Land — Desert
: Add to your mana pool.
, : Exile target creature you control.
, , Sacrifice Endless Sands: Return each creature card exiled with Endless Sands to the battlefield under its owner's control.
Printings View all
|Hour of Devastation (HOU)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Endless Sands occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Endless Sands Discussion
1 month ago
It's not really organized, but you get the idea
Creatures: Peregrine Drake , Restoration Angel , Rishadan Footpad , Venser, Shaper Savant , Charming Prince , Mnemonic Wall , Nephalia Smuggler , Blizzard Strix , Mistmeadow Witch , Felidar Guardian , Bramble Sovereign , Glen Elendra Archmage
Enchantment: Oath of Teferi
Draw Spell: Deep Analysis
Protection: Sleep ,
Land: Endless Sands
2 months ago
This looks like a good start. Here are some cards that came to mind when looking at your list. I am not sure what your budget is so I'll try to provide suggestions on both ends:
$$$$$: I second the suggestion of the other eldrazi titans, Sanctum of Ugin , and All Is Dust . Ugin, the Spirit Dragon is a fantastic boardwipe. Urza's Incubator can reduce the cost of all of your eldrazi. Eldrazi Temple and Ancient Tomb can also ramp you pretty quickly. Mesmeric Orb is a sneaky option to fill your graveyard quickly to power out Emrakul earlier. Command Beacon can get Emrakul into your hand from the command zone.
Budget: Perpetual Timepiece is a budget Mesmeric Orb that can also protect your graveyard. Geode Golem can cheat Emrakul into play from the command zone. Solemn Simulacrum is always fantastic. Endless Sands is great protection that can bring back creatures when needed. Not of This World is a free counterspell. Inspiring Statuary can turn all of your non-ramp artifacts into mana rocks.
I hope some of these suggestions help! Happy deck building and +1 from me!
8 months ago
I don't care who says it, be it the allmighty, or channelfireball or whomever else. Terminus is not a bad card. Its brutal against phoenix & dredge, where you don't exactly want to see hardcast phoenixes, early(er than usual) drakes, fast flipping titi, open mana for counters, or a board flooded with hardcast creatures, hardcast creeping chills, and conflagrates, and we also have to acknowledge that it can be cast on turn 2 & 3 - its only competition is Settle the Wreckage , which can hurt you later game, can be slower and loose you the game, most other wrath are very lacking in the current meta. However for my deck it doesn't matter which one does my opponent use - i am somewhat fucked either way.
For control, i can present a pretty reasonable clock (swing for 3 on turn 2, swing for 8 on turn 3), and more importantly, noone expects magus of the moon out of an RW deck, and once its down, you cannot get any but red mana. Cards like gaddock teeg also help a LOT, not to mention that Life's Legacy allows me to rebuild my hand an board pretty reasonably. My problem with control is that i can only go with my beatdown plan, since my combo plan - unlike against other decks doesn't work.
Aegis of the Gods is in the sideboard to combat decks like ad nauseam, mill, present a must kill (cheap) target against targeted discard GB(x), 8-rack (which is relevant since my bro is an 8-rack fanatic), and its also a must kill creature for burn. Its also not my only viable cards in these matchups, as Eidolon of Rhetoric , Gaddock Teeg , also hinder the enemy.
THE POINT OF THIS DECK IS THAT EVERY CREATURE IN THE SIDEBOARD HAS 4 ADDITIONAL COPIES IN Eldritch Evolution . Thus to have the same chances of drawing the effect i have to play 4x Leyline of Sanctity and 1x Ivory Mask .
In previous iterations, i used to rely more heavily on lands, running 4 copies of Knight of the Reliquary in my 75 to enable this, i also played Sejiri Steppe in stead of Endless Sands , as it allowed knight to act as Mother of Runes - sadly it simply didn't work out. And i tend to have lots of creatures, since all my effects are attached to a body (and most of them come back from the grave), not to mention, my 4 of It of the Horrid Swarm creates plenty of tokens to be buffed. I would also like to point out that by the time i have 5 lands to enable activation of Gavony Township Strangleroot Geist tends to die at least once - so it already has a +1/+1 counter, meaning undying is already off the table
8 months ago
- For against control you need to have a fast clock, so the best thing you can do is find multiple responses or change how you swing.
- Terminus is actually a bad card according to channel fireball its really weird.
- Settle the Wreckage is an amazing card but you have tools to play around it. 1) dont full swing if they can cast it 2) if they do you can respond with your Endless Sands and get it back later. 3) practice playing against control so you can get used to playing against it. Its an awkward matchup.
8 months ago
- Endless Sands is a fairly important card I might recommend exploration map. If you start to run more colorless spells (other than land) Ancient Stirrings is another card to look at.
