Decimate

Decimate

Sorcery

Destroy target artifact, target creature, target enchantment, and target land.

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Printings View all

Set Rarity
Commander 2018 (C18) Rare
Commander 2016 (C16) Rare
Conspiracy (CNS) Rare
Odyssey (ODY) Rare

Combos Browse all

Legality

Format Legality
Noble Legal
Duel Commander Legal
Canadian Highlander Legal
Oathbreaker Legal
Tiny Leaders Legal
Magic Duels Legal
Commander / EDH Legal
Unformat Legal
2019-10-04 Legal
1v1 Commander Legal
Leviathan Legal
Legacy Legal
Casual Legal
Vintage Legal
Highlander Legal

Decimate occurrence in decks from the last year

Commander / EDH:

All decks: 0.08%

Decimate Discussion

Profet93 on Xenagos' Dudes goes Face

20 hours ago

I also run a Xenagos deck! Lol, what are the chances! I will try to keep cards under $15 per your suggestion....

Enchantments....

  1. Greater Good - BEST card you will ever add, if you listen to ANYTHING I say, this is it. Period.

  2. Lurking Predators - With 1/3rd of your deck as creatures, this is like a sunbirds invocation that does something even if you pass the turn! Highly recomended!

  3. Rancor - Nice to have, makes a 1/1 into a 6/4 trample with Xenagos. Providing trample cheaply and repeatedly is nice

Artifacts

  1. The Great Henge - A bit over budget, but nice to have. Card draw, lifegain and ramp all in 1, usually for .

  2. Gruul Signet - Nothing flashy, but another 2 mana ramp to help bring Xenagos out T3-4

  3. Lifecrafter's Bestiary - Scry and card draw, not bad, definitely worth considering to help maintain gas

Sorcerries

  1. Decimate - 4 cards for 1? yes please! Can also target Xenagos if no other enchantments since he's indestructible.

  2. Hull Breach - Mini decimate, still good!

  3. Life's Legacy - Very useful, sometimes it sucks sacrificing a beater, but its sometimes very very needed, especially if you know they are holding up removal, they cant cast it in response since saccing is additional cost to cast

  4. Nature's Lore - Ramp on T2 that can search up duals and brings the land untapped

  5. Rishkar's Expertise - I rarely advise for risky cards, but the positive far outweighs the negative. Your biggest issue in this deck is getting 2 for 1ed, when you cast a draw/enchantment spell on your creature, they can remove it in response so you lose 2 cards to their one. But the potential of drawing 8 plus cards and casting a spell for free helps with this deck lack of tempo and card draw. I think it fits quite well

  6. Skyshroud Claim - Nature's lore x2. While not necessary, can be helpful in keeping some tempo and ramp is crucial in a big beaters deck.

Instants

  1. Beast Within - Permanent removal. Thats a nice Maze of Ith you got there, ashame if it got destroyed :D

  2. Berserk - A better unleash fury that can on occasionally kill opposing creatures when needed

  3. Momentous Fall - Used in response to removal, removal can't be used in response to cast on the same creature

  4. Return of the Wildspeaker - Used in response to removal

Lands...Obviously none of these are needed, but they make the deck slightly better are relatively cheap. Worth the investment, IMO. You have lots of room in your landbase given you are playing green and already run an ok amount of ramp. Adding even more ramp will really make your utility lands shine.

  1. Dread Statuary - Manlands are helpful as they can be used for draw spells (see above instants/sorcerries) and can be equipped with rancor to deal damage unexpectedly.

