Momentous Fall

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Momentous Fall

Instant

As an additional cost to cast Momentous Fall, sacrifice a creature.

You draw cards equal to the sacrificed creature's power, then you gain life equal to its toughness.

Profet93 on King Stranger, Make Me Strong! *PRIMER*

1 month ago

NV_1980

First and foremost, I enjoyed reading your description. Do Note that Sword of Feast and Famine means your commander cannot target it to increase it's stats due to the "pro green."

Greater Good - THE MOST IMPORTANT CARD IN XENAGOS, HANDS DOWN. IF YOU LISTEN TO ANYTHING, THIS IS THE ONE SUGGESTION. Used in response to removal or equip activation, or just in a pinch. This card forces them to use removal lest they die to your overwhelming card advantage. DO NOT SLEEP ON THIS CARD.

Harmonize - Simple draw

Momentous Fall/Life's Legacy - While weak against blue, could warrant an inclusion depending on how much draw you want in the deck. The former is used in response to removal and the lifegain is icing on the cake.

Rishkar's Expertise - I'm normally against cards like this but in Xenagos, there is way too much of an upside to ignore. Used post combat most of the time, allows you to draw without missing out on tempo.

Skullclamp - Cut little idea to use on mana dorks, or force interaction pre-commander ability/combat.

Return of the Wildspeaker - Used in response to removal. Overrun option is nice as well

Elemental Bond - Draw, also see Guardian Project (although they can remove ur creature in response to the trigger to deny you a card)

Ancient Tomb - Ramp

Raging Ravine - Manland that can get bigger.

Dread Statuary - Manland that can get to 8 power with Xenagos. I usually use manlands as fodder for one of the draw spells listed above. Worth considering

Castle Garenbrig - Simple ramp

Cragcrown Pathway  Flip - Red or green, whichever you need.

Elder Gargaroth - Draw, lifegain or token production

Somberwald Sage - Ramp

Berserk - Super fun! Use before the damage step. Or better yet, use on your opponent attacking another opponent and force op 1 to lose a creature while op 2 takes lots of damage. Fun fact, I killed an animar this was (lol). You can also use it on Selvala for extra ramp!

Xenagos decks typically go one of 2 ways. Either lots of dorks and some land ramp like your deck to bring threats out more quickly, or to forgo dorks and focus solely on land ramp. Your deck is the former while mine is the latter. Do note that even with the dork route, Xenagos decks go tall, not wide. So there are some creature choices that I do not believe are as efficient as other choices could be and would love to discuss them with you if you're up for it. Xenagos decks are like snipers, usually one big creature at a time, sometimes more if you have the right set up. They also fold to spot removal as spending 5+ mana on a creature just to have it removed by 1 - 3 mana removal spell really sucks. I know you're against bolt bend/deflecting swat (despite them being my favorite type of spells) but perhaps something like Vines of Vastwood or another spell might potentially warrant an inclusion to save an important creature. At the very least, having more than 2 instants, only 1 of which acts as protection, could be used as a bluff and keep opponents guessing.

Profet93 on Karlach the Outlander

1 month ago

SoulXCross +1

Godo, Bandit Warlord - Synergy with embercleave, can also tutor greaves if needed.

Berserk - Can also be used on opposing creatures that are attacking your opponents for fun. Double commander damage anyone?

Tooth and Nail - Tutor for big dudes, one that gives has like Xenagos and a big beater

Green Sun's Zenith - Solid tutor

I don't see many draw sources. Have you considered the following...

Rishkar's Expertise - Draw + Tempo

Momentous Fall/Life's Legacy - The former can be used in response to removal, both fold to blue. Nevertheless, it's a huge draw source.

Bonders' Enclave - Land slot

Elder Gargaroth - Versatile

Skullclamp - Forces interaction pre-combat or else you can usually draw if it isn't exile removal

Selvala, Heart of the Wilds - Super ramp, also some draw

Profet93 on Godzilla, King of Monsters Budget Build

1 month ago

x1AlphaWolf36 +1

What is your budget per card?

