more meaningful impact on my life than spending $2 or $280 for that matter. It is the implication of such price spikes that is dangerous. I see spiking prices without spiking demand. I see potential customers losing interest or being priced out of the market. I see people and organizations attempting to manipulate the market in very unhealthy ways. All of these factors make me lose confidence in the market, and then it loses me too. I'm not trying to flip Nourishing Shoals for a quick buck. I'm trying to keep people playing and enjoying the format, and keep the lights on at local game shops running tournaments. -
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schweinefett posted a message on [[SCD]] Random Card of the Day (12/31) - Time Stopim still regretting not getting the planechase precon with the MW when it first came out.Posted in: Commander (EDH)
the thing is, the first couple of games my mates made with MW at the helm were awesome. total randomness, epic awesomeness every time. after a couple of months, it evolved into something less... palatable for our group.
now, his deck is MW, 40 lands, and a stack of 300 cards in-colour he'd wanna have in his deck, and selects 59 from the 300 at random and uses that as the deck. leads to very awesome games, since he doesn't know whats gonna come up. - To post a comment, please login or register a new account.
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Ninjas
1x Changeling Outcast
1x Fallen Shinobi
1x Higure, the Still Wind
1x Ingenious Infiltrator
1x Mist-Syndicate Naga
1x Mistblade Shinobi
1x Mothdust Changeling
1x Ninja of the Deep Hours
1x Phantom Ninja
1x Sakashima's Student
1x Skullsnatcher
1x Throat Slitter
1x Walker of Secret Ways
Flyers and Unblockables
1x Augury Owl
1x Baleful Strix
1x Cloud of Faeries
1x Faerie Seer
1x Invisible Stalker
1x Ornithopter
1x Spectral Sailor
1x Siren Stormtamer
1x Slither Blade
1x Tetsuko Umezawa, Fugitive
1x Thalakos Seer
1x Wingcrafter
Value dorks
1x Snapcaster Mage
1x Spellseeker
1x Arcane Adaptation
1x Bitterblossom
1x Cover of Darkness
1x Smoke Shroud
1x Unnatural Selection
Manarocks:
1x Chrome Mox
1x Mox Amber
1x Sol Ring
Library Manipulation
1x Sensei's Divining Top
1x Brainstorm
1x Ponder
1x Preordain
1x Serum Visions
1x Scroll Rack
1x Discovery // Dispersal
Tutors
1x Insidious Dreams
1x Lim-dul's Vault
1x Mystical Tutor
1x Vampiric tutor
1x Diabolic Intent
High cmc delve draw spells
1x Treasure Cruise
1x Dig Through Time
Extra Turns
1x Karn's Temporal Sundering
1x Time Warp
1x Temporal Mastery
1x Temporal Trespass
Answers
1x Swan Song
1x Consign // Oblivion
1x Commit // Memory
1x Counterspell
1x Curtains' Call
1x Cyclonic Rift
1x Dismember
1x Submerge
1x Force of Negation
1x Force of Will
1x Force of Despair
1x Snuff Out
1x Wash Out
1x Coastal Breach
1x Ancient Tomb
1x Bloodstained Mire
1x Blinkmoth Nexus
1x Choked Estuary
1x Command Tower
1x Drowned Catacomb
1x Flooded Strand
10x Island
1x Morphic Pool
1x Polluted Delta
1x Prismatic Vista
1x Reflecting Pool
1x River of Tears
1x Shizo, Death's Storehouse
1x Sunken Hollow
6x Swamp
1x Underground River
1x Watery Grave
The premise of this deck is simple. Just play small flyers or unblockables, sneak in ninjas, and try to stack your deck so that 7-11 cmc cards (that sometimes functionally cost less) are on top of your deck.
Brainstorm is mvp as well as the tutors. It becomes hilarious to put Commit // Memory on top of the deck for both a versatile answer and an easy 10 damage to all opponents. If it's already on top of the deck, Brainstorm can do it again if you have a second ninja for 20 damage.
