Let's Get This Party Started!

Greetings, fellow party animals! I've been brewing and playing with this deck for a while. The basic idea is to ramp Xenagos out quickly and start swinging with huge creatures to crush opponents.

Discussion is always welcome!

If you like to party, kick back, relax, and summon giant monsters to stomp your enemies flat, then Xenagos, God of Revels is the primo party host. He likes to party, and appreciates those that can go with the flow and dance the night away on top of the fallen.

This deck also has the potential to quickly recover from board wipes, since you're usually not committing too much to the board. Optimal play in my experience has been to play one or two big threats at a time (Unless you're 100% sure you're going to win that turn or not otherwise be punished), and hold back other big creatures to play after a board wipe or other removal to effectively be in the same spot you were before.

As far as budget goes, this deck can function effectively on a low budget compared to a lot of other decks simply because there are a LOT of big, inexpensive creatures you can use in place of the more expensive ones in here. Really, all you need is Xenagos, and any rowdy party guests and you'll be ready to rock the house!

A party is only as good as the guests you invite, and luckily for us, there are a ton of them for you to choose from. Creatures, especially big and scary creatures, are relatively cheap and easy to come by, and Xenagos makes all of them better by doubling their power and giving them haste. This is another reason that this deck is so flexible since really all you need are big threats (Of which there are plenty, and a ton of them are worth pennies!) to make the dance floor start booming!

Malignus is one of the best creatures in the deck, being a massive threat if it comes out early, and even more of a threat when boosted by Xenagos. Being potentially a 40/40 makes him super scary, and Gods help your opponents if you can give him unblockable or trample. OUCH.

Worldspine Wurm is, quite simply, massive. making a 30/30 with trample is exactly the kind of thing we want to be doing here and is easily one of the scariest creatures to see hit the table. It even kind of ducks removal, leaving big beaters in its place and letting you potentially play it again by shuffling it into your library when it dies.

Nylea, God of the Hunt is a very useful creature, giving our creatures trample and buffing them up to make them even bigger. This is in a lot of ways better than Archetype of Aggression for the same reason that Xenagos himself is good. Being hard to get rid of can be really annoying for our opponents, and she only needs 5 devotion to turn on and make herself a big threat to swing in with!

An over-performer at my parties so far would have to be Atarka, World Render. Not only does she have some great stats and some of the best evasion in the game with Flying AND Trample which makes her extremely hard to avoid, but she also gives all attacking dragons you control (Including herself!) Double Strike, which makes her even more back-breaking. Essentially, for 7 mana, when Xenagos is out you're playing a 12/10 Flying Trample Double Strike Haste that swings for 24 into someone's face the turn she's played. If that didn't sell you on this dragon queen, then you must be insane.

Thunderfoot Baloth is actually incredibly more useful in a deck with a god as the commander, because they are very tough to get off the board once they hit. This means that Lieutenant is active 99% of the time.

Goreclaw, Terror of Qal Sisma is a fantastic cost reduction for our other big creatures, and makes them even bigger and scarier than they already are. Giving your board Trample is one of the most important things you can do in this deck, and Goreclaw is just one of the many ways we can do that. She's also one of the best by far.

Ilharg, the Raze-Boar Is a unique card, allowing us to sneak attack people with creatures that are returned to our hand after attacking. This can get very out of hand with the right creatures attacking. Also the fact that it gets put back into the library after it dies is also a nice touch.

Siege Behemoth is another great form of reach in the deck, since it can effectively get past our opponents' defenses with our huge creatures to make sure we can close out games fast (This can be brutal with Hydra Omnivore!)

Giant Adephage and Quartzwood Crasher are basically Kill-On-Sight, because they can easily become out of control. The best part about them is that they add bodies to the board without adding to your devotion, which means that you can still commit a ton of creatures to the board without putting Xenagos in a vulnerable position. If either of these go left unchecked, it's gonna be a bad time for your opponents.

Ikoria added quite a few exciting toys to play with, and Kogla, the Titan Ape is just the kind of giant monster that fits in very well in a deck like this. It offers two kinds of valuable removal, and protects the few human creatures you may want to run in a deck like this (Proud Wildbonder, Somberwald Sage) all for 6 mana on a huge body. There's a lot of utility stapled onto this guy, and he seems very strong, especially when you give him haste and double his power.

Finally, the real life (Or, death.) of the party is Blightsteel Colossus. This thing is brutal and, with a Xenagos trigger, has the potential to outright kill an opponent in one shot. It's a bit of a salty card for some people, but there are plenty of other ways for us to one-shot our opponents, so I say it's fair game.

The quicker we can get our guests through the door and into a partying mood, the better! To do this, we have a few ways to help get the party started early, and make sure we're not wasting too much time with the party prep.

