|Commander / EDH||Legal|
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|Hour of Devastation (HOU)||Uncommon|
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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
4 hours ago
Also, since you have 7 deserts, Desert's Hold might be a consideration if you're going wide.
3 days ago
That's definitely interesting, and I really like the Adorned Pouncer.
However, what do you think I should take out for them? The Adanto Vanguards?
Yeah, I realize that I have no creature removal, but that's why it's in the sideboard. The whole deck revolves around trying to be evasive with flyers but if I am put against a flying deck like Favorable Winds or something, I will sideboard in Desert's Hold etc.
And by the way, thanks for the comment :)
3 days ago
1 week ago
As for the Authority, its good as sb tech, but main deck its completely dead against approach decks. Solemnity in the board blanks the energy for temur and i dont believe temur runs any enchant removal, its quite good against them. The Desert's Hold is for Red decks to gain more life, incidentally triggers the Famished Paladin as well which is nice. Thopter Arrest is maindeck creature/GPG hate. If the meta goes back to a bg Winding Constrictor meta then theres solemnity and the possibility or sb Dawn//Dusk. basically there is not much room for a card that gains us 1 life and makes creatures enter tapped if its not a creature spell. Thats why the Kinjalli's Sunwing is in the deck. It does the same thing as Authority, but on a stick.
1 month ago
These are some of the cards I'd recommend: ritual of rejuvenation , Axis of Mortality , Glorifier of Dusk, Fumigate, Vraska's Contempt, Sword-Point Diplomacy, Arguel's Blood Fast, Hour of Revelation and possibly Ashes of the Abhorrent . Cards I would probably drop are: Start / Finish, Hidden Stockpile and Desert's Hold. What are your thoughts?
2 months ago
3 months 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
3 months 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