Horror of the Broken Lands
Creature — Horror
Whenever you cycle or discard another card, Horror of the Broken Lands gets +2/+1 until end of turn.
Cycling B (B, Discard this card: Draw a card.)
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Horror of the Broken Lands Discussion
on dark forest2
2 days ago
Hey there! This looks like a great start to your first Magic deck! Welcome to the game, and to tappedout.net!
First of all, I would recommend reducing your deck size to the minimum - 60 cards. For every card you add over the minimum, it reduces your chances of drawing your best cards. I get that this might be hard to understand - if I add more cards, wouldn't my deck get better? However, let's say that Oracle's Vault is the best card in your deck. (This is just an example, your best card could very well be something else.) With a 105-card deck, you have a 1/105 chance (0.95%) of drawing Oracle's Vault. With a 60-card deck, however, your chances of drawing Oracle's Vault rise to 1/60 (1.7%), almost doubling your chances of drawing your most powerful cards. In any case, I'd take out the following cards:
- Stinging Shot
- Ruin Rat
- 2x Scrounger of Souls
- 2x Giant Spider
- 3x Rancid Rats
- 3x Dune Beetle
- Horror of the Broken Lands
- 2x Rottenheart Ghoul
- 4x Tattered Mummy
- Stinging Shot
- Gift of Paradise
- Trespasser's Curse
- Edifice of Authority
- 2x Luxa River Shrine
- Farbog Revenant
- Hooded Brawler
- Midnight Scavengers
- Destined / Lead
- Painful Lesson
- Faith of the Devoted
- Dead Weight
- Festering Mummy
- 2x Final Reward
- Horror of the Broken Lands
- 3x Without Weakness
- Khenra Eternal
- 4x Forest
This should make your deck a little more consistent, and hopefully a little more fun as well. In any case, I hope you have an excellent time playing Magic!
Mandalorian on Cycle
3 days ago
If you just want cards from Hour and Amonkhet in your deck you should change the deck to Standard instead of Modern. While the deck will also be Modern legal, if it contains no Modern cards, could be misleading.
Cycle synergies from Hour and Amonkhet:
Other discard synergies in Standard right now:
If you want to get into Modern with this strategy, these cards can be good:
2 weeks ago
I've been working on a U/B Cycle List myself, and I think if you're going The Scarab God route, it would be a shame to not mention Liliana, Death's Majesty , as quite frankly, the synergy between these two is absurd. (The synergy they both have with cycling creatures is absurd as well)
If going the creature heavy route with the aforementioned Scarab Gob, Key to the City post the turn you play it basically gives all your cards backloaded cycling 2 (you pay 0 upfront to discard, then you may pay 2 during next untap step for the draw). You can do silly things like turn 5 bin The Scarab God with the key, play Liliana, and -3 her to reanimate The God (as a zombie mind you so he triggers his own upkeep effect).
Key to the City + Horror of the Broken Lands can give you an inflatable 6/5 unblockable, and the Key can unlock (tee hee) some really quick plays early game with Hollow One and 1 mana cyclers. Since you established tempo with your cheap 4/4s, you can afford to tap out 2 mana to draw with the Key next turn as well.
I agree with Drag0nDude that some number of Bontu's Last Reckoning would be good in the 75. I don't agree with them being mainboarded as I like my game 1 to have as high consistency as possible, but in the SB I'd consider running a mix of Bontu's and Yahenni's Expertise.
The idea is that Yahenni's is good enough for aggro matchups and can actually generate tempo instead of losing it like Bontu's. Bontu's inversely is more for midrange creature decks, as a mid/late game Bontu's against a board of big dumb dudes is back-breaking, especially if you have a Lilly with a -3 on the ready or any creature to follow up onto the now empty board. Blowing up The Scarab God is more of a minor inconvenience to him anywho.
That's about everything off the top of my head, cycle away good sir!
2 weeks ago
I can definitely see the beginnings of a good deck here. +1 from me.
Looking at the deck, my immediate suggestion would be cut 2 copies of Essence Scatter. It is a good card, but it might not be good in all of your matchups and also you have Censor, which is probably just better in this deck. another good payoff for your cycling is Archfiend of Ifnir is great, especially in the matchup against the ever-so-popular mono red aggro deck, even though it's only five mana. I would recommend 3 of these in the mainboard. Also, because of said mono red deck, 2 maindeck copies of Bontu's Last Reckoning wouldn't hurt. 4 Abandoned Sarcophagus is also great because of the ability to let you replay cards you've already cycled. You could, for example, cycle Archfiend of Ifnir on turn 2, play Abandoned Sarcophagus on turn 3, and then play archfiend on turn 5.
