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Gruul Stompy Featuring Xenagos, God of Revels

Commander / EDH God Haste RG (Gruul) Trample

MTGBurgeoning


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Xenagos, God of Revels

Xenagos was introduced in Theros as a Planeswalker: Xenagos, the Reveler. He returned as a God in Journey into Nyx and is one of 15 Gods from the original Theros block. His ability to grant haste and +X +X to another target creature we control at the beginning of combat epitomizes the Gruul guild: Attack with huge bigguns again and again and again...and then again.

That brings us to this EDH/Commander deck. This is Gruul Stompy Featuring Xenagos, God of Revels as our General/Commander. Our path to victory is through combat, but we also include some alternate win conditions in case the Gruul engine runs empty. We begin with the heart and soul (and horns, claws, wings, spikes, antlers, etc.) of the deck:

Bramble Sovereign: This dryad from Battlebond is a fantastic utility creature for Xenagos. With only six legendary creatures (Godo, Bandit Warlord, Urabrask the Hidden, Etali, Primal Storm, Ilharg, the Raze-Boar, Drakuseth, Maw of Flames, Ghalta, Primal Hunger) in our deck, the token created by Bramble Sovereign will almost always remain. Additionally, this creature provides a layer of politics at the table as we can select an opponent to create a token of a creature that entered their battlefield. Our deck does not have many creatures with enter the battlefield triggers (only three: Terastodon, Woodfall Primus and an ineffectively copied Godo, Bandit Warlord - there's only one equipment in the deck). However, adding to the mana cost of almost any of our creatures to create a token of it is immensely powerful. Excluding Xenagos, God of Revels and Bramble Sovereign, our board state is improved by creating a token copy of each of our 19 remaining creatures. Sovereign is an auto-include!

Urabrask the Hidden: This praetor's haste-granting ability is awesome, but tapping down each of our opponents' creatures as they enter the battlefield adds a layer of defense. In a dedicated Gruul deck, seldom are we promoting defense. Urabrask provides us with both offense and defense on a relatively cheap body.

Malignus: When paired with a combat activation from Xenagos, God of Revels, this mythic rare from Avacyn Restored can kill an opponent with one attack. The lack of evasion is noteworthy, as Malignus can be chump-blocked for days. If that's the case, we'll look for some breakthrough assistance from Rogue's Passage, Kessig Wolf Run, Siege Behemoth, Pathbreaker Ibex, Stonehoof Chieftain, Berserk and/or Embercleave. Even Chandra's Ignition is an option with Malignus and Xenagos together on the battlefield. Malignus replaced Gaea's Cradle from this deck's initial construction. Gaea's Cradle is amazing and powerful, and was at the center of a token package that this deck used to feature. This token package was removed and Gaea's Cradle is more useful in a deck that can accommodate its level of power.

Hydra Omnivore: When this hydra deals combat damage to an opponent, it deals that much damage to EVERY OPPONENT. With an activation from Xenagos, an unblocked Hydra Omnivore will deal 16 damage to each opponent. As with Malignus, the lack of evasion can be a concern, but Rogue's Passage, Kessig Wolf Run, Siege Behemoth, Pathbreaker Ibex, Stonehoof Chieftain, Berserk and/or Embercleave are ready and willing to lend some helping hands!

Etali, Primal Storm: This elder dinosaur replaced Stalking Vengeance in the initial build of this deck. Etali, Primal Storm is a 6/6 for without any form of evasion. However, its attack trigger makes this dinosaur's inclusion in the deck justified. Whenver Etali, Primal Storm attacks, we exile the top card of each player's library, then we may cast any number of spells from among those cards without paying their mana costs. Casting free spells from our opponents' libraries as an attack trigger provides immense value. At its best, we cast three free spells each time Etali, Primal Storm attacks. At its worst, we exile three of our opponents' lands. Most likely, this trigger will fall somewhere in between, and that's enough for me!

Quartzwood Crasher: This dinosaur beast from Ikoria: Lair of Behmoths will create an X/X dinosaur beast token with trample whenever one or more creatures with trample deal combat damage to a player. With Xenagos on board and any number of creatures with trample on the battlefield, Quartzwood Crasher can create massive dinosaur beast tokens with haste. This replaced Avenger of Zendikar from the initial construction of this deck. Avenger of Zendikar was a piece of a small token package that was included in this Xenagos, God of Revels deck. After some consideration, I chose to swap out each piece of the token package for cards that better fit Xenagos, God of Revels and the theme of this Gruul deck.

Siege Behemoth: When this beast attacks alongside any other attacking creatures, the Behemoth grants a Thorn Elemental-like ability. Even if our opponents block our creatures, we can assign the combat damage directly to them as if they were unblocked. Our opponents' creatures will still damage our creatures, and we may lose some of our bigguns in combat, but the potential for "unblockable" damage can end the game. The addition of hexproof is also fantastic.

Godo, Bandit Warlord: Godo, Bandit Warlord is cold, calculating and a prompt way to dismiss an opponent if played on curve after casting Xenagos, God of Revels. When Godo, Bandit Warlord enters the battlefield, we search our library for an equipment card and put it onto the battlefield. There is only one equipment card in this deck: Embercleave. Whenever Embercleave enters the battlefield, we attach it to Godo, Bandit Warlord. This creates a 4/4 double-striking trampler. We activate Xenagos, God of Revels as combat begins, giving Godo, Bandit Warlord +4 +4 and haste, producing an 8/8 hasty, double-striking trampler. THEN, we can untap Godo, Bandit Warlord as per its second ability, and we get an additional combat phase. We aim Xenagos, God of Revels at Godo, Bandit Warlord as this additional combat phase begins, giving him an additional +8 +8, producing a 16/16 hasty, double-striking trampler. The end result from these two attack phases: 48 damage. Not enough damage? Well, entwine Tooth and Nail seeking Godo, Bandit Warlord and Worldspine Wurm and put them both into play under our control. Godo, Bandit Warlord will fetch-out Embercleave, and then we attach it to Worldspine Wurm. We introduce Xenagos, God of Revels to Worldspine Wurm at the beginning of combat and send a 32/32 hasty, double striking trampler at an opponent. Godo, Bandit Warlord replaced Chancellor of the Forge from the initial construction of this deck. As mentioned previously, a token package was eliminated from this deck and Chancellor of the Forge was a part of it.

