Brave the Sands

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander Anthology Vol. II (CM2) Uncommon
Commander 2016 (C16) Uncommon
Khans of Tarkir (KTK) Uncommon

Combos Browse all

Brave the Sands

Enchantment

Creatures you control have vigilance.

Each creature you control can block an additional creature.

Price & Acquistion Set Price Alerts

CM2

C16

KTK

Ebay

Recent Decks

Brave the Sands Discussion

dlaxw7 on Count von Hydra

1 day ago

Check out Brave the Sands for a strict upgrade to Serra's Blessing

Tyrant-Thanatos on Let's Discuss: Shards, Wedges, and ...

3 days ago

Favorite Shard: Grixis

Manipulative, cruel, powerful. Edicts, burn, bounce, counterspells, everything control can be found here, and with a handful of evasive, aggressive creatures to swoop in with once you've established control of the board, or you can play the slow-burn game with effects like Nekusar, the Mindrazer. Put your opponent(s) on a clock and deny them the ability to stop it. Plus their ability to run some of the meanest creatures in the form of things like Kederekt Creeper, Baleful Strix, Master of Cruelties, etc. So much fun to be had.

Honorable mention to Esper for similar reasons. Oloro, Ageless Ascetic, Punish Ignorance, etc. Good shit.

Favorite Wedge: Abzan

Relentless power. I love Abzan because of its resilience, strength, and versatility. I'm not a huge fan of a lot of Abzan specific cards, but being able to run things like Animate Dead, Sun Titan, Brave the Sands, alongside gigantic green creatures like Ghalta, Primal Hunger, Ghoultree, Avatar of Might, etc is just incredible. The incredible suite of removal that B/W brings to the table in the form of Vindicate, Anguished Unmaking, Utter End, etc, combined with the might of Green creatures, further compounded by the volume of powerful reanimation effects these colors all have, builds a powerful, versatile deck that just never gives up. I've run Abzan decks that have had their most crucial cards hit with Slaughter Games type effects, and they still didn't stop, didn't slow down, and pulled out a win.

Another Honorable Mention to Sultai. Muldrotha, the Gravetide is amazing, Damia, Sage of Stone is probably one of my top 10 favorite cards ever, and Sultai Charm works wonders.

Favorite Allied Guild: Rakdos

Rakdos just knows how to throw a party. Every time I've built Rakdos I end up having fun, win or lose. Chaotic game-changers like Everlasting Torment, Havoc Festival, and Sire Of Insanity just bring a lot of shenanigans to the table that people just aren't prepared to deal with. Terminate is one of the kings of removal. Cards like Backlash, Delirium, and Rakdos Charm punish a variety of opposing playstyles. The individual colors also contribute a lot to your ability to handle creatures, and create even more chaos. Endless Whispers, Scrambleverse, you name it.

I cannot wait to get my hands on Last One Standing.

Favorite Enemy Guild: Simic

This one is simple, these two colors compliment each other so well it's insane. There is almost nothing that exists in this game that Simic cannot do. Green's weakness is its inability to manipulate the board much without combat. Blue's weakness is in its board presence and creatures. They are ideal together. Ramp, removal, aggro, counterspells, creature control, resilience. Simic has all its bases covered, and with just two colors. Mystic Snake, Trygon Predator, Kiora's Follower, Plasm Capture, Voidslime, Simic Charm, these cards are amazing, and that's without getting into the mono-color cards.

I'd also like to throw out some love for "Growth", the combination. The only pure Growth cards we have thus far are Atraxa, Praetors' Voice, and Witch-Maw Nephilim, but boy what cards they are. But the colors themselves are awesome together. G/U's flexibility, W/B's removal, much less other multicolor synergies, access to Abzan cards, Sultai cards, Esper cards. Obviously the mana base gets complicated fast, and it can be hard to handle, but if it works, it works.

Wicked_N_Irish on Arcades' Best Defense

4 days ago

Brave the Sands is a nice fit for a wall deck.

Bababad on Baby's First Brew

1 week ago

drop Explorer's Scope and Herald's Horn for Sword of the Animist

drop Revitalize and maybe Entreat the Angels since it isn't super reliable to miracle unless you control your topdeck.

Serra's Blessing can be Angelic Field Marshal or Brave the Sands or dropped completely

Gleam of Battle is a little too expensive for what it does imo.