Why run a signet in a 2 color deck with green? Rampant Growth/Nature's Lore are budget friendly swaps

Elemental Bond - Should budget allow, better than colossal majesty

Soul's Majesty - Budget friendly draw

Harmonize - Regula, reliable draw

Life's Legacy/Momentous Fall - Super draw, beware of the blue player however

Traverse the Outlands - ???? Or do you not have enough basics?

Sakura-Tribe Elder/Wood Elves/Nissa's Pilgrimage/Farhaven Elf - Solid ramp

Eternal Witness - Recursion

Fierce Empath - Tutor

Inferno Titan - Damage

Terastodon - Removal (that can hit pesky lands)

Decimate - 4 in 1!

Would love to hear your thoughts on each suggestion, hope this helps!

DreadKhan on Goose Mother Voltron

3 months ago

Mark of Sakiko or Bear Umbra might do some work, mostly to enable you to play a lot more stuff? Belt of Giant Strength seems synergistic, it stacks with your +1 counters. Crystal Shard is a pretty good way to get your Commander back in hand, but it can also be used to punish any player who dares use all their mana up (some players are really bad at tracking stuff like this, depending on the playgroup). Rogue's Passage is an interesting way to guarantee the survival of your Goose. If you want more mass removal I have had some luck with Mass Manipulation, it's hard to cast but the effect is pretty strong if you steal more than 1 thing.

I'm not sure if your Goose gets big enough or not, but Tempting Licid is a decent Lure effect, and you can technically attach it to an opponent's creature that attacks (and remove it after blockers are declared) to either wipe out blockers (letting you/others get in) or get a creature killed, you can also use it to put a Lure on something you don't care about so The Goose can get in unblocked (you can save the Licid).

When it comes to ramp and fixing, I find 2 colour decks are extremely forgiving, and having one of those colours be Green makes it even easier to build. One of the annoyances of Enemy Pair decks (like Simic) is that their aren't as many dual lands to choose from, but their are still a few budget range dual lands that come with basic land types, these really pop with stuff like Nature's Lore, which can find a non-Basic Forest, enabling you to get your colours quickly and consistently, but IMHO it's really hard to not hit your colours in a Simic deck. It's really annoying that the only 'budget' typed dual I can think of is Breeding Pool, but that's a long way from budget, and you're only in 2 colours.

If you like +1 counters and drawing cards you might enjoy Generous Patron, if you're desperate you can give your own stuff the counters, but if you want cards you can do so (and still have a body). Another card that might be generally useful is Skullwinder, you can use this to generate political leverage, possibly getting to choose what the opponent will actually get back. Cultural Exchange is an obscure card that can very much take over a game if you time it right, ideally you use it after people have already wiped and hopefully don't have another at the ready. Mass Diminish might be better than Frogify, note that it lasts until your next turn and affects all of a player's creature, yet still comes with Flashback to boot. This is very good with something like Tempting Licid. Transmogrifying Wand might not look very good, but being able to remove the 3 most annoying creatures for a grand total of only 6 mana is pretty sweet, it's also a great deterrent piece once it's out and still has counters, people can't play key creatures until it's dealt with or out of counters. Return of the Wildspeaker is a good way to refill your hand, it's among the best of it's kind, but Momentous Fall is better if you're being wiped or something.

Cornonjacob07 on [Primer] Slimefoot and Squee's Corpse Catapult

8 months ago

Dumannios

I can assure you that The Mimeoplasm plays very differently from Slimefoot and Squee due to its nature and the difference between Jund and Sultai. For example, the reason why I was thinking about Titan of Industry and Woodfall Primus is that I consider them analogs to each other between these two decks. I've already mentioned why I think Woodfall Primus is a good fit for S&S, but I find its Persist annoying in Mimeoplasm because how it interacts when The Mimeoplasm eats it. On the other hand, The Mimeoplasm's method of "reanimation" may be powerful and uniquely avenue opening, it only works once, and whatever I've committed to it is gone. I much prefer the Titan of Industry here for its slightly better stats and combat ability, and its flexibility of ETB options (ESPECIALLY the shield counter to ensure you're making your investment count).

If Doomgape doesn't work out and you're still in the market for big lifegain in a pinch, I did remember that Momentous Fall exists.

DreadKhan on Kresh of the savage horde

8 months ago

Board wide damage effects seem pretty good with your Commander, Pestilence, Pyrohemia, Chain Reaction and Blasphemous Act all jump out as good enough cards. Mandate of Abaddon is probably well beyond good if Kresh is at all beefy, he'll suddenly be even bigger on an empty board if all goes well. As long as your Commander has at least 4 toughness Ezuri's Predation would be hilarious, even if a bunch of 4/4s bite the bullet your Commander just gets bigger.

Rite of the Raging Storm seems almost unholy with your Commander, I normally love this card but here you are going to be farming 5 power creatures over and over, and they're never attacking you.

They're both small and random, but Temur Battle Rage and Tainted Strike can both turn your Commander into a 1 shot fairly easily.

If your Commander is fairly big then Return of the Wildspeaker, Rishkar's Expertise, Soul's Majesty, Momentous Fall (also good if your Commander is going to die, as is Greater Good), Grothama, All-Devouring, and Mask of Griselbrand can all draw you a decent number of cards. Overwhelming Stampede and Fungal Sprouting both seem very good with your Commander.

I like Fight effects if I suspect I'll have the biggest body on the board, Ulvenwald Tracker, Domri, Anarch of Bolas, Kogla, the Titan Ape, and Thorn Mammoth are pretty good sources you can repeat.

Thunderfoot Baloth, Siege Behemoth, Kamahl, Heart of Krosa, Blossoming Bogbeast, and Goreclaw, Terror of Qal Sisma are decent sources of Trample that are stapled to a body, and they're all fairly budget. Keep an eye out incase Pathbreaker Ibex goes down in price, that's a very good effect with your Commander. Just a heads up, but if you run lots of sources of Trample for your Commander, then anything that provides Deathtouch looks a ton better, with Deathtouch you just deal 1 damage per creature and Trample over the rest. Bow of Nylea, Saryth, the Viper's Fang, and Ohran Frostfang are all very good sources afaik, there are others kicking around if you look!

legendofa on Using ChatGPT to generate a …

9 months ago

To address this primer specifically:

"This is my Commander deck with a focus on utilizing the high power of the Commander to trigger effects that scale with a creature's power. The deck strategy revolves around four main themes:"

  • This is a good capture. The first sentence is a little unwieldy, but that's a style point rather than a content point.

Token Generation: The deck includes cards that can generate tokens based on the power of a creature. Examples include Fungal Sprouting and Ghoulcaller Gisa.

  • I count five cards that create tokens, and one of them doesn't create scaling tokens. In my opinion, four cards isn't a "main theme."

Card Draw: There are cards that allow the player to draw cards equal to a creature's power, such as Disciple of Bolas and Momentous Fall.

  • This is an okay comment. While it ties into the power scaling, the act of drawing isn't a main theme. It's card advantage, but it doesn't rely on drawing the way Queza, Augur of Agonies does.

Power/Toughness Manipulation: Some cards create creatures whose power and/or toughness are based on the power of another creature. For example, Miming Slime creates an ooze token with power and toughness equal to the power of the creature with the greatest power among creatures you control.

  • This comment is somewhat inaccurate. It gets the closest to the core "power matters" theme, but P/T manipulation as I interpret it isn't present. P/T isn't being manipulated, just tracked. The rest of this point is redundant with the first "main theme."

Life Gain/Loss: Some cards in the deck, such as Essence Harvest and Rite of Consumption, can cause a player to gain or lose life equal to a creature's power.

  • This is a fine capture, if somewhat underdeveloped.

