Reap the Past
Return X cards at random from your graveyard to your hand. Exile Reap the Past.
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|Commander / EDH||Legal|
Reap the Past occurrence in decks from the last year
Latest Decks as Commander
Reap the Past Discussion
1 month ago
If you're looking for removal, aside from your X-board wipes, Song of the Dryads is cool because it can screw with mono red and black by targetting their commanders due to their lack of enchantment removal. Do note it says permanent so you can target opposing coffers, cradle, nykthos, field of the dead, etc... Bonus points if you strip mine it in response to their enchantment removal.
Other removal includes Lightning Bolt as it is cheap instant speed removal that hits many targets
Decimate - While requiring all targets, is a 4 for 1 that might be worth looking into
While probably not what you're looking for, Volcanic Offering is a fun often overlooked card. Instant speed (usually) 4 for 1 removal with a hint of politics. This works best in metas with powerful non basics.
Duplicant > Steel Helkite? Steel usually works best in mono red or black that can't target artifacts and enchantments. It only costs 1 more mana for an immediate effect rather than requiring combat damage and additional mana.
Chandra, Torch of Defiance > Domri Rade? Doesn't require a creature, acts as ramp, draw, and a wincon all in 1. Or does the extra mana bother you given your lower curve?
No Reap the Past ? Or does the random part bother you?
Lastly a power card such as Jeska's Will might be worth considering as well.
I'm looking forward to your response for each suggestion :)
3 months ago
Soul of the Harvest is fantastic for Xenagos. It smooths out draws and tramples.
Quartzwood Crasher does nasty stuff, making bigger and bigger tokens.
You've got a couple of X spells, so I'll suggest running Reap the Past. Put enough into the X and you'll recover nicely from a boardwipe.
Hunter's Insight is fantastic draw and got reprinted recently.
5 months ago
The amount of utility cards that facilitates for a large-creature/stompy deck (like giant tribal) is completely unparalleled and unrivaled. There are things--both budget and expensive--like Garruk's Uprising, Soul's Majesty, Hunter's Insight, Snake Umbra, Triumph of Ferocity, Lead the Stampede, Garruk, Primal Hunter, Return of the Wildspeaker, Abundance, Rhythm of the Wild, Selvala's Stampede, Shamanic Revelation, Elemental Bond, Colossal Majesty, Guardian Project, Rancor, Primal Rage, Heroic Intervention, Wrap in Vigor, Golgari Charm, Lifecrafter's Bestiary, Canopy Cover, Aspect of Mongoose, Alpha Authority, Asceticism, Defense of the Heart, Lignify, Lurking Predators, Bow of Nylea, The Great Henge, Eerie Ultimatum, Reap, Creeping Renaissance, Seasons Past, Reap the Past, Genesis Ultimatum, Beastmaster Ascension, Overwhelming Stampede...
The list is huge, and it grows every year.
This is on top of the superior ramping ability of Green and it's above-average removal options. One big advantage of Green's land-based ramp is things like Planar Cleansing, Hour of Revelation, Play of the Game, Bane of Progress, Creeping Corrosion, and Merciless Eviction can't send you back to the stone age by destroying all your mana rocks.
Everything you will want to be doing with Giant Tribal, Green supports and supports well. I cannot stress this enough. Not to mention the good green giants that keep getting printed.
Black doesn't provide too much in the way of utility specific to giant tribal or stompy decks other than recursion and good card draw like Greed, Phyrexian Arena, and Erebos, God of the Dead. Personally I like cards like Damnable Pact, Read the Bones, Ancient Craving and Ambition's Cost but if you're running Green and/or Blue you shouldn't need to lose life to draw cards. Painful Truths might still be useful due to it's great rate (three cards for three mana is good). Syphon Mind is a great rate and has the upside of making your opponents discard.
Obviously Black specializes in removal (but so does White!) so you could run things like Mortify, Despark, Utter End, Vindicate, Anguished Unmaking, Dreadbore, Terminate, Bedevil and Ruinous Ultimatum. In Garruk's Wake and Decree of Pain are probably good in your giant deck since you're ramping so hard. Since you're running White you shouldn't need Black's wraths, but those two stood out.
Things like Phyrexian Reclamation, Animate Dead, and Reanimate are great for creature decks. Palace Siege is all right on a budget. So is Twilight's Call. It's no Oversold Cemetery or Meren of Clan Nel Toth or Rise of the Dark Realms but those are pricey. Recovering from boardwipes will be important.