Indomitable Archangel doesn't seem on theme, usually used in decks to protect wombo artifice pieces

Pal00ka on Touched by an Angel

1 week ago

I am unsure what you are trying to do because your card choices are kind of all over the place (like why have Abzan Falconer, co. with almost no +1/+1 counter support?). Here are a few ideas to hopefully make the deck function better in general:

I would get up to 36 lands and ~10 mana rocks (Fellwar Stone, Mind Stone, Coalition Relic, etc.) because with so many high CMC spells you won't be doing much without em.

You also have near to no card advantage; Mind's Eye, Cathartic Reunion, Reforge the Soul, etc. let you find what you need and get rid of what is not helpful at that time. And reanimation spells like Defy Death, Karmic Guide, and Breath of Life can get back discarded creatures later.

With so many big angels I am unsure why you have fogs. They generally would only be good early game but then the damage is negligible. I would add ways to give your aerial forces vigilance so you can attack without leaving yourself vulnerable. Heliod, God of the Sun, Serra's Blessing, Brave the Sands, and Angelic Field Marshal are all solid additions.

Exxie97 on Morphing Mind Games

2 weeks ago

@RazortoothMtg

I just realized I didn't answer your question very well. If you don't run the mask I'd cut:
Brave the Sands Just not worth the card slot without the mask.
Cryptolith Rite Unless you want it for the mana fixing/ramp.
Fabricate Basically just a tutor for the mask.
Tezzeret the Seeker Same as above with some extra utility.

As for replacements I found one off manifest cards to actually be quite good (like Temur War Shaman). I've had a lot of fun with Parallel Thoughts, helps to not mess with the top of the deck and has actually saved me from losing due to milling allowing me to steal back the win! Soothsaying is also just a really solid card, help and interacts with so many parts of the deck.

Unless you are hellbent on getting rid of the mask I would ask people you play with if it's fine if you use a proxy of it. Everyone I have played with is ok with me using a proxy of a super old janky card. But of course that choice is up to you.

Exxie97 on Morphing Mind Games

2 weeks ago

@RazortoothMtg

I have seen the C18 spoilers and I am really exited about the new card that are coming with it!
This decklist currently needs to be updated as I have switched a couple things around. If you don't want to run Illusionary Mask I'd cut Brave the Sands as well. You might also want to cut Cryptolith Rite as well because I was mostly using it as a flipper for the mask. As for replacements I recently found a great enchantment for top deck manipulation, Mirri's Guile.

Just as a side note; after playing this deck more and more I've realized some problems with it. I found myself losing far to often to combat damage from standard EDH creatures (like a 5/5 flying for example), and while having low power creatures works in my favor for cards like Meekstone it really limits my wincons to one hit killers.

While Aminatou is great for putting cards back on top, I am more exited about Estrid as a potential commander for an evolution of this deck. The main difference I've been thinking about between this deck and its evolution is the abandonment of cards that limit me to 2 power (like Sidar Kondo of Jamuraa). Cutting of the power restrictions of this deck opens up a whole new world of one hit killers, creatures with infect; and with Estrid as a commander I could use the mask auras (which to me seems very flavorful) to protect my creatures when they attack in. I can also have a small enchantment sub-theme as Estrid cares about enchantment and many manifest cards are enchantments.

Of course if you don't like the idea of infect or Estrid as a commander, feel free to ignore my ramblings in that last paragraph.

RazortoothMtg on Morphing Mind Games

3 weeks ago

Oh also, sorry for double commenting, but some of the topdeck manipulation in the new Esper deck might be good. Haven't really looked at the spoilers, but Aminatou lets you set up your Whisperwood Elemental or Primordial mist manifest every turn, and her second ability allows you to turn creatures face up for free if you really need too, making her a good include, and definitely better than Venser, the Sojourner sitting in the maybeboard. Those new Commander Storm cards are good with partners, but none are super synergistic (Maybe the green one since you have so many big permanents? Kind of a non-bo with Phage tho).

On a side note, I've been considering building a face-down creatures (morph or manifest) and a friend recently building Ixidor, Reality Sculptor morph has made me decide on manifest. If I were to build this list, I'd cut Illusionary Mask immediately due to budget concerns (I own most of the other random expensive things, like tutor and Ugin due to other decks). What would be the first card you would slot into it's spot? And is Brave the Sands still worth playing without Mask, or would you cut that too?

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