Archetype of Endurance: At a pricey with a 6/5 body and no evasion, this enchantment creature's inclusion is based on its hexproof-granting ability. Look, we're running Xenagos. We've got big mana-hungry creatures to cast and a need to protect them. Yes, Asceticism does the exact same thing for less and adds : Regenerate target creature. However, we can't fetch Asceticism from our library or graveyard, but we have ways of getting Archetype of Endurance onto the battlefield from our library or graveyard when needed. Additionally, if Asceticism is targeted and destroyed during combat then our bigguns can easily be targeted. That can't happen with the Archetype. It hasn't happened very often, but denying hexproof to our opponents' creatures can be very beneficial (cough-cough) Narset, Enlightened Master (cough-cough) Uril, the Miststalker (cough-cough) Sigarda, Host of Herons.

Terastodon: The inclusion of this massive elephant is not intended to promote land destruction. I am not a fan nor a proponent of land destruction. I enjoy playing Magic: The Gathering and enjoy it when others play. The text does say "noncreature" permanents. So the targets do not have to be lands. With these statements in mind, begrudgingly, Terastodon's presence is primarily to remove Maze of Ith, a staple in my meta-game. As a deck that is committed to one-shotting our opponents, we can't afford to have our bigguns removed from combat when there are opportunities to knock someone out of the game. With Beast Within and Decimate as our only two spells to destroy a land, this non-evasive Loxodonta must be included if your meta-game is Maze of Ith-heavy. If not, it's still a great source of removal for planeswalkers, artifacts and enchantments. Additionally, our deck does include numerous evasion-granting abilities.

Hellkite Charger: With enough available mana, the additional attack phase(s) through Hellkite Charger can be game-ending. NOTE: An additional combat phase provides an additional Xenagos trigger. If we enter combat with Hellkite Charger and Xenagos under our control, Xenagos will give the Charger +5 +5. We attack for ten damage through the air. Then, we tap for an additional combat phase. At the beginning of this second combat phase, Hellkite Charger's power is 10. Xenagos will give the Charger +10 +10 and then we attack with a 20/20 flying dragon. Xenagos loves him some additional combat phases!

Scourge of the Throne: Scourge of the Throne is dethrone-dependent. If triggered, then the Scourge is a better, more efficient version of Hellkite Charger that also allows for an additional Xenagos trigger. This is another creature that pairs wonderfully with a Bramble Sovereign-created token of itself: How about three attack phases in one turn!? Don't be on the throne!

Hellkite Tyrant: This dragon just loves, JUST LOVES, shiny artifacts. Well, shiny, dull, creased, worn, nicked, proxied, etc. Hellkite Tyrant curves perfectly after casting Xenagos, God of Revels. While every player is ramping during the early turns, not every opponent will be prepared for a 12/11 flying, trampling dragon that steals their artifacts when it deals combat damage. We will welcome those artifacts with arms wide open!

Ilharg, the Raze-Boar: An inclusion from War of the Spark, Ilharg, the Raze-Boar replaced Moonveil Dragon from the initial construction of this deck. As our deck has only five dragons, replacing Moonveil Dragon with Ilharg was not a difficult choice. In our deck this Boar God is an unbelievable fit. With Xenagos under our control, if we cast Ilharg and then move to combat, give Ilharg +6 +6 and haste through Xenagos and attack, we can choose a creature card from our hand and put it onto the battlefield tapped and attacking. The creature comes back to our hand at the beginning of the end step, so it's somewhat "dashed" into play. Every time Ilharg attacks we choose another biggun from our hand that makes a cameo and is then dashed back to our hand. About two seconds after reading Ilharg, the Raze-Boar during the spoilers for War of the Spark I said to myself: "Xenagos."

Rapacious One: Do not, DO NOT, sleep on this creature. Rapacious One is another perfect creature to curve into after casting our general. With one activation from Xenagos and no blockers from an opponent we create 10 0/1 eldrazi spawns. That equates to mana! Ramp ramp ramp ramp ramp ramp ramp ramp ramp ramp! Or if we're not quite on the offensive yet then these tokens can chump-block for days.

Carnage Tyrant: One day Xenagos sat down and completed a questionnaire entitled "My Perfect Partner." After answering all of the questions, compiling the data, and plugging it into all of the algorithms, the answer was Carnage Tyrant. At Carnage Tyrant curves perfectly after casting Xenagos, God of Revels. This dinosaur is 7/6 for only and already is a plus on the stat sheet. Let's add some of the qualities that Xenagos seems to prefer in a partner. Trample? Check. Hexproof? CHECK. CAN'T BE COUNTERED? CHECK! Carnage Tyrant is the absolute perfect creature for Xenagos.

Pathbreaker Ibex: Originally printed in Commander 2015, this goat is Magic's low-budget alternative to Craterhoof Behemoth, printed three years prior to Pathbreaker Ibex. Instead of the abilities triggering when it enters the battlefield, Pathbreaker Ibex must attack. Creatures we control still get trample. Creatures we control still get +x +X, except Pathbreaker Ibex's X is equal to the greatest power among creatures we control whereas Craterhoof Behemoth's X is equal to the number of creatures we control. FOR THE PURPOSES OF THIS DECK, Pathbreaker Ibex is more valuable than Craterhoof Behemoth and at a much cheaper monetary cost.

