Beneath the Sands
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library. Cycling 2 (2, Discard this card: Draw a card.)
Printings View all
|Mystery Booster (MYS1)||Common|
|Hour of Devastation (HOU)||Common|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Beneath the Sands Discussion
5 months ago
Beneath the Sands is kinda a dud because this deck has no basic lands
8 months ago
Ok, Profet93, here we go on some card evaluation.
Bag of Holding : I've had this card actually do good work for me. Having the mana up to activate it usually isn't a problem, and it's easy to dump a bunch of lands in a turn, get the back, and dump them again. It's fun, and I like it, so I'll probably be keeping it. That, and getting as many effects to return chunks of discarded lands to my hand is good for this deck.
Grafted Exoskeleton : I could live without it. I thought that it would help provide another quick win condition towards the end of a game, but I think a better fit would be something like Illusionist's Bracers , which would double up the activations.
Horizon Spellbomb : Most likely was put in there as a low-budget option in the original list, and could probably be upgraded. It's low CMC, gets ammo into the hand, and can draw a card to replace itself. But it's easy to live without.
Summer Bloom : This one stays. Running this many lands, it doesn't whiff.
Rites of Spring : Open to suggestions.
Mulch : It's ok. I usually hit at least 2 lands with it, but I admit I could replace it.
Beneath the Sands : Gets one land, or draws a card, so it's never dead. But it could be better. Open to suggestions.
I do have some thoughts on adding some more draw/ramp, but I'm staying budget here, so no Exploration , Burgeoning , Oracles or that other stupid expensive elf. I'm thinking along the lines of Mina and Denn, Wildborn , Font of Mythos , Llanowar Scout , Sakura-Tribe Scout , and things like this. I do believe I will splurge for a copy of Life from the Loam .
As for card draw spells, I want to shy away from sacrificing BoBo to get the effect, since his CMC is so high to start with. Return of the Wildspeaker will be good, but more is needed. May have to get another copy of Rishkar's Expertise , and also Keen Sense . I plan on adding Creeping Renaissance , too.
These are my thoughts so far, and I'm open to other suggestions, too. Thanks for all the help!
pokey, those are good points, and worth considering, but I don't know how much I'll net land cards through his damage trigger. Wheel effects might be worth considering, though, so thank you for those suggestions!
10 months ago
Looks like a good draft of the deck if anything I would do 2 things to improve the consistency.
Not counting the artifact ramp, I counted 15 cards that ramp you. Increase this to 20 cards, and that will give you a 75% chance of summoning Gishath on turn 6 game after game.
Get rid of the artifact ramp for more cultivate effects, cards I didn't see in your list Beneath the Sands , Deep Reconnaissance , Far Wanderings . There are many more of those effects in magic and all can be had for less than a buck each.
By doing these 2 things you can cut the lands down to 37, and you'll open up 5 slots for cards in your maybe board.
1 year ago
Planning on getting those updated! Thanks!
1 year ago
Dammit that's a BIG collection of creatures!! Neat!!
I see you run Cultivate and Kodama's Reach pal, it made me think
What if you run similar ramps spells that can be cycled? That way if you have Nikya already you just cycle them and draw a card
Beneath the Sands
: A little worse than the classics, but with Cycling
Edge of Autumn : Ramp when you need, draw when you don't
Krosan Tusker and Shefet Monitor both serve as ramp and draw, and when not needed they may be played as creatures
1 year ago
Sorceries: If you need some good board wipes for a reasonable cost (money wise, sadly not mana wise), I would look at something like Heaven//Earth (It couldnt find this card for some reason), You can take out flyers one turn and then save mana and let everyone forget that you have a nice boardwipe to cast right from your graveyard! In that vain of mana sinks Cut//Ribbons (It couldnt find this card for some reason) can also just end games if you can get enough mana for the second half of the spell, and as long as your graveyard isnt exiled you can get everyone at anytime. If you plan on having a good chunk of creatures tapped Harvest Season can be excellent ramp, as long as you are running a decent amount of basics. Never/Return is a good spot removal spell in your set as well, as you can take out any creature or planeswalker if needed. Beneath the Sands is a good ramp spell, that has cycling in case you don't need it. Hour of Revelation is also a great board wipe if needed.