Usually having just flying for evasion is enough, as in a typical multiplayer game it is unlikely that literally every opponent will have flyers to block. Really, all you need is one available opponent to wipe the whole table (hence the comparison to Hydra Omnivore)
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This list is now on MTGNexus. I will update the list here, but most of the discussion I expect to have happen on there. I will still be around for discussion on any lists pertaining to me.
Also, I'm thinking if Bolt Bend or Autumn's Veil is stronger. One stops all types of spot removal, but the other stops counterspells as well as removal that isn't Beast Within, Chaos Warp, swords, or path.
Lastly, Scavenging Ooze or Collector Ouphe? I feel that Ouphe is generically stronger and that graveyard decks that aren't fast I'm not too worried about beating.
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That sounds like literally all of my decks, although against most metas I usually bring out my B-lists to avoid this situation. Still, my good lists always need testing.
My Marchesa list can't be considered casual when you jam turn 3 Metalworker into Necropotence or Jhoira.
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"Embrace every moment, for it could be your last" - Xenagos, God of Revels
Did you ever want to build a stompy deck that was fast, explosive, and attention-grabbing with its humongous plays and piles of damage out of nowhere? Do you want a deck that can do its job without the need for cards that eat away at the money in your wallet?
Then maybe try this deck out. The premise is simple.
Play fast ramp spells and try and speed out an early Xenagos, God of Revels.
Now think of any fatty in red-green that gets significantly more awesome when it has double the power and haste. If you can get an extra combat, you can get another trigger for a quad damage attack!
Now let's add some crazy creature-dependent card draw so you can instantly refill if even one of your guys can stick for a turn!
However, keep in mind that while this deck is a somewhat refined list, it is not cutthroat competitive. This sort of deck will not compete with well built control and combo decks. Nonetheless, you have a few tools you can use to make their lives a little harder.
Before we begin, there are two terms that I will occasionally use that require clarification:
- Blowouts: The event in which we cast a spell such as Soul's Majesty on a creature, but it gets removed in response, meaning we lost two cards and a lot of tempo. We want to avoid this when possible.
- Wipeouts: The event in which our deck does such an absurd amount of damage in one turn to everyone that we win from it. Often caused by multiple extra combats, Hydra Omnivore, or Chandra's Ignition.
Xenagos is an indestructible God that makes one creature every combat double up on its power (and gets a toughness boost equal to power) and haste. There are a dangerous number of things you could pull with that potential depending on the big creature you have. One of them can steal ALL of someone's artifacts on a moment's notice. Some of them can instantly kill a player unless they have blockers. You can turn anything that cares about a creature's power into an insane play. There is a lot of aggro potential in this general, but the support spells also offer amazing synergy with the general to create a package that may not be the most competitive of archetypes but is still a very worrisome threat. To top it all off, our enabler is resilient to a lot of conventional removal and so we can expect it to usually stay around the whole game.
However, if you are the target of a lot of removal and counterspells, it may slow you down enough so that your late game cannot compete with that of the other decks. We play a suite of cards to prevent this from happening, but we can't always depend on them to stick. Plus, a lot of our support spells are creature-conditional and we want to be cautious as to not drop these support spells into open removal. Lastly, aggro decks naturally have trouble taking on multiple players at once and will often draw fire from multiple players who simply want to avoid losing half of their life total in an instant.
Stonebrow, Krosan Hero: This was the guy people used to play red-green stompy before Xenagod. He wasn't that competitive, and his boost is pretty marginal in a 40-life format. Sorry dood, your time has passed.
Radha, Heir to Keld: People play this to have a general that gives them guaranteed turn 2 ramp. We play enough ramp spells to feel comfortable living without the command zone guarantee. More importantly, we want DAMAGE.
