Shefet Dunes

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Hour of Devastation (HOU) 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

SynergyBuild on Bladestorm

3 days ago

On the landbase, switch out 4x Plains for 4x Flagstones of Trokair, they are legendary, but when you legend rule them away you get a tapped plains, and you can just tap the Flagstones of Trokair for a white mana before you drop the second to get value out of it.

Keep in mind that Flagstones of Trokair also doesn't say basic plains, only plains, so a one of copy of Mistveil Plains won't be too bad, along with a few fetchlands like 4x Windswept Heath to tutor it up or just a normal untapped plