Decimate

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Legality

Format Legality
1v1 Commander Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Premodern Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Decimate

Sorcery

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

Stardragon on Curvy Badgers (RG badger tribal)

1 week ago

hmm a single copy of Bow of Nylea would be good, its probably god weapon I use the most (and not just because im a green main) with Whip of Erebos coming in a close second that i use the most for it's utility and cheap cost, Kessig Wolf Run for either a mountain or a temple again for utility Skarrg, the Rage Pits for the same reason though i don't think you need both just which ever one you like more. and i love how simple the deck is but your or real form of removal is badgersaur and relies on discarding non creature or lands, so things like Hull Breach or Decimate could help with problematic things and Savage Twister in case you need a board wipe Starstorm works here to, there are others that could work but these are flexible in how much damage you want to do and i personally like them better than Blasphemous Act for there flexibility. Asceticism is expensive both mana and price and it doesn't add to the board state immediately but it's protection from spot removal and debuffs and a form of recursion.

If need be for a sideboard (I don't know if casual has a side board) i would put some of these for flying hate since that would wreck you since you have no fly protection things like Spidersilk Armor or Gravity Well. Indestructible destoryers like Burn from Within or Hour of Devastation would be ok as well. And if your opponent is blue Prowling Serpopard can help protect your badgers

For now thats it maybe after a night of sleep i'll be able to think of more but for know this should give so fat to chew on.

smack80 on Hamster Chucker

2 weeks ago

Hey, I'm working on a minsc list too. Here's waht I have: https://tappedout.net/mtg-decks/minsc-and-boo-and-friends/

Some tricks I've found:

If your commander is a planeswalker that costs 4, you want to be casting him on turn 3 or 2 and have defense up. EDH players just love throwing spare attacks at planeswalker so you need defense. Kodama's reach doesn't let you do this, but 2-mana ramp will. Even better is ramp that also leaves behind a blocker, like Wall of Roots. You have the Lotus cobra already, consider also Thunderscape Familiar. Tinder Wall can cast Minsc on turn 2. Khalni Garden will give you mana and leave behind a blocker as well. Wilson, Refined Grizzly is an ALL-STAR attacker and defender.

I like Gruul for removal that hits lots of things at once so I can just run my opponents out of resources with every 3-for-1 or 4-for-1. Vandalblast, Mizzium Mortars, Chandra's Ignition, Tribute to the Wild, Volcanic Offering, Decimate.

Don't play Fling effects. You don't need to sacrifice your guys to deal damage=power. You can play things like Soul's Fire and Ram Through and Domri's Ambush.

Loxodon Warhammer is straight worse than Shadowspear and your growing creatures can easily wear Belt of Giant Strength for no equip cost.

hoosteen on Revised Rin & Seri

1 month ago

IMO, as a removal spell, Decimate is neither an instant or low-mana. It can certainly do a lot of damage to the board state, but I would much rather have a Beast Within, Generous Gift, or perhaps a Swords to Plowshares or a Path to Exile.

I think you might be going a little heavy on the ramp. In a green three color deck, especially if you have all your shock and fetch lands, having three signets and three talismans is probably overkill.

Given that Rhythm of the Wild is under the ProtectMyBalls category, I'm assuming you're mostly using it for the can't be countered effect. In which case, I would consider how many of your creatures you think opponents are going to actually counter. Take a look through your list of creatures, then list all the ones you yourself would counter if an opponent played it. Then think if its really worth making those not counterable instead of some other card. While there may be a few which you don't want to be counterable, also consider the order these cards need to be played and that you will need Rhythm of the Wild out before you play your big stuff. IMO the chances are too slim.

I think the most glaring change I would make is adding some more card draw. There is very little if any explicit card draw in this deck. Given that your commander makes 1/1's left and right, consider a Skullclamp. Also, IMO Esper Sentinel belongs in any white deck. Since you're making tokens very often, a Welcoming Vampire would work well here, and also an Idol of Oblivion.

Looks like the vast majority of your Good Boys And Good Girls are actually girls and not many boys. Is that intentional? Or are the cats in MTG just generally better or more abundant than the dogs?

Otherwise, be on the lookout for the usefulness of Second Harvest. I've personally removed that from at least one of my decks since I think its kinda a "win-more" card. For it to be actually really valuable you already need to have at least a few tokens out. But, I've definitely drawn that card when I don't have any tokens out and its screwed me over. Granted, your deck makes tokens quite easily, so this might be a good card for this deck. Just something to maybe watch out for.

Lastly, take a look at your deck's average CMC. Its relatively low but you might be able to trim it down a bit. It might help to consider the CMC of a given card vs the CMC of your commander. In general, I like to make that comparison since in-game, if I have a card in my hand that is 4 CMC and my commander is 4 CMC, I am more likely to play my commander, then next turn I want to either play something 5 CMC or multiple lesser CMCs. Also, at the beginning of the game, you want to increase the chances that you're drawing cards which you can play before your commander, otherwise you have wasted turns at the beginning.

