|Commander / EDH||Legal|
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|Hour of Devastation (HOU)||Common|
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Desert of the True
Land — Desert
Desert of the True enters the battlefield tapped.
T: Add W to your mana pool.
Cycling 1W (1W, Discard this card: Draw a card.)
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|Have (7)||Atroxreaper , Supremespeed , nakni , ztanos , MattN7498 , TThors , orzhov_is_relatively_okay819|
|Want (6)||NezumiNinja , SamFury , AliThain , Goobfellow , cookspeedling , Jspeed|
Desert of the True Discussion
1 week ago
K gonna try to build it into a value sac outlet, recursion plan. If you like it look at Shirei, Shinzo’s Caretaker who also can the the same strat.
Mana base changes boring I know
Now onto cards to add
land base like this you have 3 tapped lands so a pretty fast mana base. I would say 1 of the land destruction lands ie Ghost Quarter would be a good addition, while over budget Urborg, Tomb of Yawgmoth is the best. Non budget options Fetid Heath, Godless Shrine,Westvale Abbey Flip, Cabal Coffers.
Cards to ditch
Removal package 5 pieces of spot removal in Utter End, Swords to Plowshares, Mortify, Anguished Unmaking and Unmake can target all toss Vindicate IF you can grab it. 3 board wipes Dusk, Fumigate, Day of Judgment Will post again am sleepy
2 months ago
Before I go over Scroll Rack, Weathered Wayfarer is my favorite one drop creature in the game. It fixes mana, I run it with Desert of the True, Secluded Steppe, Blasted Landscape, and Drifting Meadow in my mono-white (Hokori, Dust Drinker), and it puts in serious card draw. Consider running a couple more cycling lands, but you don't need them. I always ran Mistveil Plains to bottom the cycling lands, and fetch them out again. Weathered Wayfarer became ": Draw a card." which is really powerful on a two drop that can fetch out Kor Haven, Maze of Ith, Buried Ruin, Inventors' Fair, Sequestered Stash, Inkmoth Nexus, etc.
Now onto the Scroll Rack point. Land Tax is a combo, yes, but Weathered Wayfarer is too. So is Sword of the Animist, so is Stonehewer Giant, occasionally Eternal Dragon is. And that's not including constant shuffling effects, think of Steelshaper's Gift, Open the Armory, Tithe, Enlightened Tutor, Knight of the White Orchid, Stoneforge Mystic, Recruiter of the Guard, Thalia's Lancers, Oblation can be (I guess Path to Exile technically could be), Field of Ruin, Expedition Map, Inventors' Fair, Myriad Landscape, and all of the other effects you could run if you wanted two, like the good fetches, Arid Mesa, Windswept Heath, Flooded Strand, and Marsh Flats.
Not even including all of those, you run so much shuffle, plenty of which are every turn, that though you might not need Land Tax, Scroll Rack would do you wonders, and in testing, it works so much more than you give credit for. (I just ran the deck with one less plains)
2 months ago
3 months ago
3 months ago
I have a serious problem with your mana base; why are there Plains? A true camel professor (such as myself) can tell within seconds that a camel's natural habitat is Desert of the True. While I acknowledge that Tasseled Dromedary makes this deck easily Legacy viable, adding these deserts would make this deck Vintage playable if not top-tier, as our camel bois really synergize well with Desert of the True, especially with the Cycling. However, don't even consider adding Shefet Dunes; it is clearly inferior to Desert of the True. Thank you for making my dreams become reality, and I hope my input makes this masterpiece even more incredible.
Sincerely, Professor Cam Ell
3 months ago
4 months ago
I would just put a little focus on a better manabase: Forsaken Sanctuary, Evolving Wilds, Aether Hub (now that is still legal) and even Survivors' Encampment (since you have so many creatures with Vigilance) are all nice additions. Shefet Dunes, Ifnir Deadlands, Scavenger Grounds and Field of Ruin are instead excellent utility lands that come handy in almost any matchup. Last but not least, Desert of the Glorified and Desert of the True are a little help against flooding, which is always useful.
4 months ago
Sorry it's taken me so long to give you feedback for this.
I understand what you're trying to do with all the Cycling interactions, but they have weakened the Control you can get with this deck.
They are also VERY easy to interfere with. All your Opponent has to do is get rid of, or Counter, any of your win cons, and your deck can't go anywhere.
The first thing I would do is put more win cons in, like this.
Three more copies of Glacial Fortress should really be in this deck, if you can afford them.
Your lands could look something like this:
You need more hard Counters to stop people from just destroying or Countering your win cons.
3x Negate in the Mainboard should help.
I hope that helps.
If you make any changes, and want me to take another look at your deck, tag me in these Comments.