Desert of the Fervent


Format Legality
Pre-release Legal
1v1 Commander Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Hour of Devastation Common

Combos Browse all

Desert of the Fervent

Land — Desert

Desert of the Fervent enters tapped.

T: Add R to your mana pool.

Cycling 1R (1R, Discard this card: Draw a card.)

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Cardhoarder (MTGO)

0.01 TIX $0.01 Foil


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Desert of the Fervent Discussion

Sogatog on 3rd Degree - ULTRA BUDGET!!!

4 days ago

Bontu's Monument, Fling, and Blazing Volley (fits better sideboard) seem awful. You definitely want Ramunap Ruins. Desert of the Fervent, Hungry Flames, Abrade, Magma Spray, Snare Thopter, and Fleetwheel Cruiser could all be worth trying out.

Toxic5pikes on Jund Torment

4 days ago

I did some testing with Hour of Promise. It seems that 8 deserts is about the right number to have in your deck so that you draw at least one early, which will get you the 2 zombies by fetching 2 more deserts with Hour of Promise. I think something like 3 Desert of the Indomitable, 3 Desert of the Fervent, 2 Desert of the Glorified will make Hour of Promise work perfectly. If your taking the energy out, you can drop the Aether Hub to make room, or you could just go all out on the energy and make a Jund energy deck. Maybe throw in Dynavolt Tower to get more out of Unlicensed Disintegration.

Tedaboy on 8-Alchemist(HOU)

1 week ago

333hellopeeps333, thanks so much for your comment! I will attempt to answer all of your questions.

I don't think I would run Desert of the Fervent over Sunscorched Desert. I would run them in conjunction. I just didn't want to have too many tapped lands although it might be right to run a couple.

Mirrorpool is there as a kind of late game mana sink. Copying a Glorybringer and exerting and killing is pretty broken. It will also trigger Bedlam Reveler's ETB effect and it gives a lot more reach to a top deck burn spell in the late game. Since we're mono-red and this is our only tall and it isn't a big deal to include 2.

I think Chandra, Torch of Defiance is great, maybe even the best card in the deck, but she can kind of slow it down. The deck can definitely be competitive without her, just maybe not at very high levels of play.

I like your version of the deck a lot. I would say go ahead and throw in the Sunscorched Deserts, and also go to 4 Collective Defiance. It's probably the best burn spell in the deck. Also if you have Glorybringer, it sure is a helluva Magic card!

Best of luck! Thanks again for your comment!

Slush on I Know Y'all Hate Me

2 weeks ago

I haven't played it, but Shreds of Sanity seems like it should be a better card that does something on its own. It trades two cards from your hand for two in your graveyard, which have to be sorcery and instant and it costs three mana. How has your experience been with it?

I also think that Sunscorched Desert is better than your Desert of the Fervent, because it deals guaranteed damage that can't be countered and doesn't slow you down at all. Sure, cycling it in the late game is nice, but I feel that the 1 damage is better. Also not perfectly sure, but I'm much much happier to see Sunscorched Desert in my starting hand than this one and I'm also not totally unhappy to topdeck it in the late game.

One more nice card you could consider is Hungry Flames, which is awesome against creatures that are small enough and deals damage at the same time. Also fits your budget theme.

Regarding the previous comment about Tormenting Voice vs. Cathartic Reunion: You can always hold back one land in your hand in case you'd draw a Tormenting Voice. But what are you going to do when you topdeck Cathartic Reunion? Always hold back two lands? Wait a turn and hope to draw something bad so you can discard it to reunion? If you draw something good you'll play it and still have two dead cards in your hand. With Tormenting Voice you'd be able to draw two useful cards instead. Since you're not benefiting much from throwing things in your graveyard, except for Fiery Temper, I don't see why Cathartic Reunion would be better.

333hellopeeps333 on 8-Alchemist(HOU)

2 weeks ago

I'm really interested in your list, Seeing as I'm basically running a budget version myself. So I have a few questions: What do you think about using Desert of the Fervent over Sunscorched Desert as an additional source of card draw? Why Mirrorpool? And lastly, Do you think Chandra, Torch of Defiance is necessary for this deck to be competitive, or can it work without throwing an extra $75 at a mono-red deck? That said, I love the concept. Burn all the way home, and may you have good luck at the SCG. Solid +1 from me.

(PS, In a shameless cry for help, I'm linking my deck here: I Know Y'all Hate Me. Burn buddies are the best buddies. Thanks!)

Ultramegalord on Grixis Grinder

2 weeks ago

Canyon Slough
Fetid Pools
Desert of the Fervent
Desert of the Mindful
Desert of the Glorified
something to playtest really ups your cycling count at the cost of tapped lands

I2eptilian on Livin La Vida Locust - The Locust God EDH

3 weeks ago

I know it's been over a week, but I'm glad the suggestions were helpful! Why not a potentially excessive amount of them?!

Somehow, all of the cycle lands completely slipped my mind before. In a deck designed to draw as many cards as possible, you'd likely want all of the lands that can turn themselves into cards.

Blasted Landscape, Forgotten Cave, Lonely Sandbar, Remote Isle, Smoldering Crater, and the new ones coming out along with The Locust God in the new set, Desert of the Fervent and Desert of the Mindful. Mikokoro, Center of the Sea and Geier Reach Sanitarium Could also be decent.

What's also great is the opportunity to use Favorable Winds and Gravitational Shift.

Oh, and WHEELS! Don't even get me started on wheel effects! Dragon Mage, Forgotten Creation, Magus of the Wheel, Fateful Showdown, Incendiary Command, Collective Defiance, Reforge the Soul, Runehorn Hellkite, Wheel of Fate, Memory Jar, Magus of the Jar... I can't think of any more.

Alhammarret's Archive doubles your draws, and Obstinate Familiar can be a potential backup plan if something happens to your laboratory maniac, just so you can't deck yourself.

Some other things to consider are Arcanis the Omnipotent, Blue Sun's Zenith, Chasm Skulker, Jori En, Ruin Diver, Mercurial Chemister, Invoke the Firemind, Temporal Cascade, and Sphinx's Tutelage.

A nice way to take advantage of your swarm's sheer size is to use Breath of Fury, which can provide infinite combat phases when paired with Bident of Thassa, Coastal Piracy, or Windreader Sphinx, but it's really just good on its own..

If you can't tell, I've been thinking about building this deck since Locust God was spoiled.