Blue has some interesting removal options like Curse of the Swine, Pongify, Rapid Hybridization, and Reality Shift. You have some Cyclonic Rifts in your trade binder, right? That alone is a great reason to run Blue in your deck (it's literally one of the best cards in EDH straight-up). Do it!
Blue also has all the card-draw--from per-turn stuff like Kumena's Awakening and Mind Unbound; chunks of cards like Concentrate, Treasure Cruise, Fact or Fiction, Fathom Trawl, and Tidings; huge hand-refillers like Overflowing Insight, Mind Spring, Stroke of Genius, and Pull from Tomorrow; and some sneaky stuff like Windfall, Keep Watch, Drawn from Dreams, Verity Circle, and Insight. Green has some amazing card-draw already but it wouldn't be a terrible idea to supplement it with Blue cards. Rush of Knowledge would be REALLY good in a giant-tribal deck--especially with Morophon, the Boundless at the helm.
Counterspells are very much not Giant/Stompy but I have a few aggro decks that run a silver-bullet copy of Negate or Swan Song just as anti-boardwipe tech. Not necessary though. Boros Charm, Golgari Charm, and Wrap in Vigor work well in that capacity. There are lots of 3-cmc options too but the mana difference between 2 and 3 is huge.
Temur Ascendancy would be reason alone to run five colors and be utterly fantastic in this deck.
Garruk's Uprising alone is reason to run at least Green.
Merciless Eviction is one of the best removal spells in the game. Four or five colors would allow you to run that.
You get the idea.
As you can see, there is a myriad of reasons to run more colors. Honestly, I really can't recommend it enough if true Giant-Tribal is the goal--whether Naya giants or five-color giants.
One extremely important thing for large-creature decks is to consider how you're going to recover from board wipes. Superior card-draw from Green, Black, and Blue cards will help immensely. Card advantage like Phyrexian Reclamation, Palace Siege, Seasons Past, All Suns' Dawn, Reap the Past, Reap, Creeping Renaissance, Eerie Ultimatum, and abilities like Mayael the Anima's, Golos, Tireless Pilgrim's, and Kenrith, the Returned King's reanimate ability will help you recover. These are things that Red and White simply can't do well. Sure there's Resurrection and Reya Dawnbringer, but they aren't great.
Brion Stoutarm is a legitimately good general--he really is!--but not for giant tribal. He brings nothing to the table for giant tribal other than being a decently-statted Giant himself and pigeonholes you into the worst color pair in EDH for essentially no benefit. As I mentioned, Iroas, God of Victory and, to a lesser extent, Kalemne, Disciple of Iroas would make better commanders if you are dead-set on Boros colors (which I do not recommend if you want to play maximum giants). If you were building around Brion's ability and had some giants around as support that would be one thing, but it seems that's not the goal. As such, please consider switching commanders :) I think that if you want Brion Stoutarm as the commander, you should make a Brion deck.
I really do think you'll be happier in the long run with a different commander It doesn't have to be expensive. Most of what you would need I can trade to you, including Morophon, the Boundless, and most supplemental cards I don't have are in the 25-cent to $1 range (Realm-Cloaked Giant, Mayael the Anima, etc). I actually have a shitload of this utility stuff on-hand, and you have some great staples like Cyclonic Rift on-hand--and probably more! I want you to be satisfied with your deck! It doesn't have to be competitive to be fun, but it doesn't have to be expensive to work better and smoother and be more competitive.
7 months ago
So i took out Reap the Past for Vandalblast and added Omnath, Locus of Rage to my cards to my acquire list. But i dont know about the Turntimber Ranger unless i decide to add alot more allies, I dont see myself using this card. In the games I have played with this deck my land fall common boys tend to rule combat on my every turn and are effective budget cards. Thank you DeionStinkus for commenting and suggesting those cards!! I will be adding the Omnath, Locus of Rage into the deck when i get him!!
9 months ago
Lot's of play-testing and game-play has led to the following changes:
Observations: Godo, Bandit Warlord, The Great Henge, Etali, Primal Storm, Return of the Wildspeaker and Quartzwood Crasher were absolute all-stars in game-play and play-testing. Bonafide all-stars. I recommend adding these cards to every Xenagos, God of Revels EDH/Commander deck.
All changes have been made to the current deck list. Thank you for the feedback and comments!
9 months ago
As more play-testing of the deck transpires, I gladly will share those results.