Drakuseth, Maw of Flames: Drakuseth, Maw of Flames replaced Atarka, World Render from this deck's initial construction. Although Atarka, by itself with a combat activation through Xenagos, can send 12 flying, trampling and double-striking damage at an opponent, its double-strike granting ability to other dragons we control is limited as we only have five dragons in the deck. Enter: Drakuseth, Maw of Flames. Drakuseth is a 7/7 flier with three attack triggers dealing four, three and three points of damage, respectively, to three different targets. In one combat phase with a Xenagos activation, Drakuseth, Maw of Flames can deal 14 points of combat damage and up to 10 points of direct damage. That's 24 points of total damage spread across four targets, which is the exact amount a Xenagos-activated Atarka, World Render would deal to one opponent. Imagine the following scenario: Xenagos, God of Revels, Gratuitous Violence and Scourge of the Throne are under our control. We cast Drakuseth, Maw of Flames and then move to combat. Xenagos gives Drakuseth +7 +7 and haste and together they and Scourge of the Throne attack an on-the-throne opponent. Drakuseth, Maw of Flames deals its eight, six and six points of damage. After this combat phase is over, we begin another combat phase. Xenagos targets Drakuseth again, this time for +14 +14 and we attack again. In total, Drakuseth, Maw of Flames will deal 124 points of damage combined to eight targets during the two combat phases!

Stonehoof Chieftain: So whenever any of our creatures attack, this centaur warrior gives those creatures trample and indestructible?!! Imagine if we also have Archetype of Endurance under our control? What if our battlefield is comprised of Xenagos, God of Revels, Stonehoof Chieftain, Archetype of Endurance and any other biggun? In this scenario, after an activation from Xenagos, that creature would get +X/+X, haste, trample, indestructible and hexproof until end of turn!

Giant Adephage: Giant Adephage replaced Living Hive from this deck's initial build. Living Hive was a piece of a token package that was removed from the deck, and in its place we substitute a creature that when it deals combat damage to a player, we create a token that's a copy of Giant Adephage. Just ONE POINT of damage will create a 7/7 trampler. With Xenagos, God of Revels by its side, it seems likely that we can create some token copies of Giant Adephage. Also, imagine this insect paired-up with Quartzwood Crasher!?!

Utvara Hellkite: Whenever ANY dragon we control attacks, we're creating a 6/6 flying dragon creature token. With a Xenagos activation, Utvara Hellkite is a 12/12 flying dragon that creates a 6/6 flying dragon creature token to protect us. This cycle can become overwhelming if we're able to attack with multiple dragons while Utvara Hellkite is under our control. Utvara Hellkite is a must-have for this deck.

Ghalta, Primal Hunger: It is very unlikely that Ghalta, Primal Hunger will ever be cast for as its converted mana cost is reduced by where X equals the total power of creatures we control. It is much more likely that we cast Ghalta, Primal Hunger for and when we do, we put into play under our control a 12/12 trampler. Ghalta, Primal Hunger replaced Craterhoof Behemoth from this deck's initial construction. Craterhoof Behemoth was a piece of a token package and often used to end games. This token package was removed from this deck in order to become more focused and stream-lined with Xenagos, God of Revels's vision. Ghalta, Primal Hunger has crater-sized shoes to fill (hahaha!! See what I did there?!).

Woodfall Primus: Shadowmoor! I love Shadowmoor! Origin of the persist mechanic and provider of this wonderful treefolk shaman. As a 6/6 trampler, it fits our criteria for a big body with trample that just gets bigger and more trampley (not a word but I'm owning it!) with a Xenagos activation. However, its enter the battlefield trigger is powerful as Woodfall Primus can destroy any noncreature permanent. If it's destroyed, its persist ability triggers and brings Woodfall Primus back from our graveyard to the battlefield ready to destroy another noncreature permanent. A 6/6 trampler for that destroys two noncreature permanents is aces in my book!

Worldspine Wurm: Okay. Now it just got real. As a 15/15 trampling wurm that never stays in the graveyard, Worldspine Wurm has ended more games in this Xenagos deck than any other creature. A Xenagos activation gives you a 30/30 trampler, and that's without the use of Berserk, Strionic Resonator, Gratuitous Violence, Embercleave,, Pathbreaker Ibex or Finale of Devastation. Additionally, if it dies, we create three 5/5 trampling wurm creature tokens and Worldspine Wurm gets shuffled back into our library. This is our game-ender. This is our show-stopper! This...is...Worldspine Wurm!!

Blightsteel Colossus: A not-so-nice inclusion in this Xenagos deck is Blightsteel Colossus. NOT a regularly sought-out target to pair with Xenagos, but a resource available to us for the purposes of eliminating any unfair and/or unkind mages from the EDH/Commander table. I've used Blightsteel Colossus to knock-out the unsuspecting infinite combo players or blue mages that try to control the game through permission. Do NOT incur the wrath of BC!

Atarka, World Render: We just couldn't stay away from this soon-to-be Dragonlord. Slotted into the deck's initial construction, Atarka, World Render eventually was replaced. Well, absence makes the heart grow fonder! Atarka, World Render is back, replacing Rampaging Brontodon and returning all of the dragon-sensitive double-strike enabling back to Xenagos, God of Revels!! Even without any additional dragons, if Xenagos, God of Revels is on the battlefield under our control when we cast Atarka, World Render, we can still attack with a 12/10 flying, trampling, hasty double-striker. Welcome back!

