Enchantment — Aura
When Desert's Hold enters the battlefield, if you control a Desert or there is a Desert card in your graveyard, gain 3 life.
Enchanted creature can't attack or block, and its activated abilities can't be activated.
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Desert's Hold Discussion
2 weeks ago
Hey all, I made it back from a truly sweet prerelease, 3-1 in matches 6-3 in games, marred only by a spectacularly bad punt in match 3. If I'd single-blocked his Desert Cerodon with my Naga Oracle instead of double blocking with Pouncing Cheetah as well, I had exactly lethal the next turn. That aside, it was a sweet run, and I opened Neheb, the Eternal and Wildfire Eternal in prize packs. Very few sealed decks can beat a turn 4 Glyph Keeper or Scaled Behemoth. As for advice for you all- Play green. If you can get 2 Beneath the Sands and an Oasis Ritualists, you can basically play whatever colors you want. 4 color green control is legit. I was basically heavy green playing blue for Glyph Keeper and some draw, red for some removal and Chaos Maw, and black for a Cut / Ribbons. I had mana issues in one game out of nine, and it was because I got greedy with a mull.
Unquenchable Thirst- Always just said; That creature is useless. Solid piece of removal.
Mirage Mirror- My promo, which I drew every game. Damn. It's always the best thing on the board, always trades, and will totally kill an opponent without an answer. It's very vehicle-like in that regard.
Sunset Pyramid- This card was so sweet. Fixed my draws, gave me a random 2-drop, drew me cards when I needed it to... Seriously, this thing is great. If you have it, play it.
Randomly Very good Cards:
Desert's Hold- Most everybody averaged 3-5 deserts in their pool. I would play this as a straight arrest. With the lifegain tacked on it's freaking amazing.
Sifter Wurm- HUUUUUUUUUUUH. This thing is loopy. It's a 7/7 trampler that fixes your draws and gains life. I'm in love. Saw this cast about 5 times, and it never got less than 4 life, but the best was when someone flipped a Rags / Riches off it and completely flipped the game around. It's great. Play it.
Sand Strangler- The new Flametongue Kavu. Ew. This thing was so damn annoying. It's midsized, meaning it doesn't die easy, and it kills a lot of the creatures that trade with it well. Amazing. Play it.
Wrapping up, Hour of Devastation limited is a blast. Play it for all it's worth. I'm fairly certain 4-color green or grixis are the best decks, but you have fun with whatever. The fixing in this set is pretty sweet, and it'll let you play your heart's desire. I even saw a 5-color mill deck. So, prepare to have fun, because if you play this format, that's what you get.
2 weeks ago
Kinda like how they had that Grindstone + Painter's Servant combo for the insanely lucky in Kaladesh/Aether Revolt limited.
TuckerMTG: Grixis is great because of an insane amount of removal. The enchantment removal spells are really good against eternalize (e.g Unquenchable Thirst and Desert's Hold). Torment of Scarabs is a surprisingly good value engine. Sifter Wurm is a bomb uncommon, it's like a bad Pelakka Wurm. All the cycling deserts in your colors should go in your deck.
2 weeks ago
If youre talking strictly prerelease; I'd say don't plan your strategies around the rares and mythics. You're guaranteed 7 rares/mythics (more so if you pull pack foils), but that doesn't mean they're auto-amazing or even all the same colors/mechanics
Creatures with evasion are always good. Dauntless Aven and Aven of Enduring Hope are solid. Ominous Sphinx is good regardless of how much cycling you're doing. Overcome will win games. (Looks like we're missing some cards in the database)
As Argy mentioned: Eternalize will be powerful in limited. Proven Combatant is a fantastic turn 1 play that comes back again later.
You always want removal at prerelease, hopefully ~8 pieces if you're lucky. Amonkhet in general doesn't have much to choose from compared to other blocks imo. Take what you can get. Sandblast gets rid of a lot of creatures. Desert's Hold is really good since there isn't much enchantment removal. Unsummon is an incredible tempo play. Red has some burn, black has some -1/-1 shenanigans, and there's some great multicolor aftermath cards with removal
I don't play standard - I'm more of an edh guy - but I'm stoked to attend 2/5 prereleases this weekend! Good luck everyone!!!