Gidgetimer on Prizefight interaction

2 months ago

No, you must have the correct amount of targets to cast a spell. Prizefight requires both a creature you control and a creature you don't control to be targeted. Hex requires six creatures to target. Decimate requires an artifact, a creature, an enchantment, and a land to be targeted in order to cast.

Profet93 on “Budget” Xenagos Ground & Pound

4 months ago

The way a Xenagos deck typically operates is that you have your ramp, your big beaters, draw and interaction.

Ramp

Your options include creature ramp such as Llanowar Elves/Arbor Elf and other 1-3 CMC mana dorks as well as cards such as Cultivate. Having a lot of ramp is crucial in any deck, as it enables you to get your expensive commander out more quickly. Most people prefer artifact ramp, but given that you are running green, it's better to either use mana dorks or land ramp spells listed above. Land ramp is the most preferred because it ensures you don't miss land drops and they are less susceptible to being removed by your opponent.

Beaters

Next you have your big beaters, the damage dealers. Xenagos plays one big creature at a time that gets buffed and swings for lethal. Your deck has a bunch of smaller, less impactful creatures. Even your big creatures are not that threatening. For example, a Malignus with your commander and a source that gives it trample is game over if they don't have interaction. There are many options for beaters of different budgets, cmc's and more. I prefer beaters with built in protection such as Carnage Tyrant as I can use a draw spell on it with little fear of them removing the creature in response. Others prefer beaters with built in evasion such as a flying Balefire Dragon (I run both).

Draw

Without draw, it's difficult to maintain pressure on your opponents towards the late - middle game. It doesn't seem you have any draw in your deck. With such a low CMC and low draw, I imagine you run out of cards pretty quickly. There are 2 kinds of draw, burst and steady. Examples of burst card draw include Rishkar's Expertise, Return of the Wildspeaker, and Greater Good (fyi, greater good is the BEST card in a Xenagos deck, no matter what, add it, thank me later). Examples of steady card draw include Outpost Siege, War Room/Bonders' Enclave and Elder Gargaroth. Burst is definitely much more effective, but riskier, as if an opponent removes your creature in response to your draw spell, you will be out of luck. A mix of both is usually ideal.

Interaction Some of your interaction is not bad at all, ancient grudge and fling are great! To further improve your interaction, I would include cards such as Inferno Titan, Terastodon, Kogla, the Titan Ape, Beast Within, Hull Breach and Decimate (Note, you need 4 targets for decimate).

There are many other cards to suggest, but I don't want to overwhelm you. I would definitely take a look at other Xenagos decks on the site to get a better idea of how it is traditionally played. This is my deck, while not updated as of 2020, it still has most of the core cards. There are expensive ones as well, but those can be easily replaced with more budget options. Another good resource is EDH Rec, as it gives you an idea of how the decks usually play out.

Let me know if you have any questions, comments, want more suggestions for cards to add or what you feel should be removed. I have been playing Xenagos for several years and I love it. It's the deck I play when I'm too tired to think, because all you need to do is just play big dudes and swing!

Profet93 on KRAMPUS

5 months ago

What is your budget per card? Intended power level? Meta?

Godo, Bandit Warlord - Strong synergy with embercleave, not sure why cleave is here without Godo

Your deck needs a bit more ramp given it's Avg cmc is on the high end of Xenagos decks near 5. As such...

Somberwald Sage - Mana dork

Shaman of Forgotten Ways - Mana dork + potential wincon

Cultivate - Another Kodama's reach, the redundancy is needed in this build

Sakura-Tribe Elder - Blocking ramp

Wood Elves - Ramp that can fetch duals

Inferno Titan - Removal + Beater. Works on ETB which is nice given how people hold removal for Xenagos decks

Skyshroud Claim - Ramp that gets duals

Now onto draw. You have about 7 sources, most of them coming from burst draw which makes sense for a Xenagos deck. Not sure if you want to consider some other options to help you maintain gas in the late game. If you feel your draw lacking or rather as in most cases with Xenagos, hit or miss, you might want to try some of the following....

Harmonize - Simple yet effective. No need for creatures on board to fuel your draw or rely on unreliable combat damage

Momentous Fall - One of my favorite cards in Xenagos. While this works best in more ramp based, cheating in fatties deck, this can still pull it's weight if your meta is more casual (which seems to be the case based on your decklist). You use this in response to removal so your fatty can provide you benefits upon death. Do be wary of the blue player

Life's Legacy - Similar to above, but easier to cast, despite sorcerry speed, I have found this to be as useful if not more useful than the above.

Utility.....

Heroic Intervention - Prevent removal by making your board almost untouchable. Very useful

Decimate - 4 for 1, the value!

Berserk - Very fun! Use on Malignus, another big beater, or on an opponent's commander/creature attacking another opponent. Puts in some serious work for 1 green. Allows you to bluff for future interactions as well.

Deflecting Swat - SUCH a good card for Xenagos. Redirect their targetted removal, draw, extra turns and more! All for free? Sign me up!

I have some other ideas but I feel this should suffice for now. Be sure to let me know what you think of each suggestion.

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