Savage Ventmaw: DISCLOSURE: Aggravated Assault is not included in this deck list. I don't want an infinite combo in the deck. Feel free to include Aggravated Assault if your heart desires. Your malice-laden heart! Haha, of course I jest. Anyway, Savage Ventmaw replaces Mana Geyser. We are swapping a slightly restrictive one-time mana-ramping sorcery for a creature with potentially repeatable mana acceleration. Whenever Savage Ventmaw attacks, we add to our mana pool and we don't lose this mana as steps and phases end, until the end of our turn of course. With a few manners of creating multiple attack phases, we can generate a lot of mana to be used during our second main phase. Tempo!

Questing Beast: I am still awe-struck that this creature exists. Gotta' love Throne of Eldraine. I sure do. It's my favorite set since Shadows Over Innistrad. So, let's kick the tires on Questing Beast. It's a 4/4 with vigilance, deathtouch and haste. This beastie can hit the 'field and begin attacking right away, sans activation from Xenagos, God of Revels. Questing Beast can't be blocked by creatures with power two or less. There will be no chump-blocking! When Questing Beast on the battlefield and under our control, combat damage that would be dealt by creatures we control can't be prevented. Our opponents are not Fogging us baby! Oh, you think this is enough? Nope. Whenever Questing Beast deals combat damage to an opponent, it deals that much damage to target planeswalker that player controls. Let's review. Questing Beast can attack the turn it comes into play, and has vigilance and deathtouch to serve as an intimidating blocker as well. Questing Beast can't be blocked by creatures with power two or less. Combat damage dealt by our creatures can't be prevented. Any damage dealt by Questing Beast is also dealt to a planeswalker defending player controls. ALL OF THIS FOR !?? Mic drop.

Greater Good: With the immense size of our creatures, we will almost always net cards when using Greater Good. If we have Reliquary Tower in play then we don't need to worry about hand size either. Cards are good, right?

Shared Summons: Shared Summons replaced Summoner's Pact from this deck's initial build. Summoner's Pact is a great card, but a bit restrictive in our deck. At times I needed a flier to get through for lethal damage with Summoner's Pact in my hand, but, alas, it can only fetch a green creature card. Additionally, if the game is not over, Summoning Pact costs us during our next upkeep or we lose the game. At a net cost of more, we can search our library for up to ANY TWO CREATURE CARDS with different names and put them into our hand. This is EDH/Commander, having different names on creature cards is a prerequisite! Shared Summons has a watered-down Tooth and Nail feel to it, and I don't mind sipping from that well one bit!

Quicksilver Amulet: Tap and tap Quicksilver Amulet to put any creature card from our hand onto the battlefield...at instant speed...AT ANY TIME. Flash in a blocker? Check. Flash in a biggun at end-of-turn? Check.

Sneak Attack: Here we have a beefed-up Quicksilver Amulet with all of the maddening and chaotic charm of what red can offer: Haste for a turn before it plummets into our graveyard. Sneak Attack has the same CMC as Quicksilver Amulet but costs only to activate. Sneak Attack is an enchantment and does not need to tap as Quicksilver Amulet does so we can get multiple uses of it each turn. For additional value sacrifice these beauties to Greater Good before the beginning of the end step. They were heading to the graveyard regardless, we might as well gain additional value!

Selvala's Stampede: This sorcery from Conspiracy: Take the Crown can't lose! Or can it? It is always best to have a fistful of cards prior to casting this spell, or at least some great permanents to put into play if your opponents choose FREE. Clearly, the spell is situational but powerful nonetheless.

Summoning Trap: Instant speed biggun enabler for that costs if one of our creature spells is countered. Players don't counter big creature spells in EDH/Commander, do they? We'll have the last laugh! The investment of to select a beastie from the top seven cards of our library is fantastic, particularly because 21 of our 26 creatures are 6 CMC or more. Great value and instant speed. Summoning Trap is an auto-include!

Return of the Wildspeaker: This instant allows us to take advantage of the massive power of our creatures. For we draw cards equal to the greatest power among non-human creatures we control. Return of the Wildspeaker's other modal option of giving non-human creatures we control +3/+3 until end of turn isn't terrible, but the inclusion of this spell is primarily for card-draw. Return of the Wildspeaker replaced Comet Storm from this deck's initial build. Comet Storm was originally included as a piece of a token package in this deck and acted as an additional win condition with Gaea's Cradle and an army of tokens. The token package has been removed, and since Comet Storm was a part of it, it seems reasonable to replace it with Return of the Wildspeaker.

Momentous Fall: Similar to Return of the Wildspeaker, this instant draws us cards and replaced a piece of a token package once prevalent in this deck. Unlike Return of the Wildspeaker, we must sacrifice a creature we control as an additional cost to cast this spell. Once we do, we draw cards equal to the sacrificed creature's power and then gain life equal to the sacrificed creature's toughness. As our bigguns will be targeted relentlessly, keeping open in order to fizzle a removal spell and net us a bunch of cards and life is optimal and easy to accomplish. Momentous Fall replaced Altar of Dementia from the initial construction of this deck. Altar of Dementia was originally included as an alternate win condition and a piece of a token package, but since the token package has been snuffed-out, so too is Altar of Dementia.

Tooth and Nail: Speaking of auto-include, let's talk about Tooth and Nail. No, we don't have any infinite combo-enabling creatures in our deck that can be exploited by Tooth and Nail. All we've got are big and nasty bigguns looking to stomp their way to victory. The very best combo this deck can offer with an entwined Tooth and Nail is putting Godo, Bandit Warlord and Worldspine Wurm into play and fetch-out Embercleave, equip it to Worldspine Wurm and have Xenagos, God of Revels target it at the beginning of combat. That would be 32/32 hasty, double-striking trampler. If Summoning Trap is an auto-include, then Tooth and Nail is green card #1!