Wort, the Raidmother: She is pretty solid for red-green spell decks. We play a lot of noncreature spells but we're mostly a creature deck. If you want to play red-green with an instant and sorcery focus she is a fine choice. We do not.
Atarka, World Render: You're basically playing a deck that tries to 1-shot people with commander damage. It is a more vulnerable strategy and we'd much rather play Xenagod as the general rather than the 99. That gives us the potential to 1-shot opponents with a lot of other cards!
Ruric Thar, the Unbowed: I'm not gonna lie, this commander is pretty awesome. He makes blue players cry. Most forms of removal, artifact ramp, and anything that develops board positions in a non-creature way will make them pay for each card they play. Unfortunately, he hurts us too. We want to be able to draw a billion cards. We want to be able to slam down our extra combats without worrying about dying on the backswing from taking too much damage! We just don't like the restriction that Ruric Thar places upon us. We play a lot of creatures, but we love our spells too.
Gisela, Blade of Goldnight: Like you, this is another general who acts as a damage amplifier for your whole team. Unlike you, while she helps your opponents kill each other, prevents a ton of damage directed at you and helps your noncreature damage wincons, she has a ton of downsides. First, she is a 7 drop in colors that require artifact ramp, which means she is also vulnerable to artifact nukes. Secondly, she is far more fragile than Xenagod and people have plenty of reason to kill her on sight. On that note, she is also more easily cloned and stolen, which is doubly bad for a deck that relies on its general. Lastly, her color combination is far worse at playing the long game than Xenagod. She has access to some creature protection but white is generally worse at destroying (although better at exiling) artifacts and enchantments than green (creature tutors) and white-red is a color combination with abysmally bad draw power. Her late game is unacceptably weak.
I started playing EDH with the Mimeoplasm precon from 2011. I learned how to tune 100-card singleton decks with a basic reanimator deck. I then started building more decks on my own. However, one of them was a Gisela, Blade of Goldnight deck that failed. Why did it fail? It did not work because it was too fragile and had very little in the way of card advantage, but I liked how it had the potential to eliminate players quickly. So then I then started looking for other cheap ideas I could build. Then, I realized that no one in my area built a Xenagos, God of Revels deck even though the card seemed built for EDH. It looked so easy to build. I just think of any fatty that would become more awesome if I gave it double power and haste! I bought a bunch of cheap cards, sleeved it up, and gave it a test run.
The very first game I got, I played Xenagod, dropped a Hydra Omnivore, then proceeded to eat 16 out of everyone's life total by hitting an open player, then drew 16 cards off of it with Garruk, Primal Hunter. I got killed really hard after that but I was sold on the deck instantly. I love drawing lots of cards and Xenagos is an enabler that is difficult to interact with! But it's not SO difficult that you can't.
Fast forward a year and a half, and here we are.
Before you begin, look around and assess the players at the table. You will need to assess the players at the table who will either combo out more quickly or will try and control you or the other players to a late-game finish. Combo players should be targeted first unless you can trust the other players to handle them. Players with permission and lots of spot removal that can stop this deck should DEFINITELY be your first target after that. If you are in a table full of such players, you're probably gonna have a bad time. Hopefully they can ignore you enough for you to sneak in kills. Aggro decks draw a lot of attention and you will be the target of a fair amount of removal.
