Decimate

Decimate

Sorcery

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

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Trade

Have (2) orzhov_is_relatively_okay819 , metalmagic
Want (4) Jacko132 , UnitedWeStand , ZeroEntropy , Waltbo

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
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Decimate occurrence in decks from the last year

Commander / EDH:

All decks: 0.05%

RG (Gruul): 1.22%

BRG (Jund): 1.2%

Decimate Discussion

Profet93 on Beat Down//Grind Out

5 days ago

Dolphin_Jesus - Love the name

I play Xenagos but not with an MLD package. You have a low land count and a relatively high AVG cmc. If you're going to be wiping landbases and opponents wiping your creatures, you will not be left in an advantageous position. Why not add more artifact ramp such as Mana Crypt, Sol Ring, Talisman of Impulse, and The Great Henge? These will ramp you and will help you break parity.

Alternatively, you can run Collector Ouphe instead to shut down opposing artifacts as blue mages (as well as white, red and black players) will almost always be using artifacts to ramp and the small anti-synergy is worth it IMO should you choose to go that route. City of Solitude might be worth considering over or in addition to Price of Glory.

If you're still worried about blue, Veil of Summer acts as a cheap cantrip and anti-blue/black card. You're already running Pyroblast so specific color hate doesn't seem to be an issue for you.

You are trying to make deals but in my meta, if you play MLD, people will target you. There's nothing wrong with MLD, but most people don't like losing their lands so I'm curious how/if you have actually been able to politic your way out of a situation, unless the combo player is gonna win. '

Survival of the Fittest/Fauna Shaman might be worth considering with all your creatures. Not to mention the synergy with Anger and Eternal Witness. A Genesis might be worth considering should you go that route.

My honest opinion is that this deck lacks enough card draw, lands and meaningful ramp to be able to compete in a semi-competitive meta (no idea what your meta is like, but this wouldn't hold up in mine). You only run 6 pieces of ramp that allow you to get Xenagos out earlier.

Return of the Wildspeaker > Soul's Majesty - You don't want them to use removal in response to majesty, but rather, use wildspeaker in response to removal.

Rishkar's Expertise - Similar to above but with added benefit of not losing tempo

Greater Good - The most powerful card in a Xenagos deck. If you listen to anything I say, this is it.

Lifeblood Hydra - Even if it dies, you gain value. Pair it with another card you should add, Berserk (which goes exceedingly well with Malignus)

Life's Legacy/Momentous Fall - Yes, additional cost to cast sucks, but its very helpful to draw and it helps get around spot removal.

Beast Within - Good old instant speed permanent removal

Decimate - 4 for 1, amazing value

Voracious Hydra - Beater and removal in one

Dosan the Falling Leaf - Anti blue, anti spot removal if blue is a thorn in your side

Bolt Bend - Redirect removal, counter counterspells, redirect some draw as well as some extra turns. Very useful for 1

If you would like ideas for cuts or want to discuss strategy

Profet93 on A Gruuling Experience

1 week ago

I thought it was initially a budget build and you wanted any upgrade. Got you. So with budget ideas in mind....

  1. Eternal Witness - Recursion
  2. Reclamation Sage - Removal
  3. Beast Within - Permanent Removal
  4. Return of the Wildspeaker - Draw
  5. Decimate - 4x for 1 Removal, very powerful
  6. Escape to the Wilds - Can be nice, 5 mana is a lot but it reads until the end of your next turn which is useful. Extra land drop can't hurt.
  7. Ramunap Excavator - To replay lands from the grave
  8. Thaumatic Compass  Flip/Journey's Kite - Extra land drops
  9. Blighted Woodland - Ramp
  10. Reliquary Tower - To hold onto extra cards
  11. Multani, Yavimaya's Avatar - Allows you to return lands back, I'm sure there are other cards such as Mina and Den who can do the same. This is budget and can be a beater. Reach is nice.
  12. Realms Uncharted - Basically reads get 2 lands
  13. Harmonize - Stable draw

It sucks to be budget since you lose out on so many good cards, most importantly crucible and life from the loam.