Finale of Devastation: Finale of Devastation replaced Genesis Wave from the initial construction of this deck. We can tutor up any of the bigguns from our library OR graveyard and put it into play with Finale of Devastation. If X is at least , and in EDH/Commander that's easy to get, then the creature we put onto the battlefield in addition to any creatures already under our control will get +X +X and haste. If X = then imagine tutoring into play Worldspine Wurm, and then enabling Xenagos and swinging with a 52/52 trampling creature with haste. Or what about another trip to the library and fetching out Blighsteel Colossus? If X = and Xenagos is under our control, we're sending a 46/46 trampling colossus with haste and infect at an opponent (SO MEAN!). There are so many possibilities. This is a finisher. Dot. Period. End of conversation. Genesis Wave is a solid card and replacing it with Finale of Devastation was more about including a "finisher" than holding onto a "maybe."

Reap the Past: This sorcery from Modern Horizons is perfect fore stocking our hand as we traverse a game of EDH/Commander. Our creatures will die. Our permanents will be destroyed. That's an inevitability. So let's tap and return X cards from our graveyard to our hand. This card replaced Moldgraf Monstrosity from the initial construction of this deck. Moldgraf Monstrosity, as an 8/8 trampler is a real, well, monstrosity. Its death trigger is useful, however, it is very attractive to potentially return our entire graveyard to our hand vs. zero, one or two random creatures from our graveyard to the battlefield upon the death of Moldgraf Monstrosity. So, we swapped one graveyard recursion spell for another.

Lurking Predators: On the advice of a fellow Xenagos, God of Revels player, I am granting Lurking Predators an opportunity to win me over. This enchantment is replacing Gratuitous Violence, which was going to be replaced by Fiery Emancipation. Historically, Gratuitous Violence has been a very powerful and beneficial card for me in this deck, so the agreed-upon exchange was not made lightly. Lurking Predators states that whenever an opponent casts a spell, we reveal the top card of our library. If it's a creature card, we put it onto the battlefield. If it's not a creature card, we may put that card on the bottom of our library. Nearly 1/3 of the deck is creatures, so it's reasonable to assume that a round of turns may net one to two creatures. If so, then Lurking Predators has a home here with Xenagos, God of Revels. At the same converted mana cost as Fiery Emancipation, will Lurking Predators provide an approximate level of benefit? We shall see.

Beast Within: Instant-speed destruction of any permanent? In exchange, the controller of the permanent receives a 3/3 green beast token. I'll take that deal every day of the week and twice on Friday nights!

Krosan Grip: Split second is so under-appreciated. The keyword should say: "Can't be countered." The Grip is so valuable in disrupting any artifact- and/or enchantment-based combos without fear of a counterspell that it is a must-have in any green EDH/Commander deck.

Decimate: Four targeted permanents destroyed. One card. The only drawback? Each target must be legal at the time Decimate resolves. If one of the targets is removed or bounced prior to resolution, then the spell fizzles. At times I have targeted Xenagos as the enchantment target when trying to destroy opponents' creature, land and artifact. Feels great when it resolves. Feels bad when it doesn't.

Chandra's Ignition: This card is absolutely ridiculous in a Xenagos deck. Target creature we control deals damage equal to its power to each other creature and each opponent?! And our creature survives?!! With a lovely bump from Xenagos, Chandra's Ignition is a favorable board wipe and potential lethal sorcery spell. All for ??!? This card is ridiculously powerful and easily doubles as a win condition. Even without Xenagos on board, if Blightsteel Colossus in under our control then Chandra's Ignition wins us the game (SO MEAN!!).

Star of Extinction: Whoa. 20 damage to each creature and planeswalker!? I get the destroy target land portion of this card, but 20 damage to every creature and planeswalker in play? This is pretty much a red board wipe for .

Blasphemous Act: Aaahh Innistrad. One of the best worlds in Magic: The Gathering provided us with a near lock of a board wipe with Blasphemous Act. At 13 damage to each creature, few will survive if this spell resolves. Also, with more creatures on the battlefield the spell becomes cheaper! Bonus: With a single Xenagos activation, we have eight creatures in our deck that would survive a second-main-phase casting of Blasphemous Act.

Deflecting Swat: Deflecting Swat is a very powerful card from Commander 2020. It can basically prevent one of our permanents from being destroyed, stolen, bounced or exiled. In so doing, we select a new target for the spell. We can make an opponent's counterspell worthless. In response to an opponent casting a counterspell, we cast Deflecting Swat and change the target of the counterspell to Deflecting Swat. After Deflecting Swat resolves, the counterspell has no legal target and simply fizzles away, preserving the originally targeted spell. Oh, that's not all! We can redirect to us any beneficial spell that targets a player: Target player draws X cards. Target player takes an extra turn. That target player becomes US baby!

Strionic Resonator: Strionic Resonator replaces Cauldron of Souls from this deck's initial construction. The addition of Strionic Resonator is credited to a YouTube comment from erubin100. Utilizing an additional Xenagos trigger each combat can really push our opponents to the brink of lethal damage. Activate Strionic Resonator targeting Xenagos, God of Revels's combat trigger to double-double our creature's power and toughness for a turn. Worldspine Wurm? 60/60 trample. Blightsteel Colossus? 44/44 trample and infect (use only against blue mages! (SMILE)). Stonehoof Chieftain? 32/32 trample and indestructible. Admittedly, it pains me to lose Cauldron of Souls in this swap. It pairs beautifully with Sneak Attack and helps to preserve any number of beasties from destruction. I eventually convinced myself that having Strionic Resonator in my hand at any time during a game is more valuable than having Cauldron of Souls in my hand at any time during the game. We'll see how it works out.