  2. Castle Garenbrig - Need that extra mana for that creature? I got you covered

  3. Bonders' Enclave - Decent card draw

  4. Blighted Woodland - Ramp

  5. Myriad Landscape - See above

  6. Raging Ravine - Manland

  7. Sheltered Thicket - Least important of all lands, but nice to draw late game and can be fetched with nature's lore, farseek, skyshroud (although it will come in tapped)

  8. Kessig Wolf Run - Has helped me win here and there. Shouldn't be overlooked, nice to have like the rest of these

Creatures

  1. Atarka, World Render - 12/12 double strike trample flying w/ Xenagos! Too good to pass up

  2. Balefire Dragon - Deals with token decks and can clear a board while dealing heavy damage

  3. Carnage Tyrant - HEXPROOF. I cannot tell you how many times hexproof has saved me in this deck. They cant use their removal they've been holding up, they can't counter it, and it has trample. Stats leave something to be desired a bit, but can pack a punch with Xenagos and is safe to use Rishkar's expertise on

  4. Elder Gargaroth - New card which fuels card draw and has vigilance too!

  5. Fierce Empath - Nice to find the beater you need

  6. Goreclaw, Terror of Qal Sisma - Ramp and provide trample!

  7. Eternal Witness - Nice recursion of a beater or draw spell

  8. Ilharg, the Raze-Boar - A beater that returns itself eventually and helps bring in other beaters (note: ETB triggers and the creature can attack a different opponent). Like a mini sneak attack

  9. Inferno Titan - ETB and attack trigger. Not bad, I find it useful although you might not despite it being better than a lot of your other cards.

  10. Kogla, the Titan Ape - ETB and attack trigger. Can be nice to bounce an eternal witness to give it indestructible.

  11. Lifeblood Hydra - Even if they kill it, you get to draw something. I've found it useful, especially with berserk.

  12. Nylea, Keen-Eyed - Helps make your creatures easier to cast, hard to remove, and helps you maintain gas. I'm still not convinced with it, testing it in my own build TBH. But thought it worthwhile to mention.

  13. Pathbreaker Ibex - A beater that provides trample to other beaters. Puts in some decent work, especially with a rancor!

  14. Reclamation Sage - Cheap artifact/enchantment removal on a creature (ex: lurking predators)

  15. Sakura-Tribe Elder - Another cheap 2CMC ramp spell to ensure Xenagos T3-4

  16. Savage Ventmaw - HUGE TEMPO! Attack and cast Rishkar's expertise or the Great Henge and then return of the wildspeaker/momentous fall/life's legacy or anything else is huge. Getting the attack and tempo in is VERY helpful as our deck struggles with tempo putting all the mana into a big creature.

  17. Shaman of Forgotten Ways - Ramp and an alternate wincon should you need it

  18. Siege Behemoth > Thorn Elemental

  19. Wood Elves.Farhaven Elf - Ramp, wood elves getting untapped duals

OVERALL: The deck is ok. I'm surprised how it has such a low CMC, but given your X spells. Once you replace those with 5+ CMC creatures, it will increase your AVG CMC to "normal". You want your AVG CMC to be around 4. Xenagos works as a sniper, you cast one big creature, give it haste and hope it doesnt eat removal. Given you spent all that mana on the creature, you don't do much else for the turn and then people usually swing at you because they are afraid of you casting another big creature out of nowhere.

As a result, having protection for them is crucial. In the form of heroic intervention, or another card out of budget such as Deflecting swat (which is SO powerful, counter counterspells, redirect targetted removal, targetted draw, targetted extra turns and more FOR FREE, so you can BLUFF INTERACTION). One more idea I'm thinking of is to replace Giant growth with Vines of Vastwood, similar function but provides protection as well. Also see Blossoming Defense for a similar function should removal/interaction is an issue in your meta as much as mine. Given you play against combo, they probably have interaction prior to them assembling their combo.

I got lots of ideas for cuts, so be sure to lmk what you think of each suggestion!

Azeworai on Primal Tactics

3 weeks ago

Alright, it's rhino time.

There are quite a few things I would recommend here.

First off, fourteen taplands!? Come on. Ghired deserves better than that! I'd either run more basics for the sake of your ramp or upgrade the nonbasics.

Part One - Things that cost too much to cast and/or don't do much:

  1. Helm of the Host is cute, but nine mana. Perhaps just a Nature's Lore?

  2. Ghired's Belligerence, however befitting, is quite possibly just worse than Ezuri's Predation.

  3. Hate Mirage follows suit. March of the Multitudes is lovely, though.

  4. Each deck needs graveyard hate! You cut that inutile Full Flowering and you add that Night Soil! (Imagine a joyous voice.)

