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Xenagos, God of Revels is such a great Aggro style commander, he is recognised at our LGS as an immediate threat and any player wielding such a weapon, a foe to be considered.

I find that a deck should have 2 maybe 3 themes to it. Any less and it becomes predictable and easily beaten anymore and then the deck will become really hard to drive, generally speaking, the theme's of the deck are built around your General.

Xenagos, God of Revels is my commander because of a few reasons, He is really really hard to get rid of once he is on the board. You pretty much have to exile him somehow. Him being indestructible and an enchantment is doubly hard to deal with. I have at most seen him removed twice, So generally once he is out he is out for the game.

What he is mainly around for? if you have not seen or interacted much with Xenagos, he is the ultimate party buddy. He will be the one rooting for you as you jump from the roof onto a small plastic table; yeah sure you may end up a little beat up.. but the table is going to be smashed to bits.

Each Pre-combat phase he will give a creature haste and +X/+X where X is that creature's power. This means that creatures that are scary can become major threats out of nowhere. The thing though is with this great power you need a way through the door, so you want creatures with unblockable / flying / trample. something to ensure that some puny 1/1 does not foil your plan.

The Main theme of the deck is creatures with damage effects things like Liege of the Tangle, Hellkite Tyrant, Hydra Omnivore, Savage Ventmaw and more so when they do damage there are additional effects. Then we just need to give them some sort of way in through the door with Chandra's Ignition, Fatal Frenzy, Mina and Denn, Wildborn, Craterhoof Behemoth and Pathbreaker Ibex. There is not many of these effects because 80% of the cards have trample or flying.
Because Xenagos, God of Revels pumps creatures in the pre-combat stage, having additional combat steps means that you get to pump the creatures again, this goes up by X.. so 8 power becomes 16(Xenagos first combat) then 32(Xenagos second combat).. so having these obscenely huge creatures can close out games just like that.

Cards that grant additional combat steps are pretty hard to come by a new one being Combat Celebrant which is great because it's recursive, and since Xenagos can give him haste right after you cast it you will get to swing right away another creature that fills this spot is Scourge of the Throne. Other cards like Seize the Day, Savage Beating and World at War are other excellent ways of locking down the game. If I could get my hands on a Aggravated Assault it too would be in the deck.

The deck utilizes a good number of big creatures, This means that you are going to need a lot of mana, especially if your playgroup runs a lot of control, This deck play's the first 4 turns pretty much ramp only so don't look like much of a threat at that stage and everyone is usually assessing who could be a problem, so you fly under the radar, you always want to play your commander as early as possible so if you have enough mana at turn 3 to get him out, you should do that.

The ramp is real!

Courser of Kruphix, Drumhunter, Fyndhorn Elves, Gyre Sage Kodama's Reach, Mina and Denn, Wildborn, Sakura-Tribe Elder, Shaman of Forgotten Ways, Solemn Simulacrum, Somberwald Sage, Yavimaya Elder, Zhur-Taa Druid all constitute the mana-dork contingint these are especially good early on because they also play the role of early blockers if you are very threatened.

Tempt with Discovery, Cultivate, Exploration, Nykthos, Shrine to Nyx, Sol Ring, Xenagos, the Reveler is the non-creature contingint of ramp.

so as you can see we are not short on having mana, So with much mana and a decent curve what genearally ends up happening is you run out of cards in hand. This is almost always a bad thing.

Card Draw

We need some card draw. I have also added card tutoring here, so pretty having access to answers.

Courser of Kruphix, Drumhunter, Garruk, Caller of Beasts, Garruk, Primal Hunter, Greater Good, Green Sun's Zenith, Lifecrafter's Bestiary, Solemn Simulacrum, Tooth and Nail, Vizier of the Menagerie, Yavimaya Elder, Selvala's Stampede

Most of these cards will replace themselves with something else, some of them have the ability to help you out more than one turn, but this is where green and red do suffer, maintaining cards in hand.

The one weird cardI believe that all decks should have one weird/fun card that throws everyone off, this deck runs Possibility Storm, this is actually never a huge thing for you, since many of your creatures do similar effects and many of your spells as well, you generally get something for your troubles. This on the other hand shut's down control decks or combo decks. But when ever this card has hit the table everyone just lights up, like the game is completely out of their control. Better start praying to the God of Revels boys and girls.

I hope that you enjoy this deck, if you have any suggestions they will considered, tested and much appreciated so suggest the card you would replace and what you would replace it with, I have played Xenagos the last 4 years or so, ever since he was printed. Gruul is my favourite colour combos and this deck is probably my go-to-most-favorite of all my decks. If you think it's worthy of a +1, I'd appreciate that.

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Date added 7 years
Last updated 7 years
Exclude colors WUB
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

26 - 0 Mythic Rares

40 - 0 Rares

13 - 0 Uncommons

6 - 0 Commons

Cards 100
Avg. CMC 4.36
Tokens Beast 3/3 G, Copy Clone, Elephant 3-3 G, Emblem Domri Rade, Emblem Garruk, Caller of Beasts, Emblem Nissa, Vital Force, Satyr 2/2 GR, Wurm 6/6 G
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