Berserk: I can't reasonably describe the feelings of elation and joy I experienced when this card was re-printed in Conspiracy: Take the Crown. Finally, after so many years of yearning and pining for this card to become affordable (and printed in a regular booster box set) it finally happened. Xenagos, God of Revels was made for Berserk. As a deck that focuses on the one-shot, Berserk ensures that our biggun gets bigger and gets trample. "I'll chump-block Malignus with my mana dork." Thank you Berserk. "I'll block your Hydra Omnivore with my mana dork." Thank you Berserk. "I'll block your Worldspine Wurm with everything I've got." Thank you Berserk. BONUS: How about Berserk as creature destruction? Berserk says "target creature gains +X and trample..." If an opponent sends a big and/or troublesome creature at another opponent, nefariously we can cast Berserk before the combat damage step in order to give it trample and a boost, and then watch the creature get destroyed at the beginning of the next end step. Berserk is awesome!

Embercleave: If Xenagos, God of Revels is ever re-printed with different artwork, it should depict our Gruul God wielding Embercleave. There must exist a subset of individuals within the Research and Development team at Wizards that ask themselves: "In this set, what can we create to make Xenagos, God of Revels better?" The realization of adding Embercleave to this Xenagos deck needed about 1.5 seconds after reading the card text on this legendary equipment. This Mythic Rare from Throne of Eldraine replaced Dictate of the Twin Gods from the initial construction of this deck. In its impetus, I was nervous including Dictate of the Twin Gods. I do not prefer cards that can hurt me, even if the effects may benefit me more than my opponents. Swapping Dictate of the Twin Gods for Embercleave was an easy decision after remembering the number of games I've lost because of my own Dictate of the Twin Gods. Godo, Bandit Warlord approves. All Embercleave all the time!

Savage Beating: Savage Beating is a great combat trick and a finisher. When entwined, our creatures gain double strike until end of turn and we receive an additional combat phase. If Xenagos is under our control, this means an additional Xenagos activation. This is a show-stopper. Savage Beating replaces a Mountain from this deck's initial build. The inclusion of this spell is credited to erubin100 from a comment left on the YouTube video of this deck tech.

Rhythm of the Wild: This is the best-kept secret from Ravnica Allegiance. This enchantment gives all of our nontoken creatures riot (enters the battlefield with a +1 +1 counter or haste) and our creature spells can't be countered. All of this for just ?! There are few worse feelings in EDH/Commander than to commit a ton of mana to casting a spell only to here "I'll counter it." Rhythm of the Wild will prevent our creatures from being countered, and its riot-granting ability makes this inclusion even easier. I prefer this enchantment more than Fires of Yavimaya because it does so much more. Rhythm of the Wild replaces a Forest from the initial construction of this deck. Best kept secret from Ravnica Allegiance.

Cultivate: Standard green ramp. for a couple of basic lands. Can you have this without Kodama's Reach?

Kodama's Reach: Standard green ramp. for a couple of basic lands. Can you have this without Cultivate?

Skyshroud Claim: If in our library, this spell will always fetch-out Stomping Ground and Cinder Glade and for the cost of two life and the presence of at least two basic lands under our control, each of these lands will enter the battlefield tapped. Skyshroud Claim replaced Thaumatic Compass   from the initial construction of this deck list. This slot seems to continuously evolve: Originally held by Tempt with Discovery, then replaced by Thaumatic Compass   and now replaced by Skyshroud Claim.

Sol Ring: Best mana ramp in our format. A turn 1 Sol Ring can put us so far ahead that casting Xenagos, God of Revels on turn 3 is realistic. A turn 1 Sol Ring can also put the early target on our back and we could quickly see a game of EDH/Commander transition to Archenemy. Sol Ring is an auto-include.

Arcane Signet: Best color-fixing mana ramp in the format. For an investment of we cast an artifact that can tap for one mana of any color from our Commander's color identity. Even more valuable in decks with more than two colors.

Gruul Signet: Another piece of rock ramp is Gruul Signent. It provides us with a sampling of Gruul mana and only needs to activate. We have a number of colorless mana-producing lands in our deck and can use it to produce .

Thought Vessel: An artifact that costs and gives us is the antithesis of what Sol Ring does. Its ability to provide no maximum hand size is what makes this card attractive.

The Great Henge: Mana ramp? Check. Card draw? Check. Creature buffing? Check. Reasonably costed? Almost always. The Great Henge costs but, much like Ghalta, Primal Hunger, we will almost never pay its full mana cost. The Great Henge costs less to cast, where X is the greatest power among creatures we control. Oh, we've got creatures! The Great Henge's absence from the initial build of this deck was an oversight, and it replaced Temporal Aperture upon this correction. This is simply a power-swap. The Great Henge does so much more than Temporal Aperture.

Thran Dynamo: I believe that Thran Dynamo is underrated in what it provides. The mana return on investment is to after its initial use and it scales as one of the best returns in all of Magic. Yes, the return is colorless mana, but for the purposes of this Gruul deck filled with massive bigguns we will not find many more balanced investments. Including our General/Commander, 26 out of the 27 creatures in our deck have at least in its casting cost.

Gilded Lotus: For an additional Gilded Lotus provides the same amount of mana as Thran Dynamo, except its three mana of any one color. This is not as effective of a return as Thran Dynamo, but it is valuable ramp nonetheless. There are eight spells in our deck that have either or in their mana costs. Gilded Lotus is a solid addition.

Mountain: We've got eight in the deck. Along with our Forests they are the lifeblood of our deck.

Forest: We've got eight in the deck. Along with our Mountains they are the lifeblood of our deck.

Prismatic Vista: The 11th fetch land! This inclusion from Modern Horizons allows us to search our library for any basic land and put it onto the battlefield...untapped...for the cost of 1 life. This is Wooded Foothills for the purposes of our deck. Prismatic Vista replaced a Mountain from the original construction of this deck.

Fabled Passage: The 11.5th fetch land! We can tap, sacrifice and search for any basic land and put it onto the battlefield. The land enters tapped but if we control at least four lands it will untap. No life lost and no other drawbacks. Fabled Passage replaced a Forest from this deck's initial build.

