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 days ago
1 month ago
Almost didn't sleept this night thinking about a UG merfolk deck (I'm not kidding). Cards like Kumena's Speaker and Merfolk Branchwalker are easy inclusions. I want to kindda build around Deeproot Waters in a similar way the UW Monument (Oketra's Monument) do. Merfolks don't get the cost reduction, but the tokens have hexproof and the enchantment itself is not legendary, allowing multiple copies on the battlefield. I'll just put my thoughts in this comment, not saying your list is right or wrong (actually it would be very nice if you could share your experiences testing the deck).
Taking a look at the merfolks, Kumena's Speaker is the only 1-drop playable.
You have only 6x 3-drop in the list right now and 2x Kopala, Warden of Waves are the only ones. For me this is the trickiest part... vineshaper mystic doesn't provide the mana ability as Rishkar, Peema Renegade but again, the merfolk isn't legendary. Shapers of Nature is very good but has 0 board impact upon casting. So there's Watertrap Weaver which has an interesting tempo effect that's great against Ramunap decks and maybe even Energy decks.
In the same tempo idea, Tempest Caller can clear the way for a good attack. Jade Guardian is another card I'm looking at. 4 mana 3/3 hexproof that have a whole tribe suporting to get bigger is nice. Maybe a little splash for Cartouche of Ambition to help against red. Herald of Secret Streams can be great and I think 2 is the right number.
This is actually my opinion on something I didn't like in the list: Growing Rites of Itlimoc . You don't have any mana sink and using this just to ramp into Tishana, Voice of Thunder is probably not worth because there'll be games that you won't draw her.
One card that came in my mind was Nissa, Steward of Elements. The big problem with her is that she can protect herself as most of the sucessfull walkers do, but with Deeproot Waters she might have a chance since every merfolk will represent 2 bodies (one of which can't be targeted with removal). Her 0 actually works very well with Merfolk Branchwalkers and her scry 2 can help keeping the merfolks coming (and the tokens as well). And of course her ultimate can win a game (maybe Tempest Caller tapping out and then you untap the lands - now 5/5 flyers?)
Nice to see Shaper's Sanctuary in, cause merfolks don't have many 1-drop options. Just a little bit odd because it's bad with the tokens, but drawing cards to replace removed non-token merfolks is simply delicious.
PS: I don't know where you play and how competitive it is, but in my local store almost 60% of the players are using energy decks and the best ones have 1-2 Rhonas the Indomitable. A constant font of chunck blockers is worthless when your opponent can give creatures trample. I didn't figured out the best way to neutralize it, yet. (I guess my last thought was splashing for white and put a Cast Out or Desert's Hold. As right now I realized they printed Sorcerous Spyglass :D)
And Tishana, Voice of Thunder man... I know a prerelease is a prerelease, but she drew me 6 cards, my opponent used an Ixalan's Binding, next turn I dumped my hand, passed, and when they passed back again I drew Vraska, Relic Seeker and obviously -3 and Tishana drew me another 7 cards. Totally nuts. I'm going with just one in my brew.
I guess for now it's "just" that. Sorry if I wrote too much :P
1 month ago
What is your experience playing against fast aggro decks like Ramunap Red? My reason for asking is that your main board has a TON of counterspells but very little board interaction before turn 4 (Gideon of the Trials and Farm making for only 4 interactive spells). If you're on the play against an aggressive deck, this counter suite may do it, but on the draw I think it may be too slow. You have a lot of options to pick from including:
Flat removal: Compulsury Rest and Thopter Arrest
I think the real standouts here are Authority, Slash, Impeccable Timing, and Compulsory Rest. Authority should live in side if you choose to run it, as it will slow aggressive decks and gain you life. Slash and Impeccable timing are both instant speed removal for small creatures, depends on your local meta but Impeccable is probably the better of the two as you can choose to either counter a spell with Censor, or kill a creature on Turn 2. Compulsory Rest on costs 2, but is a permanent solution against Red or Black aggro decks and might be worth a slot even at the loss of tempo. Rest doesn't deal with indestructible, but that's what Cast Out is for
2 months ago
You're going to need removal for this to be viable, more so than Dusk / Dawn. I like the idea of improvising your spells but I don't know how well it will work given it requires a lot to work. You need Inspiring Statuary to not get removed, a lot of servos and you need to actually draw Splendor.
I would incorporate a bunch of Exile spells and creatures in favor of what you currently have, because that will definitely give you more of a "lockdown" feel.
Fairgrounds Warden is cool, as is Angel of Condemnation. Cast Out exists and is great. Fumigate will allow you to stay alive longer as well. I would play creatures like Gifted Aetherborn, Bone Picker so you can fumigate your own creatures and cast Bone Picker for 1 mana, and Wall of Forgotten Pharaohs with deserts. Adding deserts allows you to play Desert's Hold for more lockdown. You'll also need some combat tricks such as Sandblast to destroy attacking creatures. Removal like Grasp of Darkness, Dead Weight, or hand disruption such as Harsh Scrutiny, Lay Bare the Heart are fun too. Then of course have enough mana to drop Overwhelming Splendor. I would maybe even suggest adding in Crested Sunmare alongside some life gain spells or creatures. Alongside your Splendor you can use Torment of Scarabs or Trespasser's Curse.
This is of course if you want a themed "lockdown" prison deck. Exiling and removal are key in these types of decks. You tend to play grindy and widdle away your opponent's life slowly, eventually dropping the Splendor. This will by no means be competitive but it's a theme you can run with, y'know?
I would definitely sideboard Solemnity, Lost Legacy, Dispossess, Oketra's Last Mercy, stuff like that. You want to take away your opponents ability to do things and cast spells, so these cards work nicely.
Hopefully this is what you were looking for. This by no means is super competitive, but like I said, fits the prison lockdown theme.
2 months ago
Hey! This is great, very similar to a list I am working on. I am running Aerial Responder instead of Metallic Mimic and Desert's Hold rather than Renewed Faith. With very limited play it has performed admirably against aggro match ups. How have you found it so far?
2 months ago
in my opinion I would spread out where you cut cards. maybe cut one Renegade Map, one Cogworker's Puzzleknot, and i'm not sure about this last one but maybe cut one Gideon's Intervention since you are adding more removal anyway. +3 Desert's Hold
2 months ago
Pretty good idea. I initially wanted to fit some Stasis Snare in there as well but I actually like Desert's Hold better in a deck full of deserts. I'm not sure what I'd remove to add them though. Maybe Renegade Map? even though that seems like a good way to ensure land drop and produce mana through inspire. What do you think?
2 months ago
Try to get more 3 Cmc to smooth out the mana curve. At first glance Desert's Hold would be good