1 Xenagos, God of Revels
Creatures
1x Birds of Paradise
1x Caustic Caterpillar
1x Joraga Treespeaker
1x Sakura-Tribe Elder
1x Scavenging Ooze
1x Combat Celebrant
1x Selvala, Heart of the Wilds
1x Somberwald Sage
1x Tireless Tracker
1x Neheb, Dreadhorde Champion
1x Oracle of Mul Daya
1x Ilharg, the Raze-Boar
1x Malignus
1x Carnage Tyrant
1x Etali, Primal Storm
1x Hellkite Tyrant
1x Hydra Omnivore
1x Pathbreaker Ibex
1x Rapacious One
1x Savage Ventmaw
1x Scourge of the Throne
1x Atarka, World Render
1x Balefire Dragon
1x Plated Crusher
1x Siege Behemoth
1x Emrakul, the Promised End
Artifacts
1x Mana Crypt
1x Sensei's Divining Top
1x Sol Ring
1x Thran Dynamo
1x Carpet of Flowers
1x Mirri's Guile
1x Sylvan Library
1x Aggravated Assault
1x Blood Mist
1x Frontier Siege
1x Nature's Will
1x Greater Good
1x Sneak Attack
Sorceries
1x Gamble
1x Green Sun's Zenith
1x Broken Bond
1x Life's Legacy
1x Nature's Lore
1x Sylvan Scrying
1x Wheel of Fortune
1x Harmonize
1x Relentless Assault
1x Seize the Day
1x Chandra's Ignition
1x World at War
1x Rishkar's Expertise
1x Blasphemous Act
Instants
1x Veil of Summer
1x Crop Rotation
1x Nature's Claim
1x Worldly Tutor
1x Heroic Intervention
1x Beast Within
1x Chaos Warp
1x Hunter's Insight
1x Bolt Bend
1x Momentous Fall
1x Arid Mesa
1x Ancient Tomb
1x Bloodstained Mire
1x Cavern of Souls
1x Command Tower
1x Cinder Glade
7x Forest
1x Grove of the Burnwillows
1x Karplusan Forest
1x Kessig Wolf Run
1x Misty Rainforest
1x Mosswort Bridge
1x Taiga
1x Fire-lit Thicket
5x Mountain
1x Prismatic Vista
1x Reflecting Pool
1x Reliquary Tower
1x Rootbound Crag
1x Spinerock Knoll
1x Spire Garden
1x Stomping Ground
1x Strip Mine
1x Wasteland
1x Windswept Heath
1x Wooded Foothills
CARD CHOICES:
- Sneak Attack: Sneaks things in. Cheats mana costs. Help you hit extra combats and draw faster. Dodges counterspells. You rarely care that your guy dies on eot. When you start multiple activation of this, you should have a plan to murder as many people as possible.
If your meta is different than mine, you may wish to find room for the following:
(Anti-control cards)
Spellbreaker Behemoth (Not a big fan of this one)
Price of Glory
Pyroblast
Red Elemental Blast
(Graveyard hate)
Repopulate - Please don't use this on yourself.
Tormod's Crypt
Relic of Progenitus
Grafdigger's Cage
Ground Seal
(Got Voltron decks outracing you? Why not try whacking him twice as hard with their own commander?)
Act of Aggression
Word of Seizing
Unwilling Recruit
Traitorous Blood
(Because mana rock spam sucks)
Vandalblast
(Pillowforts are bothering you? Wreck everything)
Bane of Progress
Let's stop all interaction
City of Solitude
Dosan the Falling Leaf
(You want to screw over multicolor decks)
Blood Moon
Magus of the Moon
This deck has enough basics to operate under one of these. Sometimes your deck won't be fast enough so getting one of these out can buy you enough time to get your aggression going.
Choosing the Right Hate:
This deck has the space to run a number of hate cards or meta considerations. My particular build runs around 4 slots for this kind of effect, although finding space for more is not bad. The ideal setup are cards like Dosan the Falling Leaf and City of Solitude that stop almost anything that people would throw at you on your turn. These cards are fine for metagames where combo is not super heavy. However, do not play them in more competitive metagames. (Dense Foliage MAY be okay)
Red Elemental Blast effects (blue is more prevalent in these metas), Blood Moon effects, and graveyard hate are all solid choices. Carpet of Flowers is also pretty acceptable ramp if you expect a lot of blue. Cutting some of the "go really big" cards can be acceptable if you are less likely to pull them off in a given game.
Lastly, playing smaller cards that can give you an advantage even through removal (Seedguide Ash, for example) may prove more beneficial if every deck in your meta is packing buckets of spot removal for some reason.