Oracle of Mul Daya is a fantastic card in any green deck, allowing us to play additional lands and play those lands off the top of our library. This can double as a ramp card and a card draw card, and allows us to filter through the lands on top of our deck. You do reveal information to your opponents, but the potential value is well worth the tradeoff, especially in a deck that's sure to already have a reputation for scary creatures.

We have our obligatory ramp from cards like Farseek, Sakura-Tribe Elder, Cultivate, Skyshroud Claim and Kodama's Reach to put lands on the battlefield and help get Xenagos out quickly (ideally before turn 4-5) so we can get the beatdown conga line rolling.

Selvala, Heart of the Wilds is a phenomenal creature in this deck, as she provides us with mana ramp and card draw, two of the best things you can do in commander. Since we're most likely going to have the biggest creatures on the board, she can enable a ton of huge plays for us. She can also go infinite with Aggravated Assault, assuming we have a big enough creature.

Mana rocks like Sol Ring are also obviously good ways to ramp early.

While mana dorks are generally more fragile than land ramp, Somberwald Sage is high-impact and can help us get Xenagos out early to start smashing our opponents even faster. We're also gonna run Elvish Mystic, Llanowar Elves, Arbor Elf, Birds of Paradise and Fyndhorn Elves to make sure we can get Xenagos out quickly and start threatening our opponents.

Wild Growth seems like a pretty underrated ramp spell, and I'll be trying it out to see how well it performs.

Any host worth his salt knows that if your guests are hungry, they're not having fun. To combat this, we have to make sure we keep a steady supply of snacks rolling to keep our party running smoothly, and so that we always have access to our best goodies.

Hands-down, our best form of card draw/selection comes from Sylvan Library. Extra cards are amazing, and the loss of life s negligible (But it does add up so don't be greedy!) Even if you don't draw any extra cards, being able to manipulate your draws and the top 3 cards of your library is still amazing and an almost completely unique effect for green.

Our best bang-for-your-buck card draw in the deck is from Greater Good. This is repeatable card draw that can net us a ton of cards since our deck mostly consists of huge creatures. It can also be a good way to get value out of a board wipe or removal spell that is targeting one of your big threats, turning them into card draw and potentially making an opponent use some removal. This is an all-star in this deck!

Rishkar's Expertise is similar to greater good (And incidentally an amazing card), but is not repeatable. It allows you to draw cards equal to target creature's power, which in this deck means that you can reliably draw anywhere between 8-40+ cards, depending on how desperate you are. On top of that, Expertise allows you to play one of those cards you just drew for free (As long as its cost is 5 or less), and playing things for free is often good.

Return of the Wildspeaker is another fantastic card. Instant speed, drawing cards based on power and also having the flexibility of pumping our creatures makes it an easy include in a deck like this.

Gonna be trying out Life's Legacy. Seems pretty good, but can easily be countered and have it backfire. Being at 2 mana seems pretty worth it though.

Garruk's Uprising is a new card from M21, and it is a home-run all star in this deck. It does everything you'd want for a Xenagos deck. Draws you a card for having big creatures? Yup. Gives your big creatures trample? Mhm. Continues to draw you cards for playing big creatures? Heck yeah! for 3 mana, this card is insanely useful at any stage in the game.

Another great value card for any creature based deck, especially ones with big creatures, is The Great Henge. The best thing about this card is that it fills the role of both a ramp card and a card draw card! I've put it into the draw category simply because there is a chance that you'll be casting this during the mid or late game if you don't have a big enough creature (Even though that's unlikely since the deck is all about huge beaters.)

Elder Gargaroth is a slam dunk in this deck. Not only is it a big body with trample for 5 mana, but with vigilance and Xenagos giving it a power up with haste, you can immediately start taking advantage of its abilities the turn you play it. The fact that it can also trigger when you block is useful, especially to deter attacks from your opponents in fear of you drawing a big threat or developing your board further.

Bonders' Enclave seems like a decent mid-late game mana sink, so I'll be experimenting with it to see if it's any good.

All good parties really start when something gets broken, and we're the kings of breaking things. Our parties can get rowdy, so there's a really high chance that something (Or more likely multiple things) is gonna get smashed. Don't worry, we'll pay for the damages afterwards. Probably.

Our best options for removal are Beast Within and Chaos Warp. They're the most flexible since they hit any permanents, and can deal with the widest variety of cards compared to our other removal.

Terror of the Peaks essentially turns all of your creatures into burn spells, each of them being able to deal an amount of damage to any target equal to their power. This is a flexible card that can be an excellent form of reach to hit our opponents directly while not having to actually attack them. This gets around effects that prevent combat damage and stop creatures from attacking, and is a welcome addition to a deck where the average power of our creatures is easily 5+.