CaptCreek on Xenagos's Party Animals

4 weeks ago

Profet93

Yeah, I'll definitely look into those ramp spells, but as far as 3cmc goes I feel like Cultivate and Kodama's Reach might be enough. I may end up cutting the more expensive ramp like Skyshroud Claim , though, if it turns out to be too clunky.

I'm a little nervous about the curve being so high, but since I have cheap ramp and a lot of mana dorks, I'm hoping that it'll even out and let me play quickly enough. In the few games I played with the older list, I rarely ever got mana screwed and I usually managed to get Xenagos out before turn 4 and get to smashing.

Also yeah at some point I need to grab a Strip Mine , it's an awesome effect that basically every deck should have. Gonna have to do with Decimate for now haha.

Profet93 on Xenagos, God of Beatdown

2 months ago

plushpenguin

+1 I read the primer, while I knew a lot of the stuff you mentioned as a Xenagos player myself, it was refreshing! I noticed you put dense folliage and plated slagwurm out of the deck, is there any particular reason? I found the reasons in the primer convincing.

As you mentioned in your primer, the worst thing that can happen in a Xenagos deck is having a blowout, getting your creature killed in response to a draw spell. Unfortunately, my meta is FILLED with interaction and spot removal, which is Xenagos's achille's heel. City of Solitude is an allstar in my list, stops blue as well. How would a Xenagos deck deal with a meta that's filled with interaction and spot removal? That's my biggest question for you. I personally don't run extra combat steps for this reason because they only help when I have a creature which sadly isn't that often despite having 31 creatures in the deck BECAUSE I become such a target. For whatever reason, people are afraid of Xenagos :D Another weakness is control decks which are just a bad time for us. While I don't run it in my list, have you considered Prowling Serpopard or even Spellbreaker Behemoth as tutorable ways to deal with blue?

Want to rack your brain regarding recursion as well. Mimic Vat is a very interesting card I never considered by will do so seriously thanks to your primer. I feel like it's exactly what I need to deal with ALL the spot removal in my meta. I added Reap the Past as well as E=wit and greenwardern. The warden might be overkill, but he works nicely with Berserk effects, that way I don't mind if they use spot removal on him.

I'm astonished you are running Thran Dynamo over Skyshroud Claim . Both can be used the same turn, but dynamo gets shut off by your own collector off and opposing null rod effects, not to mention it can get blown up. Skyshroud can color fix you as well, but thats rarely and issue for G/R players.

In your primer you mention Joraga tree speaker is like a green sol ring, but he doesn't actually "ramp" you. Play him T1, Level up T2, you have 2 green mana, no more than you would have had without him. I don't like him outside of elf-centric lists.

Voracious Hydra - Acts as a beater with trample and built in removal, or he can just get HUGE.

Decimate - 4 cards blown up for 1, huge value and can be played prior to Xenagos to clear the field. Note: You do need 4 targets, but you can always target Xenagos for the enchantment should none be on the field.

I noticed you run Return of the Wildspeaker . I think I might replace my Garruk, Primal Hunter with that. Thank you for that, I like how it's instant speed so you can use it in response to removal instead of having to pay ! Speaking of draw, have you considered The Great Henge ? Can cost just , buffs your dudes, gains you life and most importantly draw you cards. It might be better in a deck with more creatures, but I thought it worth noting nevertheless.

What are your thoughts on Shapers' Sanctuary ? Since the deck folds to spot removal, this comes down early and draws you cards. I'm going to add it to my list.

Embercleave seems weak, even with Godo tutoring it onto himself, and Xenagos + equipment buff, it becomes 8/8 trample doublestrike, so 16 damage at most for 6 mana seems weak. This doesn't take into consideration that you might draw into the equipment prior to drawing into Godo, which would suck because you would need to pay a higher cost since the deck doesn't go wide as you noted in your primer. Maybe consider Mage Slayer as well or even as a replacement? That way you're not as reliant upon Godo.

Under your section of cards you don't play, I disagree the following....