You are not the most threatening deck sometimes, and you may get the "advantage" of being left alone while you pummel a combo deck that, by all standards, probably deserved it.
Cards I DON'T play:
Berserk effects (Berserk, Temur Battle Rage, Fatal Frenzy Fling) - They are generally cheaper than extra combat effects and generally grant an evasive boost and double damage. However, this generally will not finish off a player compared to an extra combat spell because the 50% extra damage you get from an extra combat is important. It is the difference between eliminating a full-health player and leaving them at 8 life. Also, many of them cause you to lose the creature, which frees up opposing spot removal for your next fatty. They also don't do as much as an extra combat in the possible event that you have two fatties out. Lastly, unlike extra combat spells, these must be played before damage, which can lead to blowouts if people can interact with you during your turn. Nonetheless, costing 1-2 mana in comparison to the 4-5 of an extra combat is extremely relevant and I would not fault anyone for playing a card like Temur Battle Rage in their decks.
Swords - The protections from all except Sword of Light and Shadow make Xenagod unable to grant his considerable bonus and haste to the equipped creature. Light and shadow is also better because the creature recursion effect is highly desirable here. If you need to play a sword, play that one.
8-drop creatures (Living Hive, Woodfall Primus) - They cost too much to get an effect that we can get with our other cards. We are an aggro deck first and foremost, which means we do not to let up pressure if we can. This is why we prioritize six-drops, as they allow us to get swinging IMMEDIATELY after Xenagod hits the field. If you have eight drops, you are waiting AT LEAST two turns but most likely more because hitting 8 mana sources in a row without missing one in a turn is not easy for most decks. Terastodon, while normally a great card, is especially bad here because the number of elephants you give opponents are a serious speedbump to your gameplan. Our pillowfort trasher of choice is Bane of Progress.
Tooth and Nail - We're really not doing anything overly crazy with the card. This card is at its best fetching out combo pieces. We are not a combo deck, thus getting two beatsticks is not super crazy. I suppose the best we could do is grab Scourge of the Throne and Atarka to knock some heads. 3 doses of 22-24 damage.
Most Eldrazi (Kozilek, Butcher of Truth) - Again, it costs too much. While the benefits are great, 10+ mana is hard to pull off in a timely enough manner. We play a lot of ramp, but we do it to speed out Xenagod and so we don't stumble on our tempo, not to ramp to 10. Also, many of them do not have evasion. With Eldritch Moon, I opted to make an exception for Emrakul, the Promised End because of its combination of power, evasion, resilience, cost reduction (can cost as low as 8-9) and the ability to attack opponents from an angle previously not available to the deck.
Changelog:
- Urabrask the Hidden - Haste redundancy isn't needed with such an uninteractive general. Plus I'm scared of people cloning it
- See the Unwritten - You NEVER EVER EVER want to miss while casting this
- Regrowth - This deck has the word "redundancy" written all over it
+ Price of Glory - Make them pay for even playing cheap removal
+ Evolutionary Leap - Gotta turn doomed guys and dorks into gas somehow
+ Wheel of Fortune - Draw 7 in a deck that goes empty quickly.
8/8/15
- Duplicant - We kind of don't really need this
- Wurmcoil Engine - Lifegain + tokens is seriously good but falls short on the actual "clocking people super fast" plan.
+ Siege Behemoth - It's like a 7-power Invisible Stalker. Almost impossible to stop with spot removal!
+ Akroma, Angel of Fury - It's our only 8-drop creature, but we really need to stick it to blue players everywhere.
8/10/15
- Hunter's Prowess - 5 mana and the trample is less needed with this current build
+ Hunter's Insight - 3 mana is simply a lot easier!
8/14/15
- Acidic Slime - Still a good card. I'm merely not seeing Maze of Ith as often anymore
- Forest
- Mountain
+ Reforge the Soul - Second wheel is still gas. You want a lot of a draw in a speed-based deck like this with lots of bad topdecks.
