Kogla, the Titan Ape

Kogla, the Titan Ape

Legendary Creature — Ape

When Kogla, the Titan Ape enters the battlefield, it fights up to one target creature you don’t control.

Whenever Kogla attacks, destroy target artifact or enchantment defending player control.

: Return target Human you control to its owner’s hand. Kogla gains indestructible until end of turn.

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Set Rarity
Ikoria: Lair of Behemoths (IKO) Rare

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Legality

Format Legality
Unformat Legal
Limited Legal
Block Constructed Legal
Brawl Legal
Legacy Legal
Highlander Legal
1v1 Commander Legal
Modern Legal
Standard Legal
Duel Commander Legal
Pioneer Legal
Leviathan Legal
Oathbreaker Legal
Historic Legal
Casual Legal
Vintage Legal
Canadian Highlander Legal
Arena Legal
Pre-release Legal
Commander / EDH Legal
Tiny Leaders Legal

Kogla, the Titan Ape Discussion

CaptCreek on Xenagos: Party in a Can

6 days ago

CaptainKraw

Garruk's Uprising has been one of my favorite new cards in a while. At 3 mana it comes down early, and can draw you a card immediately as long as you have a beater out which makes it good at any stage of the game. Then it gives you that incremental value that plays with your big guys pretty well since they're all HUGE. All that and the fact it also gives trample is almost too easy to include. Basically a strictly better Elemental Bond and it's been really good for me.

On another note, I agree with you about Warstorm Surge. I've always found it to be a little too slow for my tastes and I always would rather just play a big beater to be honest. Terror of the Peaks has been such an overperformer since I decided to put it in, and I'm seriously considering dropping warstorm for something like Defense of the Heart.

Elder Gargaroth is another one that's been really fun to play around with. I'm almost thinking it would be a better Soul of the Harvest. I'm a sucker for drawing cards, and Gargaroth is super busted, especially when you double its power and give it haste. Basically guarantees that you at least get to attack and draw when you first play it, and that it's big enough that it's unlikely to die to blockers unless your opponents want to go out of their way to kill it. The other effects are just gravy, and the fact that it can draw when it attacks or blocks, AND has vigilance makes this thing another wall of text like Kogla, the Titan Ape and Questing Beast.

Grothama, All-Devouring is a fun include, cause it can be sort of political if you need it to be, or just a 20/18 beatstick. I normally treat it as a draw spell for myself though. You can play her, pump one of your other creatures, and swing it at Grothama to draw a crazy amount or sac it to Greater Good. You could also play it right before you drop something like a Blasphemous Act to draw 13 cards or even hit a fat Traverse the Outlands.

Beebles on Azusa, Lost but Woke

1 week ago

Hey Profet93,

This is a very interesting deck I think. It’s different in that almost half your deck is lands. Also, you have a lot of different ideas going on here: land matters, power matters, eldrazi aggro, with a sprinkle of going wide. That probably creates a challenging deckbuilding balancing act. You might be spreading yourself too thin by having all those things in one deck. Especially because you have so few spots for supporting themes because your high land count. My main tip is: see if you can reduce the amount of themes for a higher focus and synergy. I've found that taking out one or two of such themes out and use them as the inspiration for a new deck can be very rewarding.

What I also noticed is that your list is quite a “glass cannon” kind of build. If it works, it works well, but I expect it is also relatively susceptible to be blown out by interaction. You also don't run a lot of interaction yourself. That’s not really my thing, as my meta would punish me too hard for trying. This tells me we play in very different environments, so take my suggestions with a grain of salt ;).

There a few cards here I would consider to cut:

  • Zendikar Resurgent, Shamanic Revelation: These don’t synergize with your themes very well. You only run about 20 creatures, so resurgent is not going to draw that many cards. And with only 4 token makers, shamanic revelation is not really ideal either.
  • Mind's Eye: I don’t think this card is worth running in edh anymore. Especially in green. Very slow and expensive.
  • Boundless Realms: You don’t run a lot of landfall pay-offs. Perhaps a card that is a payoff by itself is a better use here.

Cards I would consider adding for better consistency

Lastly, I would make a choice between growing tall and going wide. The power matters theme is probably a better match than the going wide one, as your Eldrazi aggro plan is already matching with that (however, landfall supports the going-wide route very well, so you could really go either way). Here are some contenders to consider if you decide to go for power matters:

Hope there are some ideas here that match with your vision for the deck.

GL & HF!

Inkmoth on Yeva Draw-Grow

2 weeks ago

Full and extensive write-up for the last update is coming before the end of the week, but the changes that are for sure coming and already in the list are:

As of now, our girl has a 35% winrate on a sample size of 17 games that are being recorded thanks our wonderful discord community and of course, many, MANY thanks to SynergyBuild.

