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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Desert of the True Discussion
4 days ago
you might consider Faith's Shield over Dawn Charm as it can protect your enchantments, or, if you're under 6 life, it will protect you and everything you've got down. Also, Personal Sanctuary is very nice with Manabarbs. Sram, Senior Edificer would probably draw you a lot of cards. Perhaps 1-2x Desert of the True/Desert of the Fervent might help, too.
2 weeks ago
This is just a start FYI
Note: Add more lands as you should have at least 30+ and "Cycling" is not doing anything for this deck other than spending your manna and slowing you down, cards like Diabolic Tutor and Fabricate or Kuldotha Forgemaster will cost you close to the same and get you exactly what you want.
3 weeks ago
1 month ago
Check out Driving force which also happened to also be my first deck. I would drop to 22 or 23 lands because of how low most of your cards' mana cost is. I would consider getting 1 copy of Desert of the True and and one copy of Desert of the Fervent in place of a plains and mountain. The deck looks great
1 month ago
I originally had those Soulfire's when they were like $10-$20, so now that the deck is very affordable, I think it would be great for an entry level deck. What I want to do to improve this deck is:
- 1x Blighted Cataract
- 1x Desert of the Fervent
- 1x Desert of the True
- 1x Searing Blood
- 2x Shock
- 2x Firebolt
- 1x Spellheart Chimera
- 1x Unsubstantiate
- 2x Reflector Mage
1 month ago
20 land is not greedy but Evolving Wilds is just weaker than your other options. Deck thinning is extremely minimal, and having a tapped land instead of an untapped is not minimal. If you stick to that concept, Desert of the True would be better than Evolving Wilds.
What you want instead is mana sinks so that if you do draw too many lands you can spend that. Shefet Dunes is a better alternative.
Sideboard, I would strongly consider having Repel the Abominable. Leave looks like a fine card for many situations (bounce and recast Thalia's Lieutenant maybe?), but Repel is much more aggressive. Shuts down Sweltering Suns and Hour of Devastation, or makes you completely victorious in combat, or stop you from taking damage from whatever the opponent is doing so you can keep attacking.
Other than that, deck looks fine!
2 months 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 months ago
That Mentor of the Meek and Bygone Bishop give a much greater number of cards over the course of the game, but are more fragile and more conditional. That the mentor gets completely shut off if I have more than one Honor of the Pure on the battlefield, and then I only have 19 creatures for the bishop...
If we add Smuggler's Copter into the list of potential card advantage tools, which do you think would be the strongest? Or should I just test with each of them on MTGO. I was planning on cutting the Elspeth, Knight-Errant and the Zealous Persecution for a 3x of the card advantage spell.
Finally, is Desert of the True too slow for this deck? The cycling would give a bit of flood prevention.