+ Windswept Heath
+ Wooded Foothills
8/20/15
- Reclamation sage - adds unnecessary devotion
- Evolutionary Leap - Sorry, you just don't have the word "consistent" on you. Also don't know what else to cut
- Forest
- Tectonic Edge - No Mazes! Phew. If they do show up I might need to show this back in.
- Soul's Majesty - Not the best draw here
+ Caustic Caterpillar - Does its job and removes its devotion. Awkward with Moldgraf Monstrosity, but that's about it.
+ Sylvan Library - Acts as (costly) draw in a pinch and is free library manipulation
+ Sensei's Divining Top - I got ways to shuffle
+ Ancient Tomb - Sylvan Scrying and Crop Rotation now count as ramp spells with this here. Hooray! This might also free me to cut a ramp spell later!
+ Life's Legacy - Two mana plus hard to interrupt
8/22/2015 - MASSIVE TESTING REGIMEN
-Chain Reaction: 4 mana is a lot and we don't often have the luxury of setting ourselves back when we're the aggro
- Chord of Calling: Costs too much. Only been useful when behinf
- Arbor Elf: Crop Rotation is better when you pack Ancient Tomb
-Reforge the Soul: Wheeling twice gives your opponents way too many answers
-Wilderness Elemental: Not reliable in 4-person games. Doesn't hit hard enough
- Price of Glory: When they NEED to kill your guy, they will do it.
+ Flameshadow Conjuring: Goes nuts with several of our threats and prevents over-commitment
+ Feldon of the Third Path: Cheap repeatable recursion that makes us not lose huge tempo and CA
+ Giant Adephage: More synergy with the card now.
+ Mimic Vat: Cheap repeatable recursion that messes with opponents.
+ Crop Rotation: Ramp AND trample and tower fetch.
+ Elvish Piper: Speed up the deck by cheating mana
9/1/2015 - just mana fixing
+ Taiga: Not a real necessity, but I got the chance to get one.
+ Fire-lit Thicket: This is more necessary because we want green early and lots of red late.
- two basic lands
9/6/2015
+ Holistic Wisdom: This card is very good at providing solid card selection for a fair price. The exiling of the card rarely matters.
+ Nature's Claim: 1 mana which is great for blowing up stuff after a draw 12. Barely hurts tempo The 4 life barely matters
+ Deglamer: Anti-god removal
- Kodama's Reach: Too much ramp
- Krosan Grip: 3 mana even though split-second is nice.
- Hull Breach: 2 for 1 is nice but instant speed and metagaming needs put Deglamer at a higher priority
10/10/2015
+ Plated Crusher - Siege Behemoth #2. Generally a tiny bit worse but suits our needs just fine
+ Greenwarden of Murasa - Eternal Witness that attacks and can be sacrificed for loads of cards.
+ Explore Alternate ramp
- Inferno Titan - I don't miss him. He's great on turn 4-5. Not amazing any time after.
- Bane of Progress - I don't need it yet. I'm adapting to the lack of pillow forts
- Elvish Mystic - Going a little less hard on the mana dorks.
10/24/15
+ Relentless Assault - Survived Testing. Extra combats are good
+ Chain Reaction- I needed the sweeper back again
- Decimate - Sorry. Didn't need it
- Cultivate - I can live without it
11/13/15
- Wheel of Fortune Frown Not happy with this
- Insurrection - Win-more against the slower heavy-creature decks. Too slow against the fast ones.
- Scavenging Ooze Frown Not happy with this (we lose to fast gy decks pretty often regardless of us having this)
- Explore - It's just ramp
- Moldgraf Monstrosity - Need to get the mana curve slightly slimmed down
- Holistic Wisdom - Too slow
- Mountain
+ Scroll Rack - I'll get one soon. It's fairly good here.
