Xenagos, God of Revels
3rg
6/5
Legendary Enchantment Creature God
Indestructible
As long as your devotion to red and green is less than 7 Xenagos isn't a creature.
At the beginning of combat on your turn, another target creature you control gains haste and +x/+x until the end of the turn where x is that creatures power.
This effect seems very, very strong. This god doubles the power of your biggest creature the turn you play it, and then makes every creature you draw after you play it substantially more powerful. 5 mana is a lot though. I am honestly having a hard time evaluating this.
I'm having a hard time as well. I don't know if there's ever been another effect quite like this on an enchantment before... but Berserk has always been a traditionally powerful card and getting a variant of it every turn is quite the ability.
The haste is useful, but at 5, it seems like a costly Fires/Sublime Archangel hybrid. Normally at 5, aggressive Gruul midrange decks want to be dropping threats as the control player tries to stabilize, not pumping dudes which may or may not be on the battlefield anymore. It's a great card, but 5CMC is not where this guild wants to be unless it's dropping Thundermaw or the equivalent thereof.
The haste is useful, but at 5, it seems like a costly Fires/Sublime Archangel hybrid. Normally at 5, aggressive Gruul midrange decks want to be dropping threats as the control player tries to stabilize, not pumping dudes which may or may not be on the battlefield anymore. It's a great card, but 5CMC is not where this guild wants to be unless it's dropping Thundermaw or the equivalent thereof.
Not necessarily. This card gives you pretty remarkable inevitability, aggressive or not. How often is this actually gonna get removed? It's an indestructible enchantment, which unlike the Dragon and Archangel, has very few answers. How would you like to make that Thragtusk on top of your deck a 10/7 haste every turn, leaving behind a 6/6 haste? Or maybe make that measly little Young Pyromancer into a 4/3 haste to put the pressure on post-wrath? I know Gruul is jam-packed, but you need to at least respect an ability of this power that's so hard to deal with.
The way I see it, once this hits the table, the control player needs to have Karn or an O-Ring, or he'll never be truly stabilized.
He seems like the most promising card of the set as the turn he is played you get the +x/+x trigger, and the effect is pretty good especially in a fires deck.
Also the glut of 4 mana permanents in gruul was annoying.
I currently run:
Kird ape
Xenagos, the reveler
Sarkhan vol
Bbe
Im either going to cut sarkhan or kird ape for now
Sarkhan gives basically the same effect but treatens dragons and is one of very few cubable threaten variants, and kird ape is a 2/3 for 1 in a guild that can use it, but doesnt really need it. Im thinkin ill cut kird ape an solidify a midrange fires theme for my gruul section. Plus itll give me 3 fires effects.
So far all of the gods are 4 except Thassa and this one. To me that is a huge difference. Now I like haste for my fatties but fires, hammer, swiftfoot, and greaves might be enough. A hasty trample 12/12 primetime is pretty nice though.
It is nice that you get the effect the turn you cast it.
I like it alot. Currently I am running all the fours (BBE, Sarkhan Vol, Huntmaster of the Fells, and Xenagos #1). I'm willing to cut one Xenagos for the other because having both on the battlefield at the same time is a major flavor fail.
I like it alot. Currently I am running all the fours (BBE, Sarkhan Vol, Huntmaster of the Fells, and Xenagos #1). I'm willing to cut one Xenagos for the other because having both on the battlefield at the same time is a major flavor fail.
I'm in a similar situation and will probably be making the same cut.
This card seems really strong. The 5CMC might hold it back, but we shall see.
nice. I really like R/G combination and I will definitely try him as commander in my deck. 5 CMC isn't that much for green ramp.
You dont need devotion and make him into creature because with indestructible enchantment which gives me haste and doubles power for one creature each turn its quite enough with all the green trample to rule the field. I see that tooth& nail pulling out worldspine wurm and hitting for 30 dmg...
I want my global haste effects to have an effect on pressure before turn 6, and I don't like pump spells that cost 5 mana. Plus, the guild is stacked. Pass.
Yeah, I think five mana is just too much for a global haste effect, even with a good pump. I can just about stomach spending 4 on Purphoros who doesn't have any effect on an empty board, but not five.
He's going right in my drafting general stack, though.
One good thing about these gods is that they provide effects that are basically emblems. How do you get rid of these guys? The only maindeck answers I have are white - o-ring and revoke existence. Oh and blue bounce/counterspell. I suppose it's good that I'm not running any of the gods. I kind of dislike the inability to interact with them.