Command Tower: Best. EDH/Commander. Land. Ever. No discussions. No debates. No land in the history of Magic: The Gathering can do what Command Tower does in our format without restrictions, limitations or penalties.

Stomping Ground: We're running two colors, so it's beneficial to include as many lands that provide those colors as possible, and Stomping Ground checks those boxes. Our lone shock land of the deck enters tapped but if we pay 2 life we'll gain access to the mana this land produces when it enters the battlefield right away.

Spire Garden: Here is another example of a land that can produce or . Similar to Stomping Ground, there's a way to have it enter the battlefield untapped: Be sure we have two or more opponents! Love those Battlebond lands!

Rootbound Crag: Our lone check land follows the trend of lands that can give us or and can enter the battlefield untapped upon a certain condition. This condition is easy enough: If we control a Mountain or a Forest then Rootbound Crag enters the battlefield untapped. REMINDER: Note that Rootbound Crag says "mountain or forest," as that also includes Stomping Ground and Cinder Glade, not just basic Mountains or Forests.

Cinder Glade: Cinder Glade is similar to the previous nonbasic lands in this list as it can enter the battlefield untapped upon meeting certain circumstances. Cinder Glade will enter play untapped as long as we control at least two other basic lands. This is not an impossible feat as our deck is running 18 basic lands.

Raging Ravine: If you're an MTG Burgeoning fan or a fan of these EDH/Commander decks then you know I do not prefer lands that enter the battlefield tapped. I want to use my lands the turn they come into play. In order for me to bend this preference, a land has to offer some upside. The more colors included in a deck the greater that upside must be. In the case of Raging Ravine it was an easy allowance. For , until end of turn, this land becomes a 3/3 red and green elemental creature with "whenever this creature attacks, but a +1 +1 counter on it" and it's still a land. With Xenagos under our control, during this elemental creature's first combat it can attack as an 8/8. It dodges a lot of removal that specifies "nonland permanent" in addition to all sorcery speed removal. The +1 +1 counters remain on Raging Ravine and hence the land can continue to get bigger and bigger. I imagine Xenagos vacationing at Raging Ravine quite often.

Karplusan Forest: Our Gruul pain land. This land taps for pain-free. Or, it taps for or and deals one point of damage to us. The versatility of this land is great. Sometimes we may never need the or it can produce. Other times we'll use it every turn. REPLACED BY Grove of the Burnwillows. ALLOWING EACH OPPONENT TO GAIN ONE LIFE IS LESS CONESQUENTIAL TO US THAN TICKING OUR LIFE TOTAL DOWN A POINT.

Fungal Reaches: This land can tap for or can act as a mana sink during a game. I like having this land in my opening hand because I can store some mana in order to cast an imminent biggun for Xenagos to make bigger and hasty.

Fire-Lit Thicket: This Gruul filter land and can help us smooth our mana distribution or can add to our mana pool. This land is helpful for casting those spells with or in their mana costs.

Cragcrown Pathway  : Our Gruul Pathway. Superior to basic lands. Replaced a basic land in this deck.

Rockfall Vale: Our Gruul Slow Land. More likely than not, we will play this land untapped. Superior to basic lands. Replaced a basic land in this deck.

Bonders' Enclave: If we tap and tap Bonders' Enclave we can draw a card as long as we control a creature with power four or greater. Every creature card in our deck has power four or greater. Activating Bonders' Enclave should not be difficult.

Field of Ruin: Oh those pesky and bothersome Maze of Ith players. They just can't leave our bigguns alone! Well, including Field of Ruin as a replacement for Inkmoth Nexus provides a way to remain Maze of Ith-free. Providing a land for every opponent is not optimal, even though we get one too. However, sometimes the exchange of an uber-problematic land for a round of basic lands is justified and necessary.

Yavimaya Hollow: Our creatures are our biggest investments. Excluding Xenagos, God of Revels, the average mana cost of our creatures is 7. Pricey. Expensive. The inclusion of Yavimaya Hollow helps protect an investment by regenerating it when needed. Our creatures will be in good hands with Yavimaya Hollow. This replaced Mystifying Maze from the initial construction of this deck. Often I had Mystifying Maze in play while holding up four mana and keeping this land untapped in order to possibly exile a creature attacking me. Politics aside, the allocating of resources for potentially using this land's activation was too costly for me. I think Yavimaya Hollow is better for us than Mystifying Maze.

Rogue's Passage: We employ a slew of exquisitely beefy creatures in our deck and once they receive an activation from our General/Commander, they become even more immensely menacing (without menace, of course). Frequently we have the biggest creature at the table. However, rarely do we have the biggest army and there are chump-blockers galore in EDH/Commander. When lethal needs to hit home, I never leave home without a Rogue's Passage. As an added bonus, this land can act as a great bargaining chip or political ploy. Notice that the text on Rogue's Passage says "target creature can't be blocked this turn" and not "target creature YOU CONTROL can't be blocked this turn." Rogue's Passage has brokered many deals during its time in this deck and has helped to close out games as well.

Kessig Wolf Run: I imagine Kessig Wolf Run being the ideal vacation destination for Xenagos. He brings the +X +X and hasty mentality to the place, and Kessig Wolf Run provides the +X +0 and trample. Are we sure Xenagos does not have a residence somewhere on Innistrad for the purposes of long weekends or for holidays? If not, that's a shame. I'd like to think he does because Kessig Wolf Run is the jelly to Xenagos, God of Revels's peanut butter. Minimally, we can tap and give our creature trample until the end of turn and let Xenagos do the heavy-lifting. Or, if mana is plentiful we can jack-up one of our bigguns for a mammoth hasty and trampling adventure right down the throat of one of our opponents! As an additional benefit, notice Kessig Wolf Run's text says "target creature" and not "target creature YOU CONTROL." Right before the combat damage step we can target an opponent's creature that is about to damage another opponent, possibly for lethal damage!