Instants: If you want some counter spells, Cancel and Countervailing Winds are some of the better options available to you. Sadly there isn't a lot in the set to specifically target down artifacts and enchantments, but I do like Forsake the Worldly , Dissenter's Deliverance and Commit//Memory (It couldnt find this card for some reason). Hour of Glory seems like a good option for some creature removal as well, but there seems to be a lot of that from this block in particular
Artifacts/Enchantments: Seems good in these category might want to consider a mana rock like Pyramid of the Pantheon , it starts out slow, but can become a great mana source afterwards, as well as something like Sunset Pyramid for a bit of card advantage then some selection. Same goes for Riddleform , but instead of advantage it gives you a creature for a turn. and Cast Out can help take a permanent out for a bit if needed.
Planeswalkers: This one is a weird category for me to make remarks on. I know that not everyone likes Planeswalkers, but I love them. That being said though, this set has a few interesting ones, that might not be able to help you particularly much on one hand, Nicol Bolas, God-Pharaoh is an insane game closer, but is a bit expensive(both mana and money wise). Samut, the Tested can provide huge versatility, isn't too bad price wise, and is probably one of the better options for you. Gideon of the Trials is a pretty good flavor win, and has some good versatility but you have to pick between him being an attacker or protecting you from something big on board. and the only other one I'd even consider would probably be Nissa, Steward of Elements , not because shes that great, but because she can give you some card selection and even some good value with her  ability if used with her [+2]. I would only pick one or two of these though depending on the slots you have left from other stuff, as they give you some good value, but don't always progress your game plan with the deck by themselves.
Creatures: For the most part your creatures are fine. I'll just be putting in some suggestions for other options/utility. That being said Angel of Condemnation can be slow but ultimately help create mana ramp by flickering golos, then taking out some important creatures your opponents might lay down. Dreamstealer can offer some pretty good disruption against your opponents and make them have to keep a couple of creatures back as blockers. Majestic Myriarch might be a good finisher, but you might be good on those. Temmet, Vizier of Naktamun is also great for token decks.
Last but not least: Lands: These seem to be good, but watch out as too many utility lands can hurt your deck, and just make sure you add enough basics in for searches to actually grab the color you need. There are the cycling lands for this set, but they can be pricey :(
1 year ago
Creatures to cut:
Merfolk Looter - doesnt give overall card advantage for 2 mana + only once each turn
Seafloor Oracle - not that many merfolk attacking
Merfolk Branchwalker - doesnt drop a land and only draws if land revealed
Deep-Sea Kraken - only a 6/6 for either 10 mana or a long delay that can be prepared for
Merfolk Mistbinder - not enough merfolk to make the +1/+1 impactful
Inkwell Leviathan - 9 mana for a beatstick, no real extra effects but several keywords
Cursecatcher - 1 drop potential counter, but only costs 1 to stop it
Reef Worm - useful blocker but requires dying to be highly useful - could be better to use for 3 mana
Merfolk Trickster - can stop ability based creature going off in a turn, but only once till end of turn - situationally useful
instants to cut:
Grapple with the Past - not much other non-land graveyard interaction so limiting
debate on most the counterspells - better ones in slot but depends on price/availability
enchantments to cut:
The Mending of Dominaria - not enough sacking of lands to make value, can lose you other cards
Curse of Verbosity - helps opponents too, may be better in slot but still potentially decent card draw
Ordeal of Nylea - 3 turns to activate so slow but gives double land drop
maybe sorceries to cut:
Beneath the Sands - better in slot for 3 mana maybe
Karn's Temporal Sundering - again, better extra turns in slot - depends on price/availability
1 year ago
I would consider more little dudes to get you to bigger and better hydras sooner. Especially ones with solid ETB and don't mind if they die attacking for more mana. Wood Elves gets you a land AND mana later, better than Beneath the Sands. Fierce Empath,Elvish Visionary
Also worried most of your bolster effects are going to be going on to creatures that don't benefit from the counters. Radha/Feldon/Llanowar