In terms of board wipes, we have Blasphemous Act, Vandalblast, Bane of Progress and Chandra's Ignition. Blasphemous act gets easier to cast the more creatures are on the board, and in a 4 player game this can pretty regularly be a board wipe for just 1 mana. Chandra's ignition is also VERY good, and is both a board wipe, and potentially an "I win the game right now" card, since you could easily kill all 3 opponents at once if you have a big enough creature. Bane of Progress can turn into a giant beater, and alongside Vandalblast they're brutal against artifact/enchantment heavy strategies.

Balefire Dragon is the bane of token decks, and is a one-opponent board wipe that can neuter your opponents' board states.

Nature's Claim only hits artifacts and enchantments, but that's not an issue because they are, fortunately, some of the best card types in the format. Gaining your opponents life is a negligible downside for being able to stop your opponent's big combo for one mana.

We also have a bunch of creatures that incidentally blow stuff up. Kogla, the Titan Ape can destroy artifacts and enchantments through combat, and Inferno Titan can throw damage around when it attacks.

Since we're here to get the party started, our neighbors may start getting upset about the noise. In the likely event they try to mess with our fun, we need to include some ways to protect our party goers.

Domri, Anarch of Bolas is a fantastic card, which does a lot of good things for our deck. Its static anthem effect is awesome, and will give us even bigger creatures to buff with Xenagos. It also makes our creatures un-counterable, ramps us, and allows us to pick off key creatures by throwing our huge threats at them! Great card all around.

Rhythm of the Wild shuts down our opponents' ability to counter our creatures, and either makes them bigger and badder or faster and scarier to fit our needs.

The reason they aren't invited is because of our bouncer, Ruric Thar, the Unbowed. They have a staunch distaste for anything cerebral, aside from using their heads to smash things, so it's only natural that anything that doesn't allow them to smash things would make them angry. When Ruric Thar comes to party, you'd better hide all of your fancy tricks, cause they're going to know, and they're going to hurt you for trying to outsmart them.

Any good host knows the proper time to end the evening. We've basically been talking about winning the game this whole time, but here are the most reliable ways to close out a game and ensure that our party will be the talk of the town!

Sneak Attack is an amazing card in this deck, cause it allows you to cheat massive threats into play and attack out of nowhere for some serious damage. pair it up with something like Blightsteel Colossus and we can really start to get the salt flowing!

Hydra Omnivore is a big creature that can spread damage to every opponent when it deals combat damage to a player. Giving this creature trample, double strike, or any other form of evasion can straight up end games.

Malignus + Xenagos Trigger + Chandra's Ignition is a funny way to end the game early, but it is kind of reliant on having enough mana to pull off, and hoping that Malignus isn't dealt with. Even so, Chandra's ignition can win the game by itself if you have a big enough creature.

Skarrg, the Rage Pits, Kessig Wolf Run and Rogue's Passage are our best utility lands, because they either buff up our creatures, give useful evasion, or both! Trample is such an important keyword, and with KWR being an incredible mana sink, it's super useful late game to make sure our team can punch through our opponents' defenses. Any of these lands can win games as long as you have a big enough creature (KWR can even turn your dinky little mana dorks into real threats! Trust me, you've not lived until you've turned your Elvish Mystic into a buff 12/12 trampler.)

Pathbreaker Ibex essentially allows us to get another Xenagos trigger, easily giving our whole board 10+ power and Trample to make them bigger and harder to deal with. This card is extremely brutal and can end games very quickly.

Strionic Resonator can allow us to double up our Xenagos trigger onto one creature to make it even bigger and scarier, or we could also boost two different creatures and go after multiple players with big threats. This is an easy "You're dead" card, and is an easy way to make absurdly large creatures.

We also have cards to give us extra combats. Savage Ventmaw + Aggravated Assault can win us the game through infinite combat steps, and infinite Xenagos triggers!

Scourge of the Throne is another of the most dangerous cards in this deck. Extra combat steps are always good, and it can single-handedly win you games.

Seize the Day is another way to get extra combats, and the flashback means that we can use it multiple times to crush our opponents.

This deck has kind of turned into my baby, and Xenagos is quickly becoming my favorite commander. I'll constantly be tuning and testing new cards to find what works, so I'm always down to try something new.


Updates Add


Date added 1 year
Last updated 1 week

This deck is Commander / EDH legal.

Rarity (main - side)

16 - 0 Mythic Rares

39 - 0 Rares

11 - 0 Uncommons

13 - 0 Commons

Cards 100
Avg. CMC 4.18
Tokens */* Dinosaur Beast, Copy Clone, 5/5 Wurm, 3/3 Beast
Folders Uncategorized, Commander budget decks, potential cards, Xenogose god of destruction, Fun Commander Decks, need to build, Future things to consider building, Xenagos, MTG Tabletop, Commander, See all 12
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