As for your inquiry about the deck's weaknesses, I can answer that from a global perspective. Over the years I have honed a certain deck-building blueprint. One of the many guidelines of this blueprint is to try and avoid any form of sorcery-speed spell that "targets." In the current deck list, only Decimate and Finale of Devastation apply. Casting Decimate is always risky, as any one of the targets can be bounced or removed prior to resolution, thereby whiffing on all targets. The potential reward of 4-for-1 for just is acceptable, however, and worth including. Finale of Devastation is not as concerning because most of the time the target is in the library. Reap the Past may provide similar apprehension if the graveyard is exiled prior to resolution. This is a reason why I chose not to include Rishkar's Expertise. I envision the creature getting removed instantly before the spell resolves, leaving only hopeful thoughts of what might have been. For me, this awareness translates to other facets of deck-building as well.
EXAMPLE: The only two auras I will ever include in an EDH/Commander deck (aside from strict aura/enchantment builds) are Rancor and Journey to Eternity Flip. If each aura sticks, perfect. The returns on these investments are amazing due to their built-in recursive benefits. If they don't stick, at least the mana invested is not a great loss. I think including spells like Deflecting Swat, Bolt Bend or even Shunt in order to protect sorcery-speed spells is advantageous, and even more so when considering the benefits you outlined above. For the purposes of including versatility to the deck, including these change-of-direction spells seem quite useful. If all options for instant-speed spells have been exhausted, I would consider adding some "sorcery protection."
EXAMPLE: When Generous Gift was released in Modern Horizons, I swapped out Vindicate for it in nearly every deck I could. Instant-speed, undoubtedly, is more powerful than sorcery-speed. This is why I opted for Return of the Wildspeaker and Momentous Fall over Rishkar's Expertise.
Well, I suppose this is my long-winded attempt to answer your Xenagos-specific question with an overgeneralized deck-building philosophy (micro into macro): I try to construct decks through a card-by-card guideline of "How much can this card hurt me? If I invest mana into this card, what are the returns? What are the risks? What is the balance?
Hopefully this response will be useful in some way. Keep on Xenagosing!
9 months ago
Upon reading your comments:
2) I agree with you about Altar of Dementia. I initially failed to realize that it was included as part of the token package. Once the token package was removed, Altar of Dementia was ineffective and a waste of a card slot. Without a bunch of token creatures and Craterhoof Behemoth, Altar of Dementia is easily expendable in this deck.
4) I don't want to be "that guy" with this deck. I do have a copy of Blightsteel Colossus for the purposes of eliminating any unfair or unfun players from the table. I once had the Savage Ventmaw and Aggravated Assault combo in this deck, but took it out. I didn't want to go infinite with this deck.
I also did not have a copy of Nylea, Keen-Eyed. I was bummed-out about that, but once I acquire a copy she'll fly right into Xenagos's waiting arms!
I play-tested the following ten changes:
This was the biggest difference for me during the initial play-testing of these changes. Godo, Bandit Warlord fetched Embercleave every time. Once, I entwined Tooth and Nail to put onto the battlefield Godo, Bandit Warlord and Worldspine Wurm. The Embercleave came into play and then was equipped to Worldspine Wurm. At combat, Xenagos, God of Revels gave Worldspine Wurm +16 +16 to enable a 32/32 trampling and double-striking beat-down. In another game, Xenagos, God of Revels was cast on turn four followed by Godo, Bandit Warlord on turn five. After he fetched Embercleave and it was equipped to him, combat ensued and Godo, Bandit Warlord got +4 +4 and haste, enabling an 8/8 trampling, double-striking and hasty attacker. Then, after the additional combat phase, Godo, Bandit Warlord attacked as a 16/16 trampling double-striker. This 48 damage knocked the opponent right out of the game. Godo, Bandit Warlord is awesome in this deck!
As hoped, I was always able to cast Ghalta, Primal Hunger for a handful of mana, and often for just . With a couple of bigguns in front of him, getting Ghalta, Primal Hunger into play with Xenagos, God of Revels on the battlefield was game-ending.
I did not draw Giant Adephage once. I did not tutor for it either.
5) Here's where it gets a little complicated. I failed to record a change I made to this deck list when I swapped out Malignus for Rampaging Brontodon prior to posting on tappedout. So, technically, Malignus was not in the deck and Rampaging Brontodon was. It just wasn't reflected in the deck list. As play-testing began, I decided to leave Gaea's Cradle in the deck and not make a change. However, after multiple times of putting into a play a useless Gaea's Cradle (that hurts to say!) or one that only taps for , I decided this card deserved a deck more fitting for its level of power. So, I eventually replaced Gaea's Cradle with Malignus and was happy I did. During one of the games I Malignused one of my opponents out of the game on turn five. Malignus is back!
I did not draw Momentous Fall once during play-testing.
I did not draw Return of the Wildspeaker once during play-testing.
