Desert's Hold

Legality

Format Legality
1v1 Commander Legal
Vintage Legal
Modern Legal
Standard Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Hour of Devastation (HOU) Uncommon

Combos Browse all

Desert's Hold

Enchantment — Aura

Enchant creature.

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

Rex_JB24 on Second Suns Control 2.0

39 minutes 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:

Lifegain: Desert's Hold, Renewed Faith, and Authority of the Consuls (side)

Flat removal: Compulsury Rest and Thopter Arrest

Damage dealing removal: Slash of Talons, Impeccable Timing, and Sandblast

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

Variux on W/B Lockdown

3 weeks 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.

Pondy on Sunmare

1 month 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?

Legendary_penguin_of_death on white lock

1 month 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

Card_Distiller on white lock

1 month 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?

Legendary_penguin_of_death on white lock

1 month ago

Try to get more 3 Cmc to smooth out the mana curve. At first glance Desert's Hold would be good

333hellopeeps333 on Hour of Devastation Spoilers

2 months 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.

Personal All-Stars:

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.

RazortoothMtg on Hour of Devastation Spoilers

2 months 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.

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