Desert of the Fervent

Legality

Not legal in any format

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.)

Price & Acquistion

Ebay

Recent Decks

Desert of the Fervent Discussion

fasmith718 on Red Politics

1 month ago

krotank on Jhoira Navigates a Storm and Blows Everything Up

1 month ago

stlngds

Cool, I just sleeved the deck up and Ill try it as my Brawl deck this weekend. I dont have all the cards but Im running a few others instead to see how they work. Also added two more non basic lands.

multimedia on

3 months ago

Hey, consider a different approach while still keeping the Dino Naya theme?

Hour of Promise with Deserts, Gift of Paradise and New Horizons ramping into Zacama, Primal Calamity and Carnage Tyrant? I think you need to go completely over the top with the huge Dinos skipping the majority of the Dinos of three to five drop spots of the mana curve. Go completely over the top of Glorybringer and The Scarab God.

Tribal Dinos competitively unfortunately can't compete with the other Midrange decks in Standard. There's just no reason to play Dinos over Gruul Monsters with Jadelight Ranger, Rekindling Phoenix and Glorybringer or Dimir Midrange with Glint-Sleeve Siphoner and The Scarab God or Golgari Snake or Grixis Midrange with most of all these powerful cards.

Zacama with Gift and Horizons is a sweet interaction either helps to ramp into the Dino by also making different colors of mana. Zacama untaps all your lands when it ETB. Untapping lands with Gift and Horizons lets you then use Zacama's great abilities to kill your opponent's creatures.

Consider a list like this:

Good luck with your deck.


djnewellmit on R/G Creature ramp

3 months ago

I don't think Unclaimed Territory is necessary for color fixing, especially considering the diversity of creature types; I would go up to 4x Sheltered Thicket if you can. I also recommend replacing a couple basic lands with 2 copies of Hashep Oasis. In my build, Dino Gruel, I've also added one each of the cycling basic deserts, Desert of the Indomitable and Desert of the Fervent. This gives you the flexibility to cycle when you no longer need the extra land, or you can sacrifice it to Hashep. The downside is only that it enters tapped, but it still makes for a decent turn 1 land drop in this deck.

Have you seen the winning deck from the Memphis Grand Prix last weekend? The winner was playing a deck similar to what you've built. I like to look at the pro tour lists to get helpful suggestions for manabase and sideboard considerations. It looks like he had a similar idea on the lands to what I recommended in the previous paragraph.

http://www.mtgtop8.com/event?e=18593&f=ST

Suns_Champion on Eternal Volcano

4 months ago

Hi! Love Neheb and glad you're giving him a try! Hope you like him too!

Here's my list for reference: OH LORD JESUS IT'S A FIRE! | Neheb EDH

A lot of the key Neheb pieces are already here. Nice work!

Though I don't see Sol Ring for some reason. I know some playgroups ban it so I don't know :)

I think the single most important aspect of a mono red EDH deck is card draw. With Neheb, you having 5 cards late game is almost as good as say, a simic deck with 10 cards. That's how powerful Neheb is. In mine I run 14 ways to draw cards. Chandra, Torch of Defiance is amazing if you can afford her, Desert of the Fervent, Grenzo, Havoc Raiser is great with Neheb, as you exile the cards then because of all the dmage , you have the mana to cast them, Hedron Archive is just a solid ramp/draw artifact, Humble Defector is pretty good, and again you can give him to the blue deck that already has enough cards, and you can also run Homeward Path as utility, Infiltration Lens is great because either Neheb goes unblocked or you get two cards, Knollspine Dragon can be okay to great, is kinda hard to play and costs a lot, Loreseeker's Stone is good, trust me; you'll always have enough mana for it to benefit you, Prophetic Flamespeaker is nice especially early, risky though if you hit an important card too early so watch out, Reforge the Soul a red staple, Sword of Fire and Ice if you can afford it does wonders for Neheb, damage and card draw, Throne of the High City and Arch of Orazca might be good as utility land slots, of which you can have a lot.

if you have card draw, it doesn't matter what else you do with the deck because it'll work fine because you're drawing and then ramping with Neheb!

So next are some random cards that I've found useful: Generator Servant for a turn 3 hasty neheb, Fortune Thief to not die from your own spells, Viashino Heretic removal and damage, You also seem to need more small burn spells to fuel the big ones, so Firebrand Archer, Flamebreak, Sizzle, stuff like that. I haven't tested Unstable Obelisk but I think it'll be good.

As for cuts: Thermo-Alchemist(firebrand Archer is better IMO), Star of Extinction can be countered by a Strip Mine and doesn't hurt players, Braid of Fire is cool but 75% of the mana is usually wasted, Koth of the Hammer doesn't really do enough and his ultimate isn't all that great, Hellkite Charger's trigger is on atack so you can't use Neheb's mana for it, Combustible Gearhulk seems good but your opponent will always choose the option worse for you.

Anyway, great start! Neheb is my #1 Favorite commander so if you ever need any help or have questions let me know/look at my primer!

AgentJackjohn on

5 months ago

A really good card in any RG beatdown deck is Voltaic Brawler, and I can see it'd have a good home in this deck. Unfortunately Ramunap Ruins was just banned, so you might end up having to replace it with Desert of the Fervent if you really care about your desert synergies.

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