+ Sneak Attack - Super stoked about this. This barely needs explaining in the deck. Massive mana savings + lots of damage + counterspell dodging.
+ Frontier Siege - You will practically always be able to spend both green on both main phases.
+ Pathbreaker Ibex - Kills people really hard with a buddy if it lives for a turn cycle
+ Thought Vessel - Ramp + no maximum hand size.
+ Nature's Will - Everything is a Savage Ventmaw. That is disgusting in this deck.
+ Spinerock Knoll - Yay it is in a precon. This card is ALMOST as good as Mosswort Bridge.
12/15/2015
- Haven of the Spirit Dragon - Never popped it for the recursion recently after adding more recursion over the months
- Flameshadow Conjuring - Decent late-game but pretty trashy mid-game when you can't cheat out your threats
+ Cinder Glade - Fetchable. This thing won't enter tapped often and when it does, that part won't be relevant.
+ Evolutionary Leap - It's a sac outlet that keeps the gas going. Unlike conjuring, you don't NEED to have the one extra green, although it is good insurance. Sac outlets are underestimated in this deck. It is better now because I cut down on the mana dorks and I didn't really give it a fair shot at real testing.
1/9/2016
- Vandalblast - Artifacts fell off the map in my meta. Will re-add to "meta calls"
- Evolutionary Leap - Not terrible, but I needed a tiny bit more out of it or build around these effects as a theme. (my current build is synergistic with extra combats for surprise kills) Better in the dedicated "cheat and sac" build.
- Managorger Hydra - It gets really mean when we draw it early, but we already have enough bad topdecks.
+ Knollspine Dragon - It's a threat that draws at the same time. Note that having a "may" clause is extremely important, since the fail case of being a plain 7/5 flyer is really not terrible. Can be cheated out.
+ Scavenging Ooze - I miss you already.
+ Thran Dynamo - Gobble that mana. 3 colorless gets us places. Not as insane as Frontier Siege though.
3/13/16
- Akroma, Angel of Fury - 8 mana is a lot plus low damage made it undesirable to cast.
+ Rite of the Raging Storm - Constant threats that can act as expendable card draw conduits that help other people attack my opponents!
4/15/16
- Rite of the Raging Storm - I might throw this back in at some point to test it some more, but it's a grindy card, and I'm cutting it for another grindy card that can get me higher-quality threats
+ Tireless Tracker - You are dependable card draw that can dig me out of bad situations with very little hassle.
6/19/16
- Garruk, Primal Hunter - I don't need this drawspell anymore. Kind of clunky
+ Mana Crypt - Completely broken garbage.
7-19-16
Eldritch Moon update
I'm swapping around a part of my hate package.
- Dosan the Falling Leaf
- City of Solitude
+ Relic of Progenitus
+ Vexing Shusher
My meta is more blue heavy now but I also don't want to enable faster decks. It means I'm more vulnerable to Swords to Plowshares.dec, but my options for fighting that reliably are quite limited anyway.
+ Emrakul, the Promised End - Still somewhat unproven, but I'm not actually that unhappy with it so far. Protection from instants really matters. Expect it on average to cost 9 to cast, which is reasonable late game for this deck.
+ Blood Mist - This card has been sweet. Quad damage #2!
+ Phyrexian Hydra - It is Malignus #2, but being green means that GSZ can get it. Also need to up the threat count and don't want to play anything over 6cmc.
+ Summoner's Pact - This is temporary. I don't have the remaining fetches needed to reliably play a Dryad Arbor for Natural Order, so this is what I'll use instead. Paying for the tutor later is better than messing up your tempo by paying it after you play Xenagod. Also ups threat count.
+ Gamble - This card is amazing and I should probably talk about how to properly use this card. Gambling for Mana Crypt turn 1 is a very powerful play, however there are actually situations where you DON'T do this.