This deck also has a good amount of recursion and removal cards, along with cheap ramp to ensure that the commander can come out as early as turn 4. For instance, Jarad, Golgari Lich Lord and Hell's Caretaker can bring creatures back from the graveyard, and Beast Within and Sever the Bloodline can deal with problematic permanents on the opponent's side of the field. For ramp, the deck includes staples like Sol Ring, Arcane Signet, and a suite of mana dorks (Elvish Mystic, Llanowar Elves, Fyndhorn Elves) and land fetch cards (Sakura-Tribe Elder, Wayfarer's Bauble).

  • The formatting in this section is good, but Jarad, Golgari Lich Lord's ability is misinterpreted. Again, the substance is kind of missing, basically saying "These are cards that are in this deck" without describing how or when to use them. What is a "problematic permanent" for this deck? What creatures would you want to recur?

DreadKhan on Pariah's Stompy Gruul Deck

9 months ago

I noticed a few things you might want to take a look at while testing your deck out, first you run several examples of artifacts that ramp you, this is usually a questionable choice in any Green deck, but Gruul is very good at ramping in particular, it has the least need for artifact mana. Some people run artifact wipes like Bane of Progress to punish people who are stuck with artifact ramp. There are always more creatures that can be tapped for mana, but there are also cards like Farhaven Elf and Wood Elves that find a land, there are quite a few of these out there. At your budget I think you should be running Myriad Landscape and Blighted Woodland, and I would consider Guildless Commons as a way to sneak an extra land drop out of your hand (you could also just run more lands).

Second, I think you might want to include more answers to artifacts and enchantments, if not creatures. Gruul decks that run big creatures can look to fight effects to help pressure opponent's boards/kill stuff like Magus of the Moat, Domri Rade and Domri, Anarch of Bolas are budget options that can help make fights happen, Ulvenwald Tracker, Thorn Mammoth, and Gruul Ragebeast are creatures that can generate repeated fights. Beast Within, Chaos Warp and Wild Magic Surge are all pretty interesting cards for a Gruul deck to look at, but there are also cards like Reclamation Sage or Caustic Caterpillar/Thrashing Brontodon, as well as Conclave Naturalists or Indrik Stomphowler that can help deal with artifacts/enchantments that interfere with attacking, and anything that can be used at instant speed has value in disrupting combos. At your budget Road / Ruin might be good, it offers ramp and removal in one card.

Third, you might want more card draw, there are a variety of ways to do that in Gruul, but many of the better options are Green spells. If you consistently have a big enough creature out Return of the Wildspeaker is good, as is Rishkar's Expertise, Momentous Fall and Greater Good. I like Bonders' Enclave if you think you can count on having 4 power out, and War Room is pretty handy in a pinch. Regal Force can draw a bunch of cards if you have green creatures. Garruk's Uprising might be budget enough, but Toski, Bearer of Secrets and Ohran Frostfang are cards to think about if you ever want to upgrade, both are very strong, Frostfang's deathtouch is superb synergy with Trample. If you do go with more Fight effects, Neyith of the Dire Hunt can draw a card for each fight and has other synergies with the deck. Dragonborn Champion is cheaper than Frostfang or Toski, but it requires your creatures to be big and probably have trample, so it might be worth a look.

Here are a few cards that might help that don't fit into the above categories/aren't necessarily solving a problem, but I think are worth thinking about. War Cadence is an all time favorite of mine, you can use it on anyone's turn if you have spare mana, very handy to make it impossible for an archenemy to block, also handy when you get down to 1v1. Have you thought about a Breaker of Armies? When it attacks, that player has to block it with everything, but you technically get to assign damage as you see fit unless they have Banding, so this tends to clear out an opponent's board while letting your other creatures get in unblocked vs that opponent. With your relatively low land count I feel like Abundance would be decent. With so many sources of Trample in your deck Bow of Nylea would be a sweet addition, Deathtouch and Trample are very good together.

Hope some of this is helpful, Gruul stompy decks are a lot of fun!

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