Xenagos, God of Revels

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Hero Legal
Magic Duels Legal
Heirloom Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Custom Legal
MTGO Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Born of the Gods (BNG) Mythic Rare

Combos Browse all

Xenagos, God of Revels

Legendary Enchantment Creature — God

Indestructible

As long as your devotion to red and green is less than seven, Xenagos isn't a creature.

At the beginning of combat on your turn, another target creature you control gains haste and gets +X/+X until end of turn, where X is that creature's power.

Xenagos, God of Revels Discussion

NeonEndymion on The Ur-Dragon

1 week ago

Great catch on Three Visits ; I usually don't mind seeing Farseek for the added flexibility in color fixing, but if you're going for efficiency, that's a good swap.

Conqueror's Flail and Abrupt Decay were cut simply due to needing to trim down anti-control tech/removal and staple it on to Dragons so I could bump up the number of draw spells/effect closer to 10.

As to Toxic Deluge vs Fire Covenant , I think given our dork package, Fire Covenant should be run first. Anguished Unmaking , Abrupt Decay , Despark , or Teferi's Protection would all be worth looking at over Toxic, depending on your meta. If you need another board wipe vs removal/protection, I'm still pretty high on Crux of Fate , Damnation , or Magmaquake —the latter if Planeswalkers are an issue for you.

In terms of power level/competitiveness, I'm still looking to optimize the deck, but have to make adjustments since the whole strategy/deck composition can't really put up a decent showing in cEDH pods (where most of your decklist needs to be comprised of tight or redundant 2 card win-cons, mana neutral or positive ramp, cantrips/card draw/card selection, and cheap interaction/stax effects . . . and blockers for Tymna, assuming you're not playing her in the first place).

As opposed to, y'know, 22 dragons (including the commander), one permission spell that interacts on the stack, and not being able to threaten wins reliably before turns 6-8, possibly turns 8-10.

So I was just finding that even though I had strong/fast starts, the deck lacked enough raw card draw to stay in longer games of attrition that a lot of optimzed to 75% pods end up becoming. Rishkar's Expertise should thus probably be a Windfall , but with the added big ramp from Faeburrow Elder , I've been able to cast The Ur-Dragon more reliably, and drawing ten w/ a free cast has been great.

And in terms of your decklist (our lists' cores are still rather quite close with just a few deviations!), I'd look to cut any two of these four—— Conqueror's Flail , Gruul Signet , Sarkhan the Mad , or Abrupt Decay --for Worldly Tutor and some kind of raw card draw effect/spell. But those are all just cards that I had found either too narrow/conditional and are meta-dependent.

Whatever the power level, if we're lacking anything at the moment it is probably graveyard hate . . . I had been running Rakdos Charm , but that of course can't take care of more than one recursion engine at the table. Yard engine/value decks (vs decks that include graveyard manipulation as part of a winning/linear line) don't pop up as frequently at higher-power or cEDH tables, except maybe Frog (which needs its commander to function more than its yard, arguably), where Deathrite Shaman or Noxious Revival can target an opponent's key yard piece can sometimes stop a win . . . maybe Rakdos Charm gets a bit better with both Noxious Revival and Backdraft Hellkite ? Leyline of the Void fits what I'm looking at perfectly but isn't quite main deck playable.

I'm also wondering whether/not the list should have some way to punch through more massive damage after a slower start/board wipe . . . Sylvia Brightspear or Xenagos, God of Revels ?

Drakorya on Getting Friend into EDH. Need ...

3 weeks ago

I feel like a big part of commander decks is how reliant your deck is on having your commander on the battlefield. The decks that need their commander in play often do broken and fun things, which can be enticing for someone just getting started in commander. But these decks are often also fragile, and aren't nearly as fun if the commander is repeatedly countered or removed. So it depends on how interactive the meta he'll be playing is.

That being said, the god commanders from Theros and Amonkhet are alot easier to keep on the battlefield. Iroas, God of Victory , Mogis, God of Slaughter , and Xenagos, God of Revels can be fun decks to play.