3 of Nimble Obstructionist is also quite good just because of how versatile it is. It can be sided out in matchups where it is not very good.]
If you want to run cards like The Scarab God or even God-Pharaoh's Gift, you need more creatures that cycle. Cards like Striped Riverwinder, Curator of Mysteries and Horror of the Broken Lands are great for this. My recommendation would be a 4 of Curator of Mysteries and a 3 of Horror of the Broken Lands and Striped Riverwinder And, of course , the 4 copies of Champion of Wits are awesome, even though they don't cycle.
If you use my suggestions, the deck will add up to 39 non-land cards (I think). In order to make the deck legal for constructed play, it will need 60 cards. Of course, you still need to add lands, but I would also cut 2 copies of Supreme Will, which is a good card, but it doesn't do anything to help with your cycling theme. As for the lands, you can tweak these to fit your budget, but I would replace the Submerged Boneyards with Choked Estuarys, just a better card, and also implement the other changes to the cycling lands suggested earlier.
Sweet deck! I hope this helped. +1 vote from me.
2 weeks ago
I have been brewing different takes on reanimator (most private) and playing against myself using another deck on this site, most decks didn't make the cut due to being incosistent. In my opinion the main problem of reanimator is the prevalence of blue in the format and bounce spells like Vapor Snag. If at least your crusher died you could exhume it back, having it in your han on turn 3 is bad, really bad. That is why the for latest iteration of this archetype I moved over to golgari Tortured Existence using Songs of the Damned and drege/Pit Keeper to relentlessly place little guys into the battlefield. I have more cretures than they have removal/bounce/counters so in the end the board is mine. Crypt Rats help wrath away boards and players and Gnaw to the Bone makes sure there is no chance for an aggro deck to kill before I have everything set up to win.
My personal recomendation is that you brew the deck however you prefer but forego that many big eldrazi. Gurmag Angler has great synergy with discard and fetch-lite lands like Ash Barrens or Terramorphic Expanse. It also dodges doom-blade which is nice. If you splash blue you can have Striped Riverwinder which dodges targeted removal and happily jumps into your graveyard on command. In Rackdos colors you have Horror of the Broken Lands with synergy for discard Ingot Chewer for affinity and some other fatty with cycling or evoke I don't remember. Personaly I would also drop cathartic reunion as the heavy control meta makes it read "discard 3 cards including a card named cathartic reunion and spend 2 mana to bait a counterspel". Also if you are running red and discard for your reanimator list Dragon Breath can easily make you win a turn earlier and dodge all that pesky sorcery speed removal and letting your oponents untap.
Have fun with the deck, I would be very interested to see where this takes you as I haven't tried brewing Rakdos reanimator...yet.
2 weeks ago
I like where your mind went with this. The Scarab God is an awesome card. If you're sticking to just amonkhet block it is harder to upgrade. But consider Champion of Wits as card draw over some of your Pull from Tomorrows, because the x cost can be hard to pay for value if you have to many in hand. Other than that, just using creatures with good etb triggers is good synergy with the scarab gods ability. Cheap ones for value that can be brought back later for more value is genuinely fun and good. I'm having trouble thinking of amonkhet specific cards, but as an example, Spell Queller though iT is also white, is solid, as well as Noosegraf Mob. In amonkhet you have a lot of cycling creatures that you can drop while digging for the scarab god as well, then bring back as zombies. You already have Nimble Obstructionist, which is one of the best, but you could also look through for more good ones. There is one with hexproof in HOU though I don't know it's name, and Horror of the Broken Lands can get big with you cycling and discarding other things. Archfiend of Ifnir could be a threat if you did that as well!
I'm not sure if any of that helped, but it's just my idea of one direction you could successfully take this deck.
You might also benefit from a few more lands. This deck would like 24-25 I think.
Hope that helps! Happy brewing!
3 weeks ago
Consider a reanimator strategy using the black cycling creatures, other large creatures and Ever After to reanimate them?
3 weeks ago
The breeding pool is in there to open up side board options but has since been cut, after testing last night at locals for modern i find it to be land heavy.
Cuts as follows,