  1. You should run Berserk ! You won't cast it unless it will kill them and most of the time, it does, at least in my experience. There's nothing better than berserking a Lifeblood Hydra which you should add as well. It provides lifegain and more importantly card draw.
  2. Tooth and Nail - 9 mana for 2 creatures from your deck/hand? It's amazing with value creatures like E-wit or green warden although you don't appear to be running either. Another option is Archetype of Endurance (which has been an ALLSTAR in my deck) and a beater.
  3. Kozilek, Butcher of Truth - Part of me agrees with you, your deck doesn't have that mana capacity per say since your curve is low for Xenagos. The other part of me sees a 24/24 Draw 4 Cards, Annihilator 4, it won me the last few games.

Overall, I'm very impressed by this list. This seems like a beast to play against. I made my Xenagos deck's CMC higher rather than lower to the ground because that would just exacerbate how threatening I am to the table and I choose to sacrifice speed for late game resiliency. Whenever you get a chance, I would appreciate it if you could take a look at my Xenagos list Bro, or should I say, Xenabro

Osbert on Counter Sac Engine / Gruul Mill

2 months ago

Here are some cards that just get the ball rolling a bit faster:

Cryptolith Rite turns all your tokens and GrumGully into mana dorks to power out spells faster.

If you really like the "army in a box" creatures like Seige Gang Commander then you may want Avenger of Zendikar , Deep Forest Hermit , or Deranged Hermit . If you combine these cards with Nim Deathmantle and Ashnod's altar you can make infinite bodies by eating a token and the actual card to generate the 4 mana to pay for the mantle's trigger to recur it immediately. If you REALLY likes these effects I'd also suggest Panharmonicon to double up on the ETBs. Panharmonicon also doubles up Purphuros/Impact Tremors triggers.

Decimate is the best removal spell printed in Gruul right next to Hull Breach so use them.

Heroic Intervention , Lightning Greaves , Vexing Shusher , and Aspect of Mongoose are decent protection.

alechodgin23 on Progenitus, The Nopest

3 months ago

Love the deck idea. If it were me, I'd be running Disrupt Decorum as well as Decimate . They're both great for control and DD is great for buying you a turn with no one attacking you. It feels great when you play it!

SideBae on

3 months ago

Hey man! I got some suggestions. Feel free to ignore any/all of them:

  1. There's a reason Ponder and Preordain are banned in Modern, and it's because they're good. I highly suggest running both in any blue deck -- they may not look like much, but being able to dig to what you need and past what you don't for one mana is a deal I'll take any day. You're running a good number of fetch lands, so Brainstorm is one you may want to add in there as well.

  2. I don't know what your meta is like, but in general people need to draw a bunch of cards to win the game. Narset, Parter of Veils brings back thoughts of when Leovold, Emissary of Trest was legal... I think almost any blue deck should run her, especially since if you run Windfall (I think you should), she can win you the game. Or your Wheel of Fortune .

  3. I don't know how this deck plays, but I suspect you'll have at least one or two creatures out at a time. If you do, Azra Oddsmaker can be a good source of card-advantage; Edric, Spymaster of Trest is similar, though better if you have dorks (see (5)). Painful Truths is another favorite of mine, as are Treasure Cruise , Dark Confidant , Dig Through Time and Thirst for Knowledge . Faithless Looting can also be pretty good.

  4. A lot of decks run a lot of artifact ramp. Dack Fayden is a great way to capitalize on that, and if you run Notion Thief (which also pairs with your Windfall ), targeting your opponent with Dack's +1 can produce a four card swing.

  5. Dorks. You're in green, so you have access to the best ramp in the game, aside from Sol Ring (which I think you should run). I highly suggest including any/all of the following in addition to your Deathrite Shaman : Birds of Paradise , Elves of Deep Shadow , Orcish Lumberjack , Llanowar Elves , Fyndhorn Elves , Elvish Mystic , Bloom Tender , Arbor Elf ... Though they may not be 'dork'-ramp, I've also been impressed with Utopia Sprawl and Wild Growth , not least because these double the mana from Arbor Elf . If you end up running Edric, Spymaster of Trest , the dorks will draw you cards when you're not using them for mana.