Homeward Path: Our creatures are valuable and they will be coveted by our opponents. Perhaps TOO coveted! Homeward Path makes sure that none of our bigguns stray from home for too long. As a bonus this land can have political benefits: EACH PLAYER gains control of all creatures they own. Let the wheeling and dealing commence!

Reliquary Tower: Not having a maximum hand size is valuable but, strangely, seems to be unimportant to a lot of EDH/Commander players. Group Hug is a popular theme in EDH/Commander and each time I have to discard it pains me. I don't want to discard any of my cards! Reliquary Tower helps to keep those cards in our hand. This is the land version of Thought Vessel. As we only have two cards in our deck that can bring creatures back from the graveyard (Finale of Devastation and Moldgraf Monstrosity) any ways to prevent additional cards from hitting the yard is optimal.

Ancient Tomb: for 2 life. That's the swap. As mentioned earlier, excluding Xenagos the average mana cost of our 26 creatures is seven. If we can get ahead by taking some Anicent Tomb-inflicted damage then that's okay. Remember, we're starting with 40 life!

Temple of the False God: It seems that this card has fallen on hard times in the popularity department. Will Temple of the False God go the way of the "Tempt With..." card cycle? Not if I'm still playing! In our opening hand this card is a nightmare. Definitely. We are unable to use it without four other lands under our control and its presence alone justifies a mulligan. However, Temple of the False God is one card in a 99 card deck. Let's assume we play one land on each of our first four turns. Including our opening hand of seven cards, we draw one additional card in each of our first four turns. This equals a total of 11 cards drawn (seven in opening hand, four total cards in first four turns). There is a 7.07% chance of drawing Temple of the False God in our opening hand. On turn one we have a 1.08% chance of drawing Temple of the False God. On turn two it's 1.09%, turn three it's 1.11% and turn four it's 1.12%. Over the span of our first four turns, cumulatively, there is an 11.47% chance of drawing a useless Temple of the False God. Or, 88.53% of the time we will be able to draw, play and use Temple of the False God during the same turn, giving us each time we tap it. 88.53% vs. 11.47% in our favor! These numbers are undeniably advantageous. Let's compare Temple of the False God with Mana Crypt. I understand that Temple of the False God is not as good as Mana Crypt and is nowhere near as powerful. NO ONE is taking Mana Crypt out of their deck for Temple of the False God and I'm not telling anyone to do that. Mana Crypt comes down right away and is useful regardless of our board state. If we're unlucky, the Mana Crypt-inflicted damage can add up and, although unlikely, Mana Crypt can be counterspelled. However, its level of abusability is sky-high. For me, there's a line of demarcation: Each card enters the battlefield for no cost and can tap to add . How many cards in Magic: The Gathering's history enter the battlefield and tap for without restrictions, penalties or limitations for no mana cost? Mana Crypt does it 100% of the time and Temple of the False God does it 88.53% of the time. Is it me, or aren't those statistics good enough to make Temple of the False God worthy of inclusion in the majority of EDH/Commander decks? I suppose not, as at the time of this deck list's completion, just 85,821 out of 373,134 decks at EDHREC.com over the past two years have included Temple of the False God in its deck list, a meager 23% (approximately one out of every four decks!). It is only the 60th most-played land over that same time frame as per EDHREC.com.

That's the way news goes. Posted below are some MTG Burgeoning YouTube videos detailing this Xenagos, God of Revels EDH/Commander deck.

This is MTG Burgeoning's original EDH/Commander Deck Tech of Xenagos, God of Revels:

This is MTG Burgeoning's Xenagos, God of Revels EDH/Commander Deck Tech Update #1:

This is MTG Burgeoning's Xenagos, God of Revels EDH/Commander Deck Tech Update #2:

This is MTG Burgeoning's Xenagos, God of Revels EDH/Commander Deck Tech Update #3:

This is a video of MTG Burgeoning play-testing Xenagos, God of Revels after Update #3:

During a brief appearance on the channel's UP & UP Series, MTG Burgeoning makes a few changes to the mana base of this EDH deck:

Xenagos, God of Revels officially enters the Burgeoning Commander Catalog with this in-depth and updated deck tech:

MTG Burgeoning evaluates some of the cards from Crimson Vow and whether or not they are worthy of inclusion into the 99 of the Xenagos, God of Revels EDH deck:

Making another appearing on the UP & UP Series, MTG Burgeoning UPdates & UPgrades this Xenagos, God of Revels EDH deck:

Karplusan Forest replaces a Forest.

Reflecting Pool replaces a Mountain.

Redemptor Dreadnought replaces Reap the Past.

Shadow in the Warp replaces Star of Extinction.

Monster Manual replaces Quicksilver Amulet.

Bloodthirster replaces Hellkite Tyrant.

Mana Crypt replaces Temple of the False God.

Mana Crypt was banned in Commander effective September 23rd, 2024. It is being replaced by Talisman of Dominance at this time.

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97% Casual

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Revision 12 See all

(2 months ago)

-1 Mana Crypt main
+1 Talisman of Dominance main
Date added 4 years
Last updated 2 months
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

19 - 0 Mythic Rares

47 - 0 Rares

13 - 0 Uncommons

7 - 0 Commons

Cards 100
Avg. CMC 5.27
Tokens Beast 3/3 G, Copy Clone, Dinosaur Beast X/X G, Dragon 6/6 R, Eldrazi Spawn 0/1 C, On an Adventure, Powerstone, Wurm 5/5 G w/ Trample
Folders MTG Burgeoning's EDH/Commander Decks, Commander, EDH, Burgeoning Commander Catalog
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