Part Two - Just for any deck:

  1. So. Removal. Something beyond four would be nice. More instant speed as well. Swords to Plowshares, Path to Exile, Aura Mutation, Artifact Mutation, and Generous Gift are all bromidic and potent.

  2. Can your deck generate green and red mana? Then play Decimate. Do it. It has literally never felt dead. It murders four things at the cost of one card. It is a bloody wrath. Furthermore, if you take from everybody you are less likely to be targeted. I once hit a Dimir Aqueduct, Conjurer's Closet, Phyrexian Arena, and Elesh Norn. Fifteen mana gone in an instant.

  3. Peering upon the curve, add more ramp. Nature's Lore, Into the North (add snow basics), Cryptolith Rite, Three Visits, Druids' Repository, Nature's Will, and any mana dork.

  4. Intrinsically, Darksteel Ingot should just be Cultivate. It is currently cheap and it replaces itself.

  5. Once Upon a Time is a card I run in any green deck. It's great all the time.

  6. Hero of Bladehold has come to murder everyone. She does her job.

  7. Purphoros has come to murder everyone. He always does his job.

  8. Given how few basics you run, Field of the Dead is a splendid inclusion. It's far better than it reads, and it reads of dint.

That's it! Farewell! CRUSH EVERYONE!

I have my own token deck here if you care to see it.

griffstick on Good cheap staples to pick ...

3 weeks ago

This are the staple cards you need to get.

Creatures

Instants

Sorceries

Artifacts

Enchantments

Planswalkers

I hope this helps because it took forever to type out.

RubenWaters on Neyith of the Dire Hunt EDH: Beastmaster

4 weeks ago

multimedia oh boy I am playing the same deck and I have some suggestions on what to cut and suggestions on what to put in as well

Cut/ Add

Arlinn Kord  Flip = Domri, Anarch of Bolas

Vivien, Champion of the Wilds = Aggravated Assault

Atarka, World Render = Savage Ventmaw

Ulvenwald Tracker = Brash Taunter

Regrowth = Noxious Revival

Champion of Lambholt = Kiki-Jiki, Mirror Breaker

Grand Warlord Radha = Dockside Extortionist

Gruul Beastmaster = Manglehorn

Huntmaster of the Fells  Flip = Zealous Conscripts

Nikya of the Old Ways = Apex Altisaur

Pathbreaker Ibex = Craterhoof Behemoth

Quartzwood Crasher = Polyraptor

End-Raze Forerunners = Prowling Serpopard

Rubblebelt Raiders = Ilharg, the Raze-Boar

Somberwald Sage = Birds of Paradise

Surrak, the Hunt Caller = Woodfall Primus

Gruul Guildgate = Winding Canyons

Temple of Abandon = Emergence Zone

Concordant Crossroads = Sneak Attack

Gruul War Chant = Invasion Plans

Gruul Signet = Wild Growth

Lightning Greaves = Shadowspear

Sol Ring = Utopia Sprawl

Savage Punch = Green Sun's Zenith

Shamanic Revelation = Momentous Fall

Soul's Majesty = Return of the Wildspeaker

Cultivate = Harrow

Decimate = Chaos Warp

Domri's Ambush = Ancient Animus

Hunter's Prowess = Gamble

Kodama's Reach = Crop Rotation

Shared Summons = Tooth and Nail

Temur Battle Rage = Titanic Brawl

Berserk = Pounce

Hunter's Insight = Pit Fight

Growing Rites of Itlimoc  Flip = Carpet of Flowers

Game Trail = Mountain

Mossfire Valley = Arid Mesa

Mosswort Bridge = Gaea's Cradle

Sheltered Thicket = Fabled Passage

Fire-Lit Thicket = Taiga

Spire Garden = Prismatic Vista

Eldritch Evolution = Heroic Intervention

Forest = Dryad Arbor

Aggressive Mammoth = Ohran Frostfang

Etali, Primal Storm = Inferno Titan

Fierce Empath = Krosan Grip

BUT these are just a suggestion

MTGBurgeoning on Gruul Stompy Featuring Xenagos, God of Revels

1 month ago

Holy crap! When did that change? I've been playing Decimate since Odyssey and always have played it with the notion of needing all four targets to stick in order for any of the targets to be destroyed. Even in LGS tournaments and game-play! What the...!?