I did not draw Reap the Past once during play-testing.
As predicted, The Great Henge is bonkers in this deck. In one game, I was able to cast The Great Henge for and then cast Ghalta, Primal Hunger for on the same turn! Having Ghalta, Primal Hunger enter the battlefield with a +1 +1 counter and drawing a card was awesome. Aside from Godo, Bandit Warlord, The Great Henge was the most noticeable game-changing addition made to the deck during this initial phase of play-testing.
As mentioned earlier, fetching-out Stomping Ground and Cinder Glade with Skyshroud Claim felt good. It felt really, really good. These lands are unfetchable with Thaumatic Compass Flip or Migration Path. Good suggestion!
Additionally, the overall speed of the deck was noticeable as well. I was threatening opponents by turn four or five every game.
I plan to continue play-testing until I have been able to play with all of the potential new inclusions. I appreciate your suggestions and your kind words regarding my responses. The Magic Community is important to me and it becomes stronger with positive communication. Thank you for being a part of that.
9 months ago
Yes, definitely. I don't want to be misunderstood. I know eliminating one higher CMC creature (Moldgraf Monstrosity) and replacing it with a lesser CMC creature (Quartzwood Crasher) will not lower the overall CMC of a deck in any noticeable way. That potential swap was in conjunction with the other suggestions made for the purposes of lowering the overall CMC of this deck.
I like the suggestion of Bonders' Enclave. Every creature in the deck has power four of greater, so activating this land to draw a card should be easy.
Lifeblood Hydra is an awesome card. I've wanted it for a while but it's forever out of stock.
Nylea, Keen-Eyed seems like a great addition. Reducing the CMC of creatures and digging through the top of a library are aces!
The Great Henge is an automatic inclusion.
I hadn't thought of Godo, Bandit Warlord. It makes sense to include him in order to fetch Embercleave, equip it to him, activate Xenagos's ability, attack, activate Xenagos's ability again and then attack again. Godo, Bandit Warlord curves from Xenagos, God of Revels perfectly. At , under the scenario mentioned above, Godo, Bandit Warlord can attack for a total of 48 damage in one turn. With early ramp that's an early turn knock-out of an opponent. Great suggestion!
I plan to task myself with attempting to include the following cards:
The Great Henge (card draw and ramp)
Migration Path (card draw or ramp)
Bonders' Enclave (card draw)
Nylea, Keen-Eyed (card draw and ramp)
Reap the Past (graveyard recursion)
Quartzwood Crasher (big trampler, makes other tramplers)
Giant Adephage (big trampler, makes other tramplers)
Ghalta, Primal Hunger (really big trampler)
My initial thoughts are to eliminate the following ten cards in order to include the aforementioned ones:
If some of the creatures utilized for the token package are going to be eliminated, might as well eliminate the entire package.
Again, these are my initial thoughts. I'd like to play-test in order to realize the benefits of these changes. If we proceed with these lists, the potential swaps would look something like this:
Adding another trampling creature that can create other trampling creatures seems like an improvement. Additionally, the mana investment is reduced by two.
Without an army of tokens and/or other creatures, Chancellor of the Forge is weak. Godo, Bandit Warlord is a great fit for Xenagos, God of Revels and Embercleave. Plus, we save a little on the CMC. This is a lethal addition!
Without an army of tokens and/or other creatures, Craterhoof Behemoth is not as effective. Choosing Ghalta, Primal Hunger as a replacement seems acceptable. A 12/12 trampler that will most likely never cost is a great addition to the deck. With almost any of our creatures under our control, Ghalta, Primal Hunger will cost less than Craterhoof Behemoth. Another reduction in CMC.
Living Hive was another piece of the token package that seems out of place without the rest of the pieces. This change provides another slight reduction in CMC. Giant Adephage also can create big copies of itself with trample.
This is maintaining some form of graveyard recursion while reducing the overall CMC of the deck.
Migration Path provides quicker ramp and the potential for card draw if it's cycled.
Nylea, Keen-Eyed provides ramp and card draw on the body of an indestructible creature/enchantment. Replacing Mossfire Valley, which admittedly is one of the weaker lands in the deck, is a massive upgrade.
I will mull over these potential changes. Originally, the token package was included in order to provide an additional win condition (Comet Storm). Eliminating this option will put the onus of victory through combat in nearly every game, aside from Altar of Dementia. Perhaps these changes will be effective and additional win conditions are unnecessary. I want to learn more through play-testing before making any official changes to the deck list. We shall see.
Thank you again for your suggestions! I appreciate your time and effort!