Dunes of the Dead
Land — Desert
: Add to your mana pool.
When Dunes of the Dead is put into a graveyard from the battlefield, create a 2/2 black Zombie creature token.
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Dunes of the Dead Discussion
1 day ago
1 day ago
Hmmm, I'm not the most confident when it comes to sideboard. Generally, my strategy in sideboarding is comparing the strengths and weaknesses of my deck to the most frequent decks I'd play at my LGS. Based on that, I take out what isn't useful in my deck and add in what my be useful. That seems basic and self-explanatory; but for the life of me, I can't actually put it into practice effectively.
Based on what I see, you want to make sure that you can land your combo against high removal/control decks. You also will need something to survive long enough against aggro decks and burn decks and dino decks.
To that regard: I would actually move most of your sideboard into your mainboard, so that you can control the board until you can get your combo out. I'd made the following changes (again, these are suggestions -- feel free to disregard):
MainBoard: (Gives you more control until you can land your combo.)
- Remove: 4 Dive Down
- Remove: 3 Failed Inspection
- Remove: 3 Depths of Desire
- Remove: 4 Dunes of the Dead
- Add: 3 Spell Pierce
- Add: 2 Cancel or Disallow
- Add: 3 Essence Scatter
- Add: 2 Winds of Rebuke or Galestrike
- Add: 2 Scavenger Grounds
- Add: 2 Ixalli's Diviner
Sideboard: (Adds protection against aggro and wide)
6 days ago
These are my suggestions. 4 Unburden instead of lay bear the heart. 2-4 Dunes of the Dead in place of swamps. -2 duress +2 harsh scrutiny. 3-4 duress in the sideboard taking out doomfall and raiders' wake. +1 doomfall mainboard take out one bontu's last reckoning.
1 week ago
You can get a bit better lands in a mono black deck. I went a similar direction with my deck if you want to check it out Dis-card makes you discard (only $16). Also on the land note I think upping it to 22 couldn't hurt especially if you do decide to add lands like Ifnir Deadlands with Dunes of the Dead since your saccing lands now and then. Hope you find this helpful. :)
2 weeks ago
Looks very fun! My first thought is that you should probably have more than just the one desert if you're going to sac one to the oasis. Consider Desert of the Indomitable or Dunes of the Dead? Also, mass removal would do damage to this deck... I would at least sideboard a couple copies of Heroic Intervention. Otherwise, very cool deck. It looks deadly!
2 weeks ago
Thanks for the advice!
I still want to test with Dunes of the Dead, sacrificing it to Hashep Oasis getting a zombie, getting it back with Ramunap Excavator... Or to block when I start animating the lands with Waker of the Wilds
2 weeks ago
I would remove Nature's Way as you do not have any good targets for this outside of Ranging Raptors. If you want to use a fight card then I would suggest Savage Stomp, because you will get your creature slightly bigger making for easier trades or value fights. It also adds extra value for cost when targeting the raptors.
If you could afford then I would suggest Ripjaw raptor over Sidewinder Naga. The 1 extra mana to the cost gets you such a better valued creature. Its 4/5 body means it survives most fights (great for fights cards), and the draw tag helps you get to your win con faster if it takes a beating.
Would probably pull out Dunes of the Dead from the deck as it seems like it might get in the way of playing cards as you have 12 lands at the moment that tap for nothing but colorless mana. plus you have half your deck as land... bit excessive.
Interesting deck idea. Hope it works out for you.
2 weeks ago
I've been tinkering with a similar deck. I actually use Beneath the Sands and Hour of Promise to ramp up a crap ton of mana for Torment of Hailfire and Cruel Reality. HoP is actually incredibly awesome at tutoring up any kind of land you want, whether it's a duel land, Ifnir Deadlands, Dunes of the Dead, etc. Plus leaves behind a couple of zombies which can be huge for getting in some extra damage. It completely wrecked midrange and control decks, but my problem is decks that go wide or flash creatures (which fortunately mostly just rotated out). I found that HoP became a little bit too much of a bottle neck, and without it, Cruel Reality and maybe even Torment of Hailfire lose a lot of their potency. The beauty of rolling with no creatures is that all of their removal is total dead weight. The problem is, how the crap are you going to kill them without those big enchantments in the end, haha. Right now, I'm trying to brew something with Costly Plunder to gain enough card advantage so that even if they have removal, that's fine, just one less card in their hand after they cast it and I'll have the card advantage to just drop more dudes and swing against and empty board.