MTGBurgeoning on Gruul Stompy Featuring Xenagos, God of Revels

1 month ago

As more play-testing of the deck transpires, I gladly will share those results.

As for your inquiry about the deck's weaknesses, I can answer that from a global perspective. Over the years I have honed a certain deck-building blueprint. One of the many guidelines of this blueprint is to try and avoid any form of sorcery-speed spell that "targets." In the current deck list, only Decimate and Finale of Devastation apply. Casting Decimate is always risky, as any one of the targets can be bounced or removed prior to resolution, thereby whiffing on all targets. The potential reward of 4-for-1 for just is acceptable, however, and worth including. Finale of Devastation is not as concerning because most of the time the target is in the library. Reap the Past may provide similar apprehension if the graveyard is exiled prior to resolution. This is a reason why I chose not to include Rishkar's Expertise. I envision the creature getting removed instantly before the spell resolves, leaving only hopeful thoughts of what might have been. For me, this awareness translates to other facets of deck-building as well.

EXAMPLE: The only two auras I will ever include in an EDH/Commander deck (aside from strict aura/enchantment builds) are Rancor and Journey to Eternity  Flip. If each aura sticks, perfect. The returns on these investments are amazing due to their built-in recursive benefits. If they don't stick, at least the mana invested is not a great loss. I think including spells like Deflecting Swat, Bolt Bend or even Shunt in order to protect sorcery-speed spells is advantageous, and even more so when considering the benefits you outlined above. For the purposes of including versatility to the deck, including these change-of-direction spells seem quite useful. If all options for instant-speed spells have been exhausted, I would consider adding some "sorcery protection."

EXAMPLE: When Generous Gift was released in Modern Horizons, I swapped out Vindicate for it in nearly every deck I could. Instant-speed, undoubtedly, is more powerful than sorcery-speed. This is why I opted for Return of the Wildspeaker and Momentous Fall over Rishkar's Expertise.

However, the benefits you mentioned of including a spell like Deflecting Swat or Bolt Bend are intriguing. This is a consideration to ponder further.

Well, I suppose this is my long-winded attempt to answer your Xenagos-specific question with an overgeneralized deck-building philosophy (micro into macro): I try to construct decks through a card-by-card guideline of "How much can this card hurt me? If I invest mana into this card, what are the returns? What are the risks? What is the balance?

Hopefully this response will be useful in some way. Keep on Xenagosing!

ClockworkSwordfish on What are your favorite underused, ...

1 month ago

Rain of Thorns seems criminally underplayed in green budget decks. Six mana is a definite price barrier, but a 3-for-1 is worth it. Unlike the more popular Decimate, you don't need all three targets so it's still not a dead card if you have to settle for taking out a land and a mana rock.

Likewise, Hull Breach feels underplayed considering it's the card advantage of Return to Dust at the same speed and half the mana.

rdean14 on Card creation challenge

1 month ago

I love midrange, so another Jund Orc Midrange commander!

Fec the Elder

Legendary Creature - Orc Archer

: Fec the Elder gains Reach and gets +1/+1 until end of turn.

Whenever a spell you control targets at least two players, cards, and/or permanents, you may return it to your hand at the beginning of the next endstep.

2/3


Very much designed with Kolaghan's Command in mind, also works with Casualties of War, Decimate, and other such spells. To me, midrange in Commander is removal and card advantage/value focused.

Unfortunately, Atarka's Command doesn't work with this at all.


ninja'd, see above

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