Inkmoth on Yeva Draw-Grow

2 weeks ago

Full and extensive for the last update is coming before the end of the week, but the changes that are for sure coming and already in the list are:

As of now, our girl has a 35% winrate on a sample size of 17 games that are being recorded thanks our beautiful discord community and of course, many, MANY thanks to SynergyBuild.

smilodex on Ezuri Combo Elves *Primer*

3 weeks ago

Cool, glad that I could help. :) Wow, I would like to test the list right now! The deck ramps so fast and it has so many possibilities to generate infinite mana (please put sword of Paruns back in).

Therefore you have to play Walking Ballista, because it's an important alternative wincon. outside of the combat step or they can be used as boardwipe / removal / pingengine. And since you added Cloudstone Curio, I can highly recommend Llanowar Visionary instead of Wood Elves, as you have ramp + draw in one card. It's good that you added Yisan, he's a fantastic toolbox, but to get the most out of him you'll need to form a cmc chain and unfortunately you're not currently playing cards with Yisan from a 4-CMC creature like Temur Sabertooth Regal Force (into >> Craterhoof Behemoth). Therefore, you should add at least 1-2x 5CMC and 6CMC cards each. Personally, I always found Somberwald Stag strong in my Yisan deck, because he's a Removal on a Stick which can be tutored (with Curio and Sabertooth, the whole thing can be worn out even more) or, as already mentioned, Ohran Frostfang...

As a 6 CMC card I would play the Woodland Bellower (or depending on the meta Kogla, the Titan Ape or Bane of Progress

I would use one of these combinations: Somberwald Stag + Woodland Bellower Or Ohran Frostfang + Kogla, the Titan Ape

So your tutor chain is complete, so you can easily turn an Elvish Mystic into a Craterhoof with Yisan (/ Pod)

Do you have Copperhorn Scout in the deck for an important reason? If not, I would cut him.

I'll probably make myself unpopular with the next suggestion, but I'd cut the Nyxbloom Ancient for Sword of the Paruns . I personally love Nyxbloom as a card (but in my Kruphix deck), but in this deck he isn't a combopiece and because of that he's a classic win-more card, because if you reach 7+ mana you should normally win in your next turns at worst. The ancient adds 3x mana, that's a lot but also often annoying for your opponents to see you calculating and infinite mana (with the sword) is just always better than 3x mana.

I would cut Autumn's Veil for Birthing Pod. Because Autumn's Veil isn't by far as good as his big brother. Autumn doesn't draw you a card, doesn't protect vs. Boardwipes or against non blue/black removal. In addition, you now have the new Allosaurus against counterspells in your deck, so I would rather play the Birthing Pod to provide redundancy together with Yisan and so that you can look for the right creatures.

Jerakin on Xenagos' Dudes goes Face

1 month 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 month 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!

precociousapprentice on Yeva Draw-Grow

1 month ago

So to continue the Kogla, the Titan Ape discussion, I also really want to include it, that is why it is in my deck box, just not the deck. I used to love both my Duplicant and my Somberwald Stag, and Kogla basically outclasses both, is easier to tutor for in this deck, and comes with other things the deck needs. It's also kinda silly that this is almost stapled to an Aura Shards effect AND a Temur Sabertooth effect. I keep asking myself why we wouldn't want this in the deck. The reason, I think, is that it is a little expensive, it is a little conditional and corner case, and just not quite enough to make this max power. For my deck, which is honestly not aiming at max power (hence not playing snow lands and Mouth of Ronom), Kogla may be super fun. For the most streamlined deck, it probably doesn't fit.

As for Regal Force, I can't tell you how many times that has kept me from stalling out. I have run a ton of green decks, and never run it. The mana cost was just too much for the expected benefit. I have to tell you, though, the benefit has been much greater than expected, and this deck can afford that cost. It always feels like a wheel when I play it. Your comment about lowering the average CMC by switching out for the Ape, well this switch won't get you anything meaningful, and the card draw often means the game for me.

I am actually currently trying to tune an Urza deck that I am taking cues from this deck for. You have basically put in every card that can act as a draw engine that does so when the deck is just doing it's thing, even if at first glance they don't look great. I am going to play cards like Trail of Evidence, since it gets me both ramp and card draw by just having that out and doing what the deck naturally does.

To be totally up front, my somewhat extensive exploration of mono-Green decks before settling on a variant of this Yeva deck was because I am on a quest to build all 5 monocolored decks. Each must be fun, borderline or fringe cEDH, have varied and interesting lines, be both quintessentially the color, while being both a well rounded deck despite color shortcomings and be surprising with the way it plays and wins. I have Krenko for red, Teshar for white, Yeva for green, I am building Urza for blue with a fallback of possibly Sai if Urza is not what I was expecting, and then Yawgmoth for black, with a fallback of K'rrick if it doesn't work out. Red was a perfect fit for Krenko. White was an exploration of Darien before moving to Teshar. Green took me from Omnath, to Ezuri, through Selvala and Marwyn, eventually to Yisan, and finally to Yeva, where I will likely be satisfied with mono-G forever. I have backup plans already for both Urza and Yawgmoth, just in case. Urza is coming close, and already goldfishes well.

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