Xenagos, does have an effect the turn you play him, which will usually be turn 4. Berserk haste is a really good combo in midrange v control, i can see him turning on a higher percentage then other gods due to the resiliency(vorapede) and plethora of green intensive permanents.
One good thing about these gods is that they provide effects that are basically emblems. How do you get rid of these guys? The only maindeck answers I have are white - o-ring and revoke existence. Oh and blue bounce/counterspell.
I think this effect is underestimated when evaluating the gods. It's the thing that surprised me most when playing with Purphoros.
About Xenagos, the god: definitely cubeable, but I'm not sure I want him for mine, being multi-color and CMC5 puts him in a tough spot. He sure is unique and powerful though, I wouldn't mind giving him a spin.
One good thing about these gods is that they provide effects that are basically emblems. How do you get rid of these guys? The only maindeck answers I have are white - o-ring and revoke existence. Oh and blue bounce/counterspell. I suppose it's good that I'm not running any of the gods. I kind of dislike the inability to interact with them.
I don't really think you need an answer to purphoros or thassa. Their abilities aren't backbreaking enough to necessitate inclusion of very specific cards to deal with them. Xenagos' effect can also be dealt with by ignoring the card and focusing on his creatures.
I don't really think you need an answer to purphoros or thassa. Their abilities aren't backbreaking enough to necessitate inclusion of very specific cards to deal with them. Xenagos' effect can also be dealt with by ignoring the card and focusing on his creatures.
I just replaced Krosan Grip and Seal of Cleansing. I didnt add more Enchantment removal to my cube, I just made sure it could deal with a variety of threats.
I just replaced Krosan Grip and Seal of Cleansing. I didnt add more Enchantment removal to my cube, I just made sure it could deal with a variety of threats.
Ah, ok, guess I misunderstood you. I do really like the designs of the gods though, indestructible enchantments that can generally be dealt with by destroying other permanents.
Ah yes, forgot those too. but even those are not always permanent answers.
I understand indestructible for flavor reasons, but i dislike it from an interactive standpoint - it's hard to provide enough answers to the plethora of threats. My thought is, cards like nev's disk, p-deed are awesome, but they miss a growing number of threats, making them less powerful (don't get me wrong, they are still powerful since the majority of threats are covered). Will we get to the point where catch-all answers don't catch-all anymore or we have specific removal at the wrong time? It seems like Wizards is printing more flexible answers like Dreadbore and Hero's Downfall, but Angelic Edict has a lot to be desired.
Thankfully, none are auto-include, so I don't have to worry about it just yet
I mean in the case of the gods they aren't insane value without creatures to back them up. Their points of interaction are different, but they aren't uninteractive.
The thing about pulling this card on turn 4 in a mana ramp deck is that with cards like Burning-tree Emissary, which supply 4 devotion a piece to green and red, you could easily do Xenagos's ability on himself making him a 12/11 indestructible swinging on turn 4. That is hugely devestating! follow that up with his ability again or a clan defiance and thats game on turn 5!
He should be easily playable, and he will certainly go in my standard mana ramp deck.
One question though, is it okay to have Xenegos, the Reveler and Xenagos, God of Revels out at the same time? My standard deck uses his +1 planeswalker ability all the time, so it would be nice to be able to have both playing at once.
The thing about pulling this card on turn 4 in a mana ramp deck is that with cards like Burning-tree Emissary, which supply 4 devotion a piece to green and red, you could easily do Xenagos's ability on himself making him a 12/11 indestructible swinging on turn 4. That is hugely devestating! follow that up with his ability again or a clan defiance and thats game on turn 5!
He should be easily playable, and he will certainly go in my standard mana ramp deck.
One question though, is it okay to have Xenegos, the Reveler and Xenagos, God of Revels out at the same time? My standard deck uses his +1 planeswalker ability all the time, so it would be nice to be able to have both playing at once.
1) Hybrid doesn't get counted twice.
2) yes you can have both in play. Xenagos the PW only cares about other PW's with the same type, and Xenagos the god only cares about other creatures with the EXACT same name.
I think this is a cool option for Gruul sections. Not an auto include, but definitely playable if you want to build your sections to support it.
3rg
6/5
Legendary Enchantment Creature God
Indestructible
As long as your devotion to red and green is less than 7 Xenagos isn't a creature.
At the beginning of combat on your turn, another target creature you control gains haste and +x/+x until the end of the turn where x is that creatures power.
http://instagram.com/wizards_magic
This effect seems very, very strong. This god doubles the power of your biggest creature the turn you play it, and then makes every creature you draw after you play it substantially more powerful. 5 mana is a lot though. I am honestly having a hard time evaluating this.
