Desert of the Indomitable
Land — Desert
Desert of the Indomitable enters the battlefield tapped.
T: Add G to your mana pool.
Cycling 1G (1G, Discard this card: Draw a card.)
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Desert of the Indomitable Discussion
18 hours ago
So first of all, TheTinyViking, you can just comment on this thread that you've updated the deck and I'll should see the comment :P
On to commentary...
I think that the deck is looking much better, with actual payoffs for going cat tribal. However, you can still make some upgrades I think. If you don't mind being in topdeck mode for a large portion of the game, that's fine, but it's generally not a good place to be. I would try to find space for cards like Mouth / Feed, Harmonize, or Rishkar's Expertise, with harmonize probably being the most powerful as it's good even if you're behind while the other two aren't.
Finally, your land base could use some upgrades. Scattered Groves, Blossoming Sands, Canopy Vista, Fortified Village, Graypelt Refuge, Stirring Wildwood, Temple of Plenty and Sunpetal Grove are all just actually better than the current tap lands you have in your deck, and Gavony Township, Grove of the Guardian, Desert of the True, and Desert of the Indomitable also all provide additional utility.
I would probably recommend Scattered Groves, Stirring Wildwood, and one of the following: Fortified Village, Temple of Plenty, or Sunpetal Grove as twelve of your lands, with each as four ofs, but aren't needed for budget reasons. For utility lands, you don't NEED any of them for budget reasons, but some mixture of them would provide your deck with more to do in the late game. That being said, no matter what, I would increase the number of white sources in the deck, in order to enable a WW spell on turn two.
2 days ago
Hey guys - just entered a draft league. They let us pick up 4 packs to start (2 ANK, 2 HOU) and build 30 card decks from there. I think I got the short end of the pulls. Especially when I look at the awesome (frustratingly so) pulls that my GF got, who is even more of a newbie to the game. Anyway, this is what I put together:
Creatures Frilled Sandwalla , Hapatra, Vizier of Poisons, Naga Vitalist, Dune Beetle , Wretched Camel, Ruin Rat, Bitterblade Warrior , Sidewinder Naga , Ornery Kudu , Giant Spider , Bitterbow Sharpshooters
The idea that I had was to go BG for tossing -1/-1 with Vizier, and having some creatures and pumps. Splashed U for milling.
What else did I pull? Garbage, I think. White was especially thin, which is sad because it's one of my favorite colors.
Blue Strategic Planning, Spellweaver Eternal, Labyrinth Guardian , Ancient Crab , Eternal of Harsh Truths, Tragic Lesson, Illusory Wrappings , Shimmerscale Drake , Striped Riverwinder, Open Into Wonder
Aftermath Onward / Victory
Now, my list of cards is recorded at the store, so I can change the deck but obviously cannot add any cards from elsewhere. I'm wondering if I shouldn't have featured Red in the deck, maybe just cut my losses and went RG to keep it simple. Can anyone help me out? It's fairly casual, but I don't really want to get my head caved in for the next two months of MtG.Thanks in advance for any help you can offer!
3 days ago
Cheers for the advise. I think for now I'll go for the 2/4/6 ramp. Mainly cause there is no 1 drop ramp (which makes me sad). Also worked on the lands, with a lot of Cycling and Scrying i don't there there is too much of a need for Evolving Wilds, though I may be wrong. considering moving the Greater Sandwurm for a pair of Hour of Promise, and if I do, will leave the 1-off Hostile desert as a fetch.
Also looking towards next format now, so going to avoid card that will rotate soon. Vizier dropped for Walking Ballista, as the ballista is a better mana sink.
3 days ago
Thanks for you feedback, Hansenl! Cabal Coffers is mainly not there because, at the moment, between starting school in a week and not having very much money to spend right now, I have not been buying more cards, and it is not a particularly inexpensive card on its own. That said, I definitely want to at least try it in the deck. My main fear is that, with a grand total of 7 cards with swamp on the type line without Urborg in play, it may make me a threat without gaining me a particularly large lead. If I add it, I will certainly consider Hour of Promise.
As for Ramunap Excavator, he is already in the 99.
I agree, Amonkhet's deserts are probably a good idea, but I am not particularly fond of them. Other than potentially Hour of Promise, I do not have any desert synergies, so the desert on the type line doesn't gain me that much. for that reason, Desert of the Indomitable and Desert of the Glorified are simply worse than the other cycling lands, as they cost one of their associated color and one generic to cycle, whereas the others cost either 2 generic or one of their associated color. The two spell deserts, Ifnir Deadlands and Hashep Oasis rely on other deserts to function, and their abilities are frankly somewhat lack luster, particularly because they can only be used as sorceries. This brings us to the first two you mentioned, Hostile Desert, a manland, and Dunes of the Dead. of them, I think the dunes are the strongest in the deck, because, despite my not using other deserts, it does not loose any of its utility, and if I use it, it will be sacrificed frequently. Hostile Desert, on the other hand, is anti-synergistic to the deck, as I want my lands in my graveyard to be available at all times, not in exile.
3 days ago
Superfriends! is my deck I would love some feedback on. Any advice helps.
Entari0 I love the deck! I agree with your assessment of cutting Rune-Scarred Demon. I would generally run that if blinking was possible. With Hour of Devastation released, I would consider adding Cabal Coffers + Hour of Promise since you already run Urborg, Tomb of Yawgmoth. Ramunap Excavator seems to be an auto-include but correct me if I'm wrong. You seem to be able to synergize well with deserts so I believe that Hostile Desert, Dunes of the Dead, Desert of the Glorified, Desert of the Indomitable, Ifnir Deadlands, and Hashep Oasis all deserve a good look at getting into the deck.
I also put this as a comment on your deck's page.
3 days ago
Entari0 I love the deck! I agree with your assessment of cutting Rune-Scarred Demon. I would generally run that if blinking was possible. With Hour of Devastation released, I would consider adding Cabal Coffers + Hour of Promise since you already run Urborg, Tomb of Yawgmoth. Ramunap Excavator seems to be an auto-include but correct me if I'm wrong. You seem to be able to synergize well with deserts so I believe that Hostile Desert, Dunes of the Dead, Desert of the Glorified, Desert of the Indomitable, Ifnir Deadlands, and Hashep Oasis all deserve a good look at getting into the deck. Overall though, nice work!
5 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.