Alternatively, if he wants his commander to hide in the shadows and let his minions do the work, the commanders with eminence abilities might suit him well, as they'll give him benefits while they stay in the command zone. There are 4 eminence commanders in total, all tribal themed: Arahbo, Roar of the World Cat Tribal, Edgar Markov Vampire Tribal, Inalla, Archmage Ritualist Wizard Tribal, and The Ur-Dragon Dragon Tribal.

Gidgetimer on Friend in need

1 month ago

Aww, I got here too late to give my standard reply for new players, Xenagos, God of Revels . I hope you are able to build Chulane to his liking. Best of luck!

TypicalTimmy on Is it too Early to ...

1 month ago

ScionsStillLive, basically Heliod, God of the Sun proclaimed that he was superior to all other Gods. This helped fracture the Pantheon but not outright destroy it. The Gruul God went missing, and eventually Xenagos, the Reveler was able to cause so much chaos that he was worshipped and became Xenagos, God of Revels . Elspeth, Sun's Champion killed him, and something happened that caused Heliod to kill her in return.

She is now in the underworld and our return will pick up where her story left off.

becks16 on Hexdrinker/Finale/Tooth and Nail Modern v2

1 month ago

Hey darkdexterminate, thanks for the encouragement! Do you have a link to your deck list? I would love to compare.

Having 1 or 2 mainboard Naturalize / Beast Within is probably a welcome change, as I have had problems in the past with people running those types of cards. I have to think about where I would cut (probably a Garruk or Lightning Greaves?).

And to answer your concern about Xenagos, God of Revels , if you take another look at the description, he is only really used as a companion to Emrakul, the Aeons Torn in the case that you have Tooth and Nail and don't have a maxed Hexdrinker . In all cases with Progenitus and with maxed Hexdrinker , you either use Finale of Devastation for x > 10 for +10/+10 and haste, or you grab 2 God-Eternal Rhonas to quadruple Hexdrinker 's power. So for all the cases I have listed, you don't need to target them with Xenagos.

Finally, I have actually considered both Priveleged Position and Asceticism in the past iteration of this deck, however like you said, putting a full turns worth of CMC into one of these is often not a good idea. This is where I got the idea of adding both Lightning Greaves to mainboard (also helps our dorks pump mana the turn they come out), and Vines of Vastwood / Spellskite to sideboard. The other cards are interesting, Predator Ooze feels slightly slow for my case since we are aiming for a sub 5 turn win. However I do have some interest in finding some more synergies with Xenagos and or Progenitus but ultimately haven't found anything that fits around my ideas yet

jicklemania on

1 month ago

Nice deck! I think that you should run Mirror Entity because if you can buff up Atla, like with Xenagos, God of Revels or something, then you can put infinite triggers of Mirror Entity , X=0, on the stack and deal infinite damage with Inferno Titan because of Worldspine Wurm shuffling your graveyard back in.

SideBae on float like a gruul, stangg like a stangg twin

1 month ago

So there're a lot of different directions you can take RG decks. I'll suggest some basic, universal additions first, and then suggest some win conditions:

Universal

  1. The best part of green in EDH is the dorks. You should definitely run at least Llanowar Elves , but there're some other cards you should consider: Fyndhorn Elves , Elvish Mystic , Birds of Paradise , Arbor Elf , Shaman of Forgotten Ways , Somberwald Sage , Joraga Treespeaker ... If you end up having a lot of elves, running something like Priest of Titania is worth including. Depending on your meta, Carpet of Flowers can get a lot of mana. Finally, Orcish Lumberjack is a card I have been very impressed with... turning a forest into effectively a better Black Lotus is a good thing. (Note that Arbor Elf is especially good if it untaps lands enchanted with Utopia Sprawl , Elvish Guidance or Wild Growth ).

  2. Red-green decks tend to poop out a lot of creatures and go lightly on the spells. Slate of Ancestry is an EXCELLENT way to recoup card advantage, provided you have a critical mass of creatures on the table. Commune with Lava is another excellent pseudo-card-draw thingy. If your games are usually four player games, Decimate is frequently a four-for-one, meaning that it's another good source of permanent-count advantage. Shamanic Revelation is another good draw-spell. If you have fat enough creatures, Rishkar's Expertise may merit an include. Hull Breach is a great two-for-one.

