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.)
Printings View all
|Hour of Devastation (HOU)||Common|
Combos Browse all
|Commander / EDH||Legal|
Desert of the Fervent occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%
Desert of the Fervent Discussion
4 months ago
- Desert of the Fervent
- Desert of the True
- Drifting Meadow
- Forgotten Cave
- Secluded Steppe
- Smoldering Crater
- Gruul Guildgate
- Rugged Highlands
- Timber Gorge
- Gruul Turf
- Blossoming Sands
- Selesnya Guildgate
- Selesnya Sanctuary
- Tranquil Expanse
I'm not saying add them all but add a few of them. I know speed is probably of very much importance to the build so no need to add all of these. But I think adding like 4 or 5 duels and 4 or more cycling lands
5 months ago
Cool idea for a deck! I think you could try to build around your commander even more.
In your mana base, a very easy inclusion would be all the cycling lands. Desert of the Fervent , Desert of the Indomitable, Tranquil Thicket , Slippery Karst and Smoldering Crater are great for Gruul decks to have anyways because of the lack of card draw and they work super well with your commander.
All the Dredge stuff would be great in the deck. You already have Brownscale, but you could use Shenanigans (there's always a target), Moldervine Cloak and Greater Mossdog all give you consistent action in the late game that will also power up your damage.
There are tons of self-mill cards that are worth running for card advantage. Lead the Stampede , Beast Hunt , Benefaction of Rhonas , Commune with the Gods , Kruphix's Insight , Scout the Borders all work at varying degrees of efficiency. If you ran a few more enchantments (which wouldn't be hard to do), this could actually be a great way to stock your graveyard and give you tons of action throughout the game.
With that in mind, almost every Flashback card is probably worth running. Same goes with Retrace and Jump-Start. These will give you so many options over the course of the game and be an extension to your hand.
Book Burning Targeting yourself is a pretty good way to stock the graveyard quickly, unless an opponent wants to take 6, which is also nice.
Chainflinger is decent in PDH and would fit nicely in a deck like yours.
Firebolt is very good in general and gets even better if you're milling it into your graveyard.
Fortitude can make a big creature a bigger problem and feed your graveyard lands.
Mother Bear seems like a good fit, like most cards that generate value in the graveyard.
Elven Cache is a great card to have in green PDH. It doesn't cost you a draw like Reclaim does, which justifies the mana cost, in my opinion.
Is Renewal to janky? Cantripping and fixing your mana might not be worth 3 mana, but it does move your gameplan forward somewhat.
A lot of the cards in your maybeboard are cards I think you should actually play. Excavating Anurid is quite strong. A 5/5 vigilance that cantrips at almost no downside for you is really good. Igneous Elemental is comparable to Flametongue Kavu in many scenarios. All your burn and removal that requires sacrificing creatures or lands is also good for your game plan. Quicksand has no downside in your mana base.
In general, I think having more creature-based ramp might be better than sorcery or artifact ones, unless they sac lands. Rampant Growth, Land Grant, Search for Tomorrow, Renegade Map and Armillary Sphere seem like they would be stronger as mana dorks. Zhur-Taa Druid and Silhana Starfletcher are both cards that do a lot of work in PDH, plus all the typical 1-mana ramp creatures in Green.
Otherwise, I think Diligent Farmhand and Muscle Burst is cute, but not very effective overall.
Chain Lightning and Lightning Bolt are oddly enough not impactful enough to play in PDH, in my opinion. I would vastly prefer Staggershock over either one for the better damage output or card advantage potential. These could be easy subsitutes for some of your maybeboard spells.
A lot of your creatures are aggressive, but not enough to really be pertinent in a game with 30-40 life (depending on how you play). Borderland Marauder, Burning-Tree Emissary, Moldgraf Scavenger, Zectar Shrine Expedition and to a certain extent even Scythe Tiger could be better as more resilient, synergistic or more powerful threats that scale better with all the ramping you're doing. Something like Sprout Swarm is a classic game-winning card that is good across the entirety of the game and works well with sac effects you're running.
Last thing: I think you should run more lands. I get that you're trying to be low to the ground and aggressive, but running a low land count hurts you in a lot of ways. It makes less opening hands keepable, it restricts the breadth of finishers you can use, it lowers the efficiency of your commander and cards like Winding Way and can even result in you running out of basics to fetch in the mid-to-late game. I think 38-40 lands would be a more appropriate number.
Again, great idea for a deck and I'm looking forward to hearing more about how you do with it. Is it more for 1-on-1 play or multiplayer?
5 months ago
6 months ago
No. Cycling is an activated ability that functions only when the card is in your hand.
702.28a Cycling is an activated ability that functions only while the card with cycling is in a player’s hand. “Cycling [cost]” means “[Cost], Discard this card: Draw a card.”
In your example, Desert of the Fervent is in exile and not your hand, so you cannot use its cycling ability.
6 months ago
10 months ago
Maybe try Forgotten Cave , Desert of the Fervent , etc. Tormenting Voice is a little bit better than Wild Guess because of the easier mana cost. I also like Mind Stone 's older siblings Hedron Archive and Dreamstone Hedron because of the draw power in a color with not much. Helm of the Host might be interesting on the more casual side of things, but difficult to make anything other than a win-more card once you get more competitive. Remember that you don't get the cast trigger from Emrakul, the Promised End . Overall, this is a pretty awesome deck and I like it a lot.
10 months ago
I would take Wilderness Reclamation out because it readies mana for your opponents' turns. You're rarely going to be playing instants, so most of the time it will be a dead draw.
11 months ago
Not gonna lie, I love the attention to detail in your deck! I was curious as to why you chose Rakdos instead of Bladewing the Risen for a Rakdos Reanimator deck, but your description helps clarify: you have a theme around your general that isn't solely dependent on your general. I also really like that you are making use of cards that are typically lackluster (such as Grimoire of the Dead ) to help fuel your deck.
The only card that feels slightly out of place is It That Betrays , but I recognize that it's just a fantastic reanimation target (especially when other people are playing fetchlands). It also does get discounted by Lord of Riots, so there is a bit of synergy to support it.
My only real suggestion is Path of Ancestry , since your deck is predominantly demons, it can help smooth some draws if and when you cast one. I guess some cards to consider could be the cycling lands, such as Desert of the Fervent and Barren Moor .
Great list, happy brewing!