- Plated Crusher - This thing isn't actually bad, but it is redundant. Also the 3 devotion is kind of a bummer. It does work when other cards would have been stopped, so it is the #1 candidate for coming back if I want another 7-drop.
- Chain Reaction - I don't need two boardwipes. Usually I'm not so far behind anymore that I actually even want them. Blas act costs 1 and therefore is an exception.
- Wild Growth - This card is fine, yet I'm just adjusting the ramp numbers and I'm cutting the one that adds devotion when I don't want it. The fact that it is "free" is a significant upside, but I'm comfortable with this choice.
- Scroll Rack - This card underperformed badly because my average hand size is 2-4 and you want your hand size to be 5 via some means before this thing becomes better than top (you don't always want to scroll rack your whole hand)
- Thought Vessel - This card is orders of magnitude weaker than Gamble when Mana Crypt is in the list.
10/7/2017
- Eternal Witness - There is enough redundancy that I can feel comfortable cutting all of my recursion. I simply want to draw more over recurring a card every single time
- Vexing Shusher - I'm replacing this with a card that is more... multifunctional.
+ Carnage Tyrant - This is now our go-to card for stomping people and being able to get away with it. Very little can stop this card from getting its initial damage in, and it will likely survive to do more!
+ Autumn's Veil - This card stops both counterspells and black and blue removal. There is a surprising amount of good removal in blue these days, so I'm basically giving up the ability to stop Swords to Plowshares in exchange for being able to stop counterspells. Also, a lot of good white removal outside of it is multicolored, and Chaos Warp and Beast Within are basically the only excellent creature removal spells in those colors anyway. so I don't expect it to be dead very often.
CURRENT RECORDS
Most (extra) cards drawn in one turn- 220 cards
Most damage dealt to an opponent in one turn - 320 damage with Rapacious One
Most Eldrazi Spawns created in one turn - 370 Eldrazi Spawns
Most opponents killed in combat in one turn- 4 opponents
Most combat steps taken in a single turn - 5 combats
Most mana pumped into Kessig Wolf Run - 25 mana
Most enemies killed in one hit by Malignus in a single game - 4 enemies (no one had removal)
Most enemies chomped by Hydra Omnivore - 4 enemies
Most damage dealt by Chandra's Ignition - 48 damage
Most artifacts stolen by Hellkite Tyrant - 8
Most absurd flips off of Etali, Primal Storm -
Most mana generated by Selvala, Heart of the Wilds in one turn - 40 mana
Fastest kill on a player - Turn 3 elimination
Biggest boost granted from Pathbreaker Ibex Attack - +160/+160 on Rapacious one and 40 eldrazi spawns with summoning sickness.
Most times I lost the coin flip from Mana Crypt - 5 of 6 times.
RETIRED RECORDS
Most copies of Giant Adephage under my control at one time - 12
Most +1/+1 counters placed on Managorger Hydra - 34 (Possibility Storm was out)
CREDITS:
Thanks to Jusstice for his input and his list. You may find his list HERE.
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I think what qualifies as "insane" are cards that are absolute bombs in the right scenario such as
Neheb, Dreadhorde Champion
Malignus
Hydra Omnivore
Scourge of the Throne
Etali, Primal Storm (when you get lucky)
Hellkite Tyrant
Pathbreaker Ibex
Savage Ventmaw
Rapacious One
Emrakul, the Promised End
It honestly probably is ranked with the 7 drops of the deck, which I generally consider to be inferior to the above even though they have good advantages. Basically, it is there because everything else is worse rather than it being amazing.
Oh yeah, upgrades
+ Veil of Summer - Notably, this stops targeted bounce on Xenagod in noncreature form.
+ Prismatic Vista
- Autumn's Veil
- Forest
Reap the Past doesn't even look that terrible. It reminds me of a red-green Braingeyser from your graveyard. Better than Seasons' Past when your deck is heavy on several particular CMCs.
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None of those other names have "siege" in the name.
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