Hashep Oasis


Format Legality
Pre-release Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Hour of Devastation (HOU) Uncommon

Combos Browse all

Hashep Oasis

Land — Desert

T: Add C to your mana pool.

T, Pay 1 life: Add G to your mana pool.

1GG, T, Sacrifice a Desert: Target creature gets +3/+3 until end of turn. Activate this ability only any time you could cast a sorcery.

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Hashep Oasis Discussion

Kingleil on Stompy Daniels

3 hours ago

Fun Resilient Khenra trick: Cast the Khenra, target it with a power boosting mechanic IN RESPONSE like Blossoming Defense or Hashep Oasis and you'll get even MORE of a boost to whatever the Resilient Khenra's target is. That means its potential to boost something already on the board by +4/+4 or more for three mana.

Argy on Grunn Is The Lonliest Number [RUG Dominaria Combo]

2 days ago

I think Memorial to Genius and Memorial to Unity are too slow, and don't give enough payoff, for this build.

The beauty of Hashep Oasis is that it's both fast, and helps you finish the game.

Three colour decks aren't being played much these days, unless they Control.

That's because, after losing Attune with Aether, it became much more difficult to fix for three colours.

I would try to cut back to two.

Whirler Virtuoso didn't do much in testing, so you could try to drop

This deck feels like it's a bit all over the place.

Although I LOVE Sage of Shaila's Claim with Bristling Hydra, I think you'd be better off with Longtusk Cub.

You can get overrun very quickly, as this deck takes a while to take off.

It doesn't handle other midrange decks very well.

It is very sort of ... unfocused?

You need more Creatures and less Instants, I think.

Push through with your plan, and ignore what your Opponent is doing. Try to outrun them by getting your Creatures big, as fast as you can.

PeeBee on Green Mono

4 days ago

You need to be playing 4x Blossoming Defense if your mono green as its your best protection and drop the Plummet to the sideboard.

I see what you're trying to do with the Orazca Frillback however i think i would more prefer to see more x4 of in the deck, so, -3 Orazca Frillback, +1 Jadelight Ranger, +1 Greenbelt Rampager, +1 Narnam Renegade, +1 Drover of the Mighty.

Finally 19 lands seems too little, you need to play more than this, even with a few ramp cards, I would go up to x4 Commune with Dinosaurs and x3 Hashep Oasis which will also allow for a reasonable pump. You could remove the vehicles to make this happen.

Sorry if this seems like a lot of changes, however the deck looks solid but a fundamental part of magic is maximizing the amount you draw the keys cards, and some numbers definitely need to change.

Pabs4444 on Every Day I'm Pummelin'

1 week ago

vortical42 First of all, thank you so much for upvoting and the card suggestions! The goal of the deck is to win by turn 4, and Larger Than Life is crucial for that. I have considered Hashep Oasis when adding in my 21st land (it was at 20 for the longest time) it was high on the list. It just seemed to slow. If it gave trample, it would be perfect for the more drawn out games I expect after sideboard. In regards to Bomat Courier, do you have any suggestions as to what it would replace? How do you think it compares with Scrapheap Scrounger? I originally had Scrapheap Scrounger in the sideboard as another tool for the Built to Smash as well as a threat that keeps coming back. In it's place I put in Prowling Serpopard for the same control matchup, but I may try to get a few Scrapheap Scrounger back in as it keeps coming back from all removal (minus exile). I had considered cutting some of the Built to Smash, but sometimes the trample does not matter if it already got trample through another spell (or Electrostatic Pummeler giving itself trample).

I'll backtrack a bit just because I forgot to add this important piece in and could not find the appropriate place for it. As you mentioned, this deck does not have any card draw and no card filtering in the main deck whatsoever. This is a deck that mulligans if it does not have key cards in the deck. This was especially the case with only 20 lands, lol. The most similar deck out of all the formats would be Infect, stacking pump spells on a given creature to one shot the opponent. We do have the ability to grind out games and that is how most games are won after sideboarding.

Thank you again for taking time to comment on the deck and help improve it. I have been looking for creatures to add to the deck, and it has been the greatest challenge of the deck. That is why the creature section is the largest in the 'Maybe' board than any other, lol. Glad you enjoyed the deck enough to like and comment. It means a lot!

vortical42 on Every Day I'm Pummelin'

1 week ago

Looks solid for the most part. The biggest issue I see is that you have way too many spells for the number of creatures you are running. In a deck without deck fixing (scry) and limited card draw, having that many cards that are dead without a creature in play is going to cost you a lot of games.

