Kessig Wolf Run

Kessig Wolf Run

Land

: Gain .

[[symbol:X], : Target creature gets +X/+0 and gains trample until end of turn.

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Trade

Have (3) metalmagic , CompleteWaste , abby315
Want (4) sunnibugg , stride , bloodoathwarrior , Oplight

Printings View all

Set Rarity
Commander 2020 (C20) Rare
From the Vault: Twenty (V13) Mythic Rare
Innistrad (ISD) Rare

Combos Browse all

Legality

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

Kessig Wolf Run occurrence in decks from the last year

Latest Decks as Commander

Kessig Wolf Run Discussion

Jerakin on Xenagos' Dudes goes Face

1 day ago

Thanks again! Awesome that you take the time out of your day to really give such an insightful comment.

I have been working on the deck after I posted it and even upgraded it a bit between your comment and me posting the deck, two of them are even cards you recommended! Bonders' Enclave and Gruul Signet. I also added Rogue's Passage to maybe sneak an attacker in.

I did actually buy quite a few cards a few days ago that just arrived and some of them are also cards you mentioned :D

The ones you mentioned that I added are Siege Behemoth, Rishkar's Expertise, Rancor, Lifecrafter's Bestiary and Greater Good!

I also added these ones, maybe you have some comments about them?

  1. God-Eternal Rhonas, it looks like it can combo quite well with Xenagos. Have you tried the cards?
  2. Mwonvuli Beast Tracker, I always find myself missing Trample so I thought this guy could help tutoring for it.
  3. Skarrg, the Rage Pits a worse Kessig Wolf Run but also a lot cheaper, and I am mainly after the trample effect (I think).
  4. Scavenging Ooze wanted a way to deal with peoples graveyard shenanigans.
  5. Mind Stone ramp! (basically added it because you mentioned it in Norin :P )
  6. Solemn Simulacrum there are other ramp cards in green but I just think he is a lot of value.
  7. I also swapped the Sedge Scorpion for a Deadly Recluse because even though I find it nice to have a early thing on the board that can deter people from attacking me before I have some of my guys out I found that a lot of attacks just went over it.

The things I will be cutting is the Scorpion and

  1. Mistcutter Hydra (I have other sources of can't be countered and it not doing anything else than that feels a bit week),
  2. Dragon Throne of Tarkir (too slow. Even though I love the prospect of being able to double the equipped creature and then have it applied to every other creather, it simply doesn't happen often enough and it doesn't provide value as soon as it lands because it would cost + mana for it to do so),
  3. Solidarity of Heroes (I have used it as a combat trick but it is too situational especially as I plan to cut some of the counter/hydra creatures),
  4. Twinflame (often when I am thinking of casting this I realize I would rather cast one of my creatures or wish it was a creature),
  5. Brash Taunter (thought it would be fun, but it is as I expected - way to slow), Flame-Wreathed Phoenix (I wanted a flying creature but and really only put this in for sentimental reasons but it just isn't doing anything, it is very unsatisfying to double it especially if it already have haste),
  6. Peregrination (don't think it's worth the cost, added other/earlier ways to ramp),
  7. Nissa's Pilgrimage (same reason as the other)

Let me know what you think about the cuts and if I could have made better ones!

Now for your recommendations!

Enchantments

  1. Added!
  2. Lurking Predators Sounds like a great idea, would love to hear what you think should be cut from the deck too.
  3. Added!

Artifacts

  1. The Great Henge Yeah I want a few of these, to go into some decks. Have on my "buy it on a bargain" list. Hopefully I can pick it up soon.
  2. Added!
  3. Added!

Sorceries

  1. Decimate and Hull Breach Looks like great cards, I have noticed that I really need to put some enchantment/artifact removal in and these two looks like great picks for it.
  2. Life's Legacy Very nice card! Will probably pick it up, but when do one have to much draw?
  3. Nature's Lore I was going to add one of these a while back as I thought i had one laying around but I couldn't find it and forgot to acquire one. Will put it on my list :)
  4. Rishkar's Expertise Added this one!
  5. Skyshroud Claim I like this card too, but I always find 4 mana ramp to be a little late. You think it's still pulling it's weight?

Instants

Beast Within Great card, will be adding this at one point

Berserk Never been a fan of killing my own creatures, but I guess the added benefit of being able to use it on an enemy is nice. I could also Berserk it and then sac it myself with any of the card draw cards. Will be looking out for one if I can find a really cheap one.