  6. If you're looking for the best way to generate infinite mana with your general, I think Isochron Scepter with Dramatic Reversal is the best way. You'd need to run either artifact ramp or dorks (I highly advise the latter), but it's a pretty busted combo and I think you should put some ramp in anyway. This lets you draw your deck with Thrasios, Triton Hero and then win through Torment of Hailfire or the like.

  7. Another way to win, if you do end up running dorks, is Craterhoof Behemoth . Pair this with Natural Order for instant fun.

  8. Green Sun's Zenith can grab your Azusa, Lost but Seeking and your Ramunap Excavator , as well as Dryad Arbor on turn one (if you end up running Dryad Arbor ).

  9. Reflecting Pool is an often-chromatic land you may wish to consider, and Exotic Orchard is frequently at least a tri-land. I may be missing something, but running Strip Mine and Wasteland to pair with your Crucible of Worlds and Ramunap Excavator seems... good.

  10. You're running two artifacts (three, if you run the aforementioned Sol Ring ): You should give strong consideration to things like Collector Ouphe (if you don't like the Isochron Scepter loop) or even a janky Energy Flux . These'll make sure opponents don't do nasty things with their own Isochron Scepter while hardly touching you. Also, things like Ancient Grudge or By Force are powerful magic cards.

  11. Spell Snare is a counterspell you may want to consider, as it counters a wide range of frequently played cards in EDH like Demonic Tutor , Cyclonic Rift (overloaded or not), Winter Orb , all the talismans/signets, Counterspell , Mana Drain , Arcane Denial , Sylvan Library , Chains of Mephistopheles , Abeyance , Baleful Strix , Nature's Lore ... Also, if you're in an Ad Nauseam -heavy meta (I sure as hell am), consider things like Dispel to keep those decks in check.

  12. Lim-Dul's Vault , Dark Petition and Mystical Tutor are some tutors you may wish to consider.

  13. If your meta is blue-heavy (most are), consider some second-order countermagic. Things like Veil of Summer and Vexing Shusher can both make sure your spells resolve. Similarly, Carpet of Flowers is a good way to get free mana from blue opponents, and Pyroblast tends to be good as well.

  14. Personally, I've found Mystic Remora to be better than Rhystic Study , if only because it is one mana. People are way less likely to pay four mana than one, and in less experienced metas people tend to let you pull off an Ancestral Recall or two in two-ish turn cycles. In more experienced metas, Mystic Remora slows the game down as your opponents wait for it to go away and you just make sure you hit your land-drops.

  15. Multi-for-ones are pretty important in a format with three opponents. Fire Covenant has been a favorite piece of removal in my meta since it'll clear out opponents' creatures while leaving yours untouched. Hull Breach and Decimate are also good, although it is important to bare in mind that Decimate requires a bunch of different targets in order to be castable. Windgrace's Judgment and even Casualties of War are also good.

  16. If you want to go deep into magic history, there's another way to make infinite mana in your colors in addition to (6): Worldgorger Dragon . Entomb , Buried Alive or Faithless Looting to the graveyard this mo-fo, then cast Animate Dead , Necromancy or Dance of the Dead targeting him, and BOOM you win. (In case you aren't familiar with the combo, Animate Dead returns Worldgorger Dragon to the battlefield, and then Worldgorger Dragon triggers to exile Animate Dead . Animate Dead leaving then makes you sacrifice Worldgorger Dragon , bringing back Animate Dead and then Worldgorger Dragon ... rinse and repeat. Tapping your lands for mana in between each exile trigger yields infinite mana. WARNINGS: 1. You need a second creature in a graveyard to end the loop, or the game is a draw; 2. If someone Nature's Claim s your Animate Dead while the Worldgorger Dragon is entering the battlefield, you lose everything and you're boned. So make sure either your opponents are out of mana/counterspells or you've got your own protective backup.)

I think that's all I got. Good luck!

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