For starters, I would replace the copies of Larger Than Life with Hashep Oasis. Having a land that can pull double duty as a pump spell will free up slots to bring in more quality creatures. If you are going to run Built to Smash, then it might be worth considering running Bomat Courier to provide another artifact creature. If you are willing to up the land count a bit, there are also a wealth of good options at 4 and 5 mana to consider. The Samuts (planeswalker and creature both) can do some really silly things with this deck.

multimedia on Mono Green Power

1 week ago

Hey, you're welcome. Haha, Elf lord, nice. I didn't know I had such a reputation here for a nickname; I like it :)

Deck looks good I like the changes, it's nicely streamlined. Consider 4x Hashep Oasis? Oasis is a very good land for green stompy. Mostly because it can be a turn one land drop that ETB untapped for Llanowar Elves and then can be used later on to pump a creature. It's great in combination with mana dorks because you can sac Oasis to pump one of them for an attack or they can help to pay the four mana to use Oasis with another creature.

I'm finding the interaction between Adventurous Impulse and Oasis to be excellent. If it doesn't find a creature in the mid to late game then finding Oasis is the next best thing.

Consider Nissa, Vital Force? As a curve topper she can be a beating with 5/5 haste lands(Forests) combined with trample from Rhonas. By herself her +1 ability can allow Rhonas to attack, that's good. Her recursion ability is quite good with green creatures and Oasis because they're permanents.

In my opinion the most important cards that mono color decks have going forward into Dominaria Standard are the new triple same colored CC rare creatures in Dominaria such as Steel Leaf Champion. If mono colored decks other than red are going to succeed it's because of these creatures. These creatures in all colors have potential and are best in their mono color decks.

Other than Champion I think if you want to play these cards then a mono colored deck is the only option. Champion can be played in a two color deck because green has mana dorks that can make green or another color, Servant of the Conduit and Aether Hub energy interaction.

I'm playing Champion in a two color deck Gruul. I get away with doing this because of Hub, Unclaimed Territory and one of my strategies is to make a lot of green mana. I'm also not playing a land in the manabase that can't make green mana for a creature.

The interaction between Llanowar Elves and Champion I feel makes mono green the new stand out for a mono colored deck in Standard mostly because mono red aggro is a good matchup for you. Black with the new Shade, new Coffers, Cast Down and Vraska's Contempt is next. Black could gain the upper hand on all other mono color decks especially green because of Cast Down, having better removal options.

Cast Down minus Ghalta and Seal Away can remove all your creatures at instant speed for two mana. Blossoming Defense to prevent this is going to be a staple for green.

The only reason to splash a second color which is something consider is to play better removal then Pounce.

Black for Fatal Push, Cast Down and Hour of Glory(budget). Red for Abrade, Struggle / Survive and Harnessed Lightning which you can take better advantage of with Servant of the Conduit's energy. White for Seal Away, Cast Out and Ixalan's Binding. Blue for Negate, Blink of an Eye and Unsummon.

For a splash black is a very good option because of Blooming Marsh which can cast Llanowar Elves or Fatal Push turn one. It can also ETB untapped for a turn three Steel Leaf Champion.

OberstHati on Aquisition

1 week ago

TY again, I stocked up on Hour of Promise, Cutting 1 Golden Demise, kicking the other out of the sideboard.The other Card i swapped for an Hour is 1 Doomfall, i can still board it against Control Decks. Desert of the Glorified slowed down in the beginning, that's why i won't use it, put in 2 Hashep Oasis though, cutting 1 Forest, 1 Swamp. I will do some testing with this setup, maybe play it on FNM this week.

multimedia on Aquisition

1 week ago

Deck looks good I like the changes, Carnage Tyrant as a win condition. This is an archetype that's doing well in Standard although the winning versions are splashing more colors, blue and white and relying much more on Hour of Promise. I suggest take a que from these versions and playing more Hour.

I have two suggestions: add to the main deck 2x more Hour of Promise and add 2x Hashep Oasis, 2x Desert of the Glorified, more Deserts to take advantage of Hour's ramp and token power level. More Hour can have much more in game impact then Cruel or Demise.

Cards to consider adding:

Cards to consider cutting:

  • 1x Cruel Reality
  • 1x Golden Demise
  • 2x Forest
  • 2x Swamp

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