Momentous Fall Nice one! Will pick this one up for sure

Return of the Wildspeaker Will add this one too, bought a few of them already a week back but they are taking their sweet time arriving.

Lands I have already added the Bonder's Enclave and will be adding a Myriad Landscape as I have an extra one. I will also look to acquire the other ones. I am thinking of also adding Reliquary Tower as it's likely I will get more than 7 cards in hand after a sacrifice, Mishra's Factory as it's one of the only good manlands I have (doubt Kher Keep will do much here) I am also thinking of adding a Tectonic Edge to deal with other people's lands.

Creatures

Most of the dragons you mention was about to go into the deck, but then I bought a Secret Lair and built a dragon deck instead. Will be looking into getting most of the dragons you mention here.

There's so many here, hard to pick and choose which to add! I will start with the ones I know I want in Eternal Witness because there is always something that's worth casting twice, Kogla, the Titan Ape can remove a lot of stuff in one go as I can give it haste too, Ilharg, the Raze-Boar been looking to add this guy since day one! But they have always been so over priced in my local market about 7-8$! I managed to find one yesterday for $5! So hopefully it will find it's way to me tomorrow :) Reclamation Sage need more removal so this on should be a given, Sakura-Tribe Elder need a bit more ramp so I can get it out more reliable so this one a good one. Was going to add a Fierce Empath when I opened 2020, must have forgotten!

I am also looking to add Goreclaw, Terror of Qal Sisma and Lifeblood Hydra but they are hard to find in my local market. The other ones I will add to my list and pick them up if I can get them cheap, to at least switch out for some others and see what fits my play style the best!

Would love a Deflecting Swat (in Norin too), but my local market have it quite high, and I think I can find more impactful cards for cheaper. Oh I will definitely upgrade for a Vines of Vastwood and look for a Blossoming Defense, right now my biggest defense against spot removal is Archetype of Endurance but it's so expensive to cast!

There are a lot of cards here that you have mentioned that I have both already added and want to add now that you have brought them to my attention, so I will have to do a lot of cuts and would love to here your thoughts on what should be removed (and if the cuts I already did where good ones) would also love why you think I should remove some cards over others.

Thanks a lot for yet another deep look at my deck! Really appreciate it :)

Profet93 on Xenagos' Dudes goes Face

1 day 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!

Heliogabale on Clever Girl

2 weeks ago

Cool build! I am a sucker for a nice tribal deck.

I am questioning the relevance of Burgeoning and Wayward Swordtooth, since you have so little draw. I would suggest cutting Growing Rites, since you are not playing an impressive amount of creatures at once, and replacing it with Land Tax in order to have these lands ready to drop. At the same time you are thinning out your deck, making your commander's ability better.

I would switch up the mana base to include Krosan Verge, Kessig Wolf Run, and Mosswort Bridge.

Cheers!

DarkHero on Blood Sun Effects

3 weeks ago

There is a chance I'm being dumb, but I'm not certain what your asking for.

Blood Sun in not able to abuse lands that tap for multiple mana. Amulet of Vigor would only be worth while with bounce lands like Simic Growth Chamber, and I wouldn't even call that abuse.

If you meant prevent opponents from using lands that tap for multiple mana, neither of them will do that. Blood Sun will prevent activated and trigger abilities tied to lands like Kessig Wolf Run. Amulet of Vigor is only effecting you, and generally is a tool to make your ramp cards that put lands into play tapped more effective.

Did you mean Blood Moon?

Azeworai on Radha, The Lands Matter To Me!

3 weeks ago

Ah, lands. An archetype with which I consider myself quite adroit. I play a Naya version, but Gruul bears the majority of the value.

If you opt for a strategy more anent utility lands, there is a multitude of options that become available.

Inkmoth Nexus can combo superbly well withal Kessig Wolf Run, oft murdering someone on the spot.

Of course, Dark Depths and Thespian's Stage is just another threat for the opponents to answer.

Glacial Chasm has saved me more times than I would care to admit, and Drownyard Temple is fun with sacrifce effects.

Sheltered Thicket is probably just better than an Evolving Wilds.

Sylvan Safekeeper is a little too perfect here. Defend the commander, aggressively costed, and perfidious for the opponents to remove.

I have a lands deck myself, bearing Vital Force and Vivien Reid as splendidly potent engines.

Nissa, Vastwood Seer  Flip is a card that literally never feels bad. It's great at all points of the match.

For assembling your land base, Realms Uncharted carries its weight, Hour of Promise is fantastic evermore, Crop Rotation can be a surprise, Elvish Reclaimer is as powerful as it reads, and Expedition Map is cheap and efficient. Sylvan Scrying is also fine.

Given enow utility lands, Field of the Dead becomes one of the very best cards. You could try snow basics for additional names to support it. This also opens Into the North as a possible ramp spell.

'Tis a little selcouth, but I enjoy Throes of Chaos for decks with many lands, as it makes dead draws less possible.

Cantrips make every deck work! Once Upon a Time is banned and broken, Winding Way grants a refill, and Life from the Loam with a cycling land is an engine by itself, and one quite difficult for anyone to intercede upon. Explore is also effective.

One more interactive spell would be nice. Beast Within does the job.

World Shaper has proven itself with High Market for additional control.

There are some things I'd recommend you ablate:

  1. Yavimaya Elder is overplayed. It's five mana to draw two lands and a card. Unless you can reliably sacrifice it to alternate effects, don't play it.

  2. Skullwinder... Why not Reap or Regrowth? I don't see any effects that care about the body, so you may as well not help the opponents and gain a cheaper casting cost.

  3. Tunneling Geopede is not one I enjoy very much, but I can see its applications in murdering.

  4. Ghirapur Orrery is just too slow. If you need the card draw, run Harmonize. If you need the land drops, try a creature tutor for Azusa. If you are playing lands, the primary goal is assembling an engine and staying ahead of the opposition. Why aid those inimical to your goal?

  5. Nissa's Renewal is so slow! Six-mana?! Come on. You're ramping into seven-drops. Add a Kozilek if you want to do that.

  6. Rites of Flourishing. Tsk tsk. I'd recommend murdering this, but I suppose it earns the graces of the table.

Try fewer lands and more large threats. You have an ungodly amount of ramp yet the only thing reqiring much mana is Radha's second ability. Try some eldrazi, Apex Altisaur does work, Borborygmos Enraged is on theme and always sweet, and fun times is the scariest card on any table, no matter what. Ignore that Teferi. Radha is huge!

Insurrection is oft dispraised, but it ends games a lot of the time. In fact, it has bean so thoroughly unloved by the community as of late that no one expects it. Nice!

The combat package is nice, but it falls apart very quickly to a removal spell. Though, Raking Claws could be fun. :)

In summation, add more angles of attack than voltron, some more card draw would be great, have better ways to spend your mana, and just stick the cheaper ramp. Four mana or less is ideal.

Oh, add some wraths. Blasphemous Act and Ezuri's Predation are each solid. Put them in and don't look back.

Good luck and happy cartography!

RobsJourney on Uril Gonna Get Ya

4 weeks ago

Hey bud, suggestions for some changes:

Lands (I cut the two basic fetch lands, you will be running nice green ramp so won't need em, prob just slow you down otherwise)

Others

enpc on Snakes need wheels, they don’t have feet *Primer*

4 weeks ago

Pikobyte: List looks pretty good. I'm not a fan of the Ravnica bounce lands and I think these could be swapped for something better. I would also look at adding some more multi-land drop effects like Azusa, Lost but Seeking or Burgeoning.

You also have a lot of big ritual effects, but nothing really to sink them into other than Finale of Devastation. Given your commander's damage ability, Kessig Wolf Run could provide a good outlet for the list.

multimedia on Kalamax Storm

1 month ago

Hey, nice budget version of Kalamax.

If you want to win with burn then I suggest Chandra's Ignition or the less expensive price Gravitic Punch. Either one of these cards can combo with Kalamax + a Fork to infinite burn all your opponents. Muddle the Mixture is a helpful budget card because can transmute for a 2 CMC Fork or it can be a pseudo Negate. Ignition or Punch could replace Genesis Ultimatum since there's many more nonpermanent cards here than permanents. Muddle could replace Ionize.

Narset's Reversal is excellent with Kalamax since you can use the copy that Kalamax makes of Reversal to target and bounce original Reversal back to your hand. This makes Reversal with Kalamax repeatable two mana to copy any instant or sorcery that's cast. Reversal could replace Fury Storm. Insidious Will is another budget Fork that can also be a counterspell or a Swat. Will could replace Sleight of Hand.

Kessig Wolf Run and Crop Rotation to tutor for it is a repeatable way to give Kalamax trample making him much more of a threat to do Commander damage. Run could replace x1 Mountain and Crop could replace Gut Shot. Shivan Reef is budget land to consider adding replacing 1x Mountain.

Good luck with your deck.

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