  3. Green-red decks, which tend to be creature-heavy, can be soft to boardwipes. Heroic Intervention is a good way to protect your duders; Grim Flowering and Nature's Resurgence are good ways to recoup cards after losing a bunch of guys.

  4. Tutors are good. Gamble is cheap these days, due to the recent reprint. Green Sun's Zenith , Tooth and Nail and Chord of Calling can all grab powerful creatures to play -- note that GSZ for X = 0 can grab Dryad Arbor , if you run it. Worldly Tutor or Sylvan Tutor are also good.

Win Conditions

Oftentimes, green-red decks win through a combination of Stax pieces and aggro cards.

Potential Stax Pieces:

  1. Blood Moon / Magus of the Moon : If you craft your land base carefully, you can make these into a near asymmetrical effect. A lot of decks benefit from greedy mana bases in EDH, and these are a way to punish that.

  2. Artifact hate is pretty awesome. Collector Ouphe is powerful, since you can get your ramp from creatures while shutting off non-green players' artifact ramp; as an added bonus, you can grab it with Green Sun's Zenith or Chord of Calling . By Force is an excellent card that can nuke a lot of permanents at once, and Nature's Claim is a very efficient removal spell. Krosan Grip may be justified in a heavy-blue meta. Gorilla Shaman is good as a method of artifact-destruction that does not cost you cards. Also Reclamation Sage and Manglehorn .

  3. Gruul has access to a lot of hatebears. Ruric Thar, the Unbowed is a really powerful dude you've already got, as he can club combo players like me really hard. Harsh Mentor is good for punishing all sorts of decks. Eidolon of the Great Revel , and his cousin Pyrostatic Pillar , are both good. Scab-Clan Berserker is similar to Kambal, Consul of Allocation in Orzhov. Runic Armasaur , too.

  4. Cards like Root Maze can shut down combos really quickly, and City of Solitude / Price of Glory can prevent/discourage countermagic. Pyroblast or the Maybeboarded Red Elemental Blast can also be worth running.

Aggro Cards:

Most of the best green decks end the game with an alpha-strike. Craterhoof Behemoth is the best for this, as it can be tutored out with Natural Order or a high-cost Green Sun's Zenith . Similarly, Overrun is good, but I suggest Triumph of the Hordes as a more potent alternative. This does, of course, require creatures on the board, so I suggest some of the following duders:

...and the aforementioned hatebears can also attack.

Good luck! That's all I got.

Jack-Frost on Who You Calling A Fossil?

2 months ago

Actually, I will give a few thoughts.

The Immortal Sun - What does this do for your deck or game plan? It tries to do a lot but instead only does a little of a bunch of things for too high of a cost.

Lifecrafter's Bestiary - Doesn't do enough and costs extra every time you want to activate it. Instead run Elemental Bond or Guardian Project .

Rishkar's Expertise - Most of your creatures are going to cost more than it can provide, so it's honestly not worth it. Look into Sylvan Library and Colossal Majesty instead.

Harmonize - I'm not a fan of paying mana to draw cards as it tends to kill most of what you were going to do on your turn. Instead look into cards like Defense of the Heart or Descendants' Path .

Decimate - Zacama, Primal Calamity should take care of most of your artifact and enchantment destruction on his own, making this redundant, but this card also comes with the unfortunate problem that you can ONLY cast it if you have viable creature, artifact, enchantment, AND land targets. If you are missing any one of the 4 it's a dead card, and if one of those 4 is your own then you're forced to destroy that. Now, if you find that you really need more artifact and enchantment hate look into cards like Krosan Grip or Force of Vigor .

Savage Stomp - Why would you risk your creatures with this? If you are able to target them then you already have removal in the form of Path to Exile or Swords to Plowshares , not to mention Zacama, Primal Calamity ability to deal damage to creatures. If your opponent has a combat trick then you just lost your creature. It's a gimmicky card and I think there are better things you can do with the card slot in your deck. For example, Aggravated Assault or Reckless Assault will give you multiple combats which will really let you bring the full power of your dinosaurs to bear without giving your opponents time to recover.

