Shefet Dunes


Format Legality
1v1 Commander Legal
Vintage Legal
Modern Legal
Standard Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Hour of Devastation Uncommon

Combos Browse all

Shefet Dunes

Land — Desert

T: Add C to your mana pool.

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

2WW, T, Sacrifice a Desert: Creatures you control get +1/+1 until end of turn. Activate this ability only any time you could cast a sorcery.

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Shefet Dunes Discussion

DragonEleven on Flying High

1 week ago

Another quick thought... you could consider swapping out a few basic lands for Shefet Dunes.

Alphamew17 on G/W Cats

1 week ago

Your land base could stand to gain from adding some deserts, particularly Shefet Dunes. Also, what's your opinion on Wily Bandar? Debating on running one or two of them, possibly over Sacred Kitty or Feral Kitty

TeeKayBee on The Lone Rider Beats Red Deck Wins

1 week ago

Any deck that stands up to Ramunap Red I will support.

Shefet Dunes isn't a combat trick though

jubale on The Lone Rider Beats Red Deck Wins

2 weeks ago

20 land is not greedy but Evolving Wilds is just weaker than your other options. Deck thinning is extremely minimal, and having a tapped land instead of an untapped is not minimal. If you stick to that concept, Desert of the True would be better than Evolving Wilds.

What you want instead is mana sinks so that if you do draw too many lands you can spend that. Shefet Dunes is a better alternative.

Sideboard, I would strongly consider having Repel the Abominable. Leave looks like a fine card for many situations (bounce and recast Thalia's Lieutenant maybe?), but Repel is much more aggressive. Shuts down Sweltering Suns and Hour of Devastation, or makes you completely victorious in combat, or stop you from taking damage from whatever the opponent is doing so you can keep attacking.

Other than that, deck looks fine!

rothgar13 on Meow Mix

2 weeks ago

I tested Selfless Spirit pretty extensively, and I was underwhelmed for most of the time it was in the deck. I'd rather have the 4th Blade Splicer over it. Shefet Dunes are spicy, but mainboard Scavenger Grounds only seem to make your mana a bit worse. I'm also kind of meh on Gideon.

ZackBinks on Tokens-Clearly the Best Deck in Modern (Guide)

2 weeks ago

Start/Finish is an inferior token producer, and an okay removal spell at best. Shefet Dunes is an interesting idea, but since white mana is very important to our deck, it would damage us more than it is worth running for the temporary boost it could provide.

Windbrisk Heights is like the romantic partner that you thought you were heartbroken when you guys split, but eventually realize it was for the best.

Sogatog on 2016 B/W Token Primer

2 weeks ago

ZackBinks created a new primer that is more up to date, but I don't believe that one is currently active either. I haven't seen as many people playing it online or irl either, but that said I don't think the deck is dramatically weaker that it used to be or anything. Just a bit less popular. We've even got some new toys recently- Concealed Courtyard, Fatal Push, Start / Finish, and others.

On that note, what does everyone think about including a singleton Shefet Dunes? Seems like it could be a reasonable way to push out some extra damage without really stretching the manabase.

Sogatog on Tokens-Clearly the Best Deck in Modern (Guide)

3 weeks ago

Strong list. Given any thought or testing to Start / Finish or Shefet Dunes? Both seem solid for helping when we flood out, and the prior gives us extra removal without spending extra slots, though neither is overly powerful. Also, when did you remove Windbrisk Heights from the deck entirely, and have you found you miss the extra card draw/tricks?

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