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Not necessarily. This card gives you pretty remarkable inevitability, aggressive or not. How often is this actually gonna get removed? It's an indestructible enchantment, which unlike the Dragon and Archangel, has very few answers. How would you like to make that Thragtusk on top of your deck a 10/7 haste every turn, leaving behind a 6/6 haste? Or maybe make that measly little Young Pyromancer into a 4/3 haste to put the pressure on post-wrath? I know Gruul is jam-packed, but you need to at least respect an ability of this power that's so hard to deal with.
The way I see it, once this hits the table, the control player needs to have Karn or an O-Ring, or he'll never be truly stabilized.
Cubetutor Link
Also the glut of 4 mana permanents in gruul was annoying.
I currently run:
Kird ape
Xenagos, the reveler
Sarkhan vol
Bbe
Im either going to cut sarkhan or kird ape for now
Sarkhan gives basically the same effect but treatens dragons and is one of very few cubable threaten variants, and kird ape is a 2/3 for 1 in a guild that can use it, but doesnt really need it. Im thinkin ill cut kird ape an solidify a midrange fires theme for my gruul section. Plus itll give me 3 fires effects.
http://forums.mtgsalvation.com/showthread.php?t=484979
It is nice that you get the effect the turn you cast it.
I'm in a similar situation and will probably be making the same cut.
This card seems really strong. The 5CMC might hold it back, but we shall see.
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You dont need devotion and make him into creature because with indestructible enchantment which gives me haste and doubles power for one creature each turn its quite enough with all the green trample to rule the field. I see that tooth& nail pulling out worldspine wurm and hitting for 30 dmg...
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He's going right in my drafting general stack, though.
On spoiled card wishlisting and 'should-have-had'-isms:
One good thing about these gods is that they provide effects that are basically emblems. How do you get rid of these guys? The only maindeck answers I have are white - o-ring and revoke existence. Oh and blue bounce/counterspell. I suppose it's good that I'm not running any of the gods. I kind of dislike the inability to interact with them.
360 Uncommons only Cube!
http://forums.mtgsalvation.com/showthread.php?t=484979
About Xenagos, the god: definitely cubeable, but I'm not sure I want him for mine, being multi-color and CMC5 puts him in a tough spot. He sure is unique and powerful though, I wouldn't mind giving him a spin.
I added Deglamer and Revoke Existence when I added Thassa and Purphoros. There is also Detention Sphere and Leonin Relic-Warder.
https://cubecobra.com/cube/list/3pq
http://forums.mtgsalvation.com/showthread.php?t=484979
I just replaced Krosan Grip and Seal of Cleansing. I didnt add more Enchantment removal to my cube, I just made sure it could deal with a variety of threats.
https://cubecobra.com/cube/list/3pq
Ah, ok, guess I misunderstood you. I do really like the designs of the gods though, indestructible enchantments that can generally be dealt with by destroying other permanents.
http://forums.mtgsalvation.com/showthread.php?t=484979
There's a fair number of creatures this effect can be devastating with and I believe he will be very easy to turn on as r/g plays a lot of permanents.
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Ah yes, forgot those too. but even those are not always permanent answers.
I understand indestructible for flavor reasons, but i dislike it from an interactive standpoint - it's hard to provide enough answers to the plethora of threats. My thought is, cards like nev's disk, p-deed are awesome, but they miss a growing number of threats, making them less powerful (don't get me wrong, they are still powerful since the majority of threats are covered). Will we get to the point where catch-all answers don't catch-all anymore or we have specific removal at the wrong time? It seems like Wizards is printing more flexible answers like Dreadbore and Hero's Downfall, but Angelic Edict has a lot to be desired.
Thankfully, none are auto-include, so I don't have to worry about it just yet
360 Uncommons only Cube!
http://forums.mtgsalvation.com/showthread.php?t=484979
He should be easily playable, and he will certainly go in my standard mana ramp deck.
One question though, is it okay to have Xenegos, the Reveler and Xenagos, God of Revels out at the same time? My standard deck uses his +1 planeswalker ability all the time, so it would be nice to be able to have both playing at once.
1) Hybrid doesn't get counted twice.
2) yes you can have both in play. Xenagos the PW only cares about other PW's with the same type, and Xenagos the god only cares about other creatures with the EXACT same name.
I think this is a cool option for Gruul sections. Not an auto include, but definitely playable if you want to build your sections to support it.
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