Commune with Dinosaurs - A waste. Run Sylvan Library or Sensei's Divining Top for much better and more consistent effects.

Priest of the Wakening Sun - Why? If you need a fetch then run cards like Worldly Tutor , Finale of Devastation or Chord of Calling . If you need lifegain there are plenty of better sources. This just reveals cards in your hand to your opponents, gains a tiny bit of life, and kills an entire turn with your expensive fetch.

Atzocan Seer - Skip the returning Dinosaurs. You're a creature deck, and a big one at that. Just focus on constantly dropping big creatures and hitting your opponent, putting so much pressure on them that they don't have time to worry about strategy. Aggro decks don't really worry about their graveyard. As for the mana, you'd be far better served with Birds of Paradise or Sylvan Caryatid , or if you go non-budget then Bloom Tender .

Drover of the Mighty - Why do you care how big your mana dork is? You shouldn't be swinging with him anyway. Grab a Birds of Paradise or a Sylvan Caryatid instead.

Gigantosaurus - I'm honestly really not a fan of anything that costs 5 of the same color. This pretty much kills anything else you were planning on doing on your turn, which is absolutely not what you want to have happen. Sure it's a 10/10, but it's really not worth that downside, especially without trample. Look at Carnage Tyrant for a fantastic alternative.

Kinjalli's Sunwing - This draws unnecessary hate and really doesn't help your game out that much. You have a deck of giant dinosaurs. This shouldn't be an issue. If you really feel you need it then look into Authority of the Consuls or Urabrask the Hidden instead.

Runic Armasaur - Too specific and unreliable. There are better uses for the card slot.

Sakura-Tribe Elder - While a good card, your deck can't take full advantage of this and would be better off running land fetches like Tempt with Discovery , Nature's Lore , or Skyshroud Claim , all of which are better and come out untapped.

Samut, Voice of Dissent - Why in heaven's name are you running this? This card is awful? If it's for the haste then there are tons of better cards. Look at Fervor , Rhythm of the Wild , or Fires of Yavimaya . Even Urabrask the Hidden would be a better way to spend 5 mana. Is it for the untap effect? There are still much better options such as Seedborn Muse . This card burns 5 mana for no good reason. No. Just no.

Shalai, Voice of Plenty - Meh. I'd run Leyline of Sanctity or Privileged Position instead. Asceticism , Archetype of Endurance , and Sterling Grove are other good options. All are harder to hit and kill. It's nice but overall i'd run the alternatives instead.

Shifting Ceratops - Doesn't do enough. It's nice but not good enough overall.

Territorial Hammerskull - While not inherently bad, it's also just "meh". It's okay. I'd rather have cards that give your creatures trample and just march your dinosaurs through your opponents, and/or bigger and better creatures.

Thrashing Brontodon - This is redundant with Zacama, Primal Calamity and you'd be better served with instants like Krosan Grip or Force of Vigor .

Hull Breach - Force of Vigor is a better alternative to this that also has instant speed.

Jaya, Venerated Firemage - Why? This is a waste of a good slot. Run Warstorm Surge and get a far better effect than her. If you want more damage then run Dictate of the Twin Gods . She's really not worth it.

Samut, Tyrant Smasher - This card is awful. Run any, and I mean any haste enabler instead. Her negative is awful and her passive is better on any other card. Honestly, run Xenagos, God of Revels . He's amazing, gives haste, doubles a creature's power, and add's their power to their toughness.

Temple of the False God - I've taken this out of most, if not all, of my decks by now. It's not great honestly. It seems really good, but if you get it early game then it's a dead land that stares up into you and slowly seeps the joy out of your soul, and if you get it late game then it's just an extra mana that really doesn't matter to you.

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Xenagos, God of Revels occurrence in decks from the last year

Commander / EDH:

All decks: 0.04%

RG (Gruul): 1.5%