Desert of the Fervent

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Desert of the Fervent

Land — Desert

Desert of the Fervent enters tapped.

: Add .

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

DreadKhan on ʜᴏᴡ ᴄʜᴇᴀᴘ ᴄᴀɴ ᴀ ᴅᴇᴄᴋ ʙᴇ ᴡɪᴛʜ ᴏᴜᴛ ɪᴛ ʙᴇɪɴɢ ʙᴀᴅ?

8 months ago

Is Sandstone Needle over your budget? Also, are the cycling ETB tapped Red lands too pricey? I'm thinking maybe Desert of the Fervent, Smoldering Crater, and Forgotten Cave would give you some 1 and 2 drops that 'do something' while still being a land.

Just a thought, but I think Temur Battle Rage is cheaper than Spirit Guide, and I think it has a way bigger impact if you draw it after putting 10-20 counters on your Giant, what do you think?

scotchtapedsleeves on

11 months ago

Icbrgr Cycling lands are definitely not your friend unless there's some other interaction.

With that in mind I'd take out: Desert of the Fervent Desert of the Mindful Blasted Landscape Smoldering Crater Remote Isle Forgotten Cave

Could replace those with: Training Center Silverbluff Bridge Cascade Bluffs Riverglide Pathway  Flip Spirebluff Canal Sulfur Falls Steam Vents Shivan Reef Stormcarved Coast

Storm the Vault  Flip is another card that looks fun.

Generally I'd be wary of including too many tap lands. Better to have a basic land that you can tap that turn than a land that enters tapped that you have to wait for. Basics are your friend!

GrimVeracity on Neera Wild Mage Copy Deck

1 year ago

lego22499 this seems like a very fun and explosive Combo/Copy deck! I think the key to cracking/breaking Neera, Wild Mage is going to be focusing on lower CMC ramp and interaction without jeopardizing Neera's ability. She can be a tough cookie to crack but one idea that comes to my mind is adding some cheap early game interaction that you aren't necessarily disappointed to hit with the Neera later in the game. Another way to aid in this struggle may be to run a higher than usual land count considering you may not want to be hitting many low CMC ramp/rocks with Neera's abillity and would rather hit the lands to get closer to something BIG hiding in your deck plus it wouldn't hurt to draw some extra lands early... especially Utility lands or lands that have a Cycling ability as this could help with draw if you start to flood out. That's the best I've got for now but I'll give it some more thought as well as feature the deck and maybe you can get some HOT tips from EDH players more familiar brewing around Storm, Combo, Copy, Ect. Anyways cool deck looking forward to seeing how it develops!

Low CMC Interaction

Chaos Warp, Pyroblast, Pongify, Rapid Hybridization, Reality Shift, Swan Song, Peek, Gitaxian Probe, Snap, Prismari Command

Cycling Lands

Remote Isle, Smoldering Crater, Lonely Sandbar, Forgotten Cave, Desert of the Mindful, Desert of the Fervent

Utility Lands

Castle Vantress, Mystic Sanctuary, Wandering Fumarole, Skyline Cascade, Halimar Depths, Soaring Seacliff, Faerie Conclave, Moonring Island, Cephalid Coliseum, Magosi, the Waterveil, Spinerock Knoll, Shinka, the Bloodsoaked Keep, Ghitu Encampment, Madblind Mountain, Hanweir Battlements  Meld, Kher Keep, Hellion Crucible, Reliquary Tower, Wasteland, Strip Mine

KaptnK on

2 years ago

Asmoeus here are some suggestions around what I would do to improve the deck on a budget

Lands

Artifact

  • Look decent. Gilded Lotus does have a high mana cost so would keep an eye on how often you cast it.

Sorcery

  • Remove Creative Technique (with your lower mana curve odds of you revealing something really good is low) > Add Arcane Denial as a good, cheap counter spell
  • Remove Fiery Encore (expensive and requires you to discard a high mana cost card to deal decent damage) > Add Solve the Equation (Tutor for the spell you need)

Creature

  • Remove Charmbreaker Devils (returning spell at random will not often get what you need, and does not have a way to get around blockers) > Add Runaway Steam-Kin (Will help you cast more spells and give you mana)

Other Considerations

BRAZATO on Bear to be Vanilla

2 years ago

Hi, Noire_Samhain

Awesome deck, I love Ruxa, both art and mechanics, WotC did a good decision with this card! Maybe I try to play him in the future when I end with other deck projects.

Some ideas:

*I think you mistaked by putting Desert of the Fervent (It's not legal in your deck due to color identity. Maybe you wanted to put Desert of the Indomitable ) You also did well by removing Farseek . It's an awesome ramp card, very good in any multicolor deck, but useless in mono green as it can't search forests.

Another land card you could use is Bonders' Enclave , similar to war room. In your deck your commander has 4 power and many other creatures and tokens will have it too so will be easy to use.

I also think Arcane Signet (Again, nice card but better in non-mono green decks) is not necessary in your deck, unless your playgroup plays heavy Mass Land destruction. If that's not the case, better add Nature's Lore or just Rampant Growth . They will grant you ramp in form of lands, wich usually are more durable than an artifact, and in your deck you play Landfall cards like Rampaging Baloths. Or if you just want to be fast, Wild Growth .

Hope something is useful! :)

seshiro_of_the_orochi on Card creation challenge

3 years ago

Ruin of the Fervent

Land - Mountain

(: Add )

As ~ enters the battlefield, you may discard a card. If you don't, it enters the battlefield tapped.

: Add


Inspired by Hazoret's Monument and Desert of the Fervent. Make it a cycle or make a wildcard.

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