- Aegis of the Gods is nice for matches where they have spells that target you however they also tend to have lots of removal, so you want Leyline of Sanctity in your sideboard. Also having only one copy of a card in your sideboard, usually doesn't work very well because if you really need that card for that match up it becomes hard to draw. a 2nd copy does a lot.
- Gavony Township goes against Strangleroot Geist being undying isnt as good now. This land card tend to work best when you have lots of creatures. So its a lot better in token decks.
- Elesh Norn, Grand Cenobite kills a lot of cards in modern. It kills every creature in burn, every human if it doesn't get any buffs. if you can considerately get that card out its worth building around.
9 months ago
10 months ago
Hi! I'd glad to see that you've discovered the interaction between Unearth and flicker effects (pretty great, isn't it?)
In terms of discard effects (and the wheels that make Megrim cards great), you might want to consider Nekusar, the Mindrazer . You could build an entirely separate deck dedicated to the effect, or combine the themes and switch between the two generals depending on how you feel.
As for cards to support blinking and Sedris. Nephalia Smuggler is another repeatable blink effect, with the added bonus of being a creature that can be unearthed (although the ability is a bit expensive). Nezahal, Primal Tide provides strong card advantage and also can circumvent the Unearth exile.
10 months ago
Fauna Shaman Hydra Broodmaster Flametongue Kavu Skyshroud Poacher Tireless Tracker Scavenging Ooze Manglehorn Harbinger of the Hunt Wolfbriar Elemental Huntmaster of the Fells Flip Yisan, the Wanderer Bard Gruul Spellbreaker Budoka Gardener Scryb Ranger Ulvenwald Tracker Quirion Ranger Ruric Thar, the Unbowed Buried Ruin Gruul Turf Kazandu Refuge Rugged Highlands Mountain Valley 2x Mountain 2x Forest
Dualcaster Mage Llanowar Empath Genesis Hydra Yeva, Nature's Herald Decimator of the Provinces Siege Behemoth Magus of the Library Brutalizer Exarch Duplicant Greenwarden of Murasa Loaming Shaman Golden Guardian Flip Burnished Hart Wood Elves Gaea's Herald Frontier Guide Diligent Farmhand Contested Cliffs Endless Sands Ghost Quarter Mystifying Maze Fungal Reaches Sheltered Thicket Raging Ravine Game Trail Memorial to Unity
My first update is focused on fine-tuning the deck a bit and getting rid of some of the obvious misfits with some needed staples and just new cards I thought would work. I decided to go all-in on the quick beatdown plan, so I added in some low-curve mana producers like Wood Elves, Magus of the Library, Frontier Guide, and Burnished Hart along with some heavy beaters and game-enders like Decimator of the Provinces and Siege Behemoth. I also added a bit more tutoring power with cards like Genesis Hydra and Brutalizer Exarch. I removed a bit of the Elf tribal suite because while it may be good in the early game, it won’t matter much if you get something like Skyshroud Poacher later in the game. I added Yeva, Nature’s Herald because having flash is crucial for a deck like this to really succeed—surprise allows you to dodge removal and play conservatively instead of walking into spot removal and board wipes. Speaking of flash, I can’t believe I didn’t consider Dualcaster Mage before—you may not be able to cast your own instants and sorceries, but Nikya doesn’t say anything about not letting you take other people’s! Golden Guardian I think is an excellent card in this deck—not only does it die easily to most of your powerful creatures, including your commander, but it transforms instantly into a land to boost your mana AND that pumps out Golems every turn with the extra mana you have left over. Finally, I also beefed up the land suite a bit to include some more utility lands—one thing I’ve realized is that the lands in this deck will have to carry some of the extra weight of you not playing spells. Contested Cliffs gives you access to extra removal, as many of this deck’s most powerful creatures are Beasts. Fungal Reaches lets you store extra Nikya mana for a big burst later on. Endless Sands is more insurance against removal and board wipes. And Mystifying Maze provides the deck with some much-needed defensive capability, once again helped by all that extra mana.
Something I’m struggling with is how much to focus on my beatdown plan versus an anti-control or combo plan. As it stands, this deck is well tuned for the beats but is weak against non-interactive strategies like storm or blink decks. Cards like Ruric Thar, Immolation Shaman, and Harsh Mentor would definitely put a crimp in their plans and stop them from going off, but they don’t really help toward Nikya’s goals much. Other cards like Runic Armasaur that are designed for the long game don’t seem at home in this specific version of the deck—I could see an alternate build though designed more with control in mind than beatdown. You’ll notice I’ve added a large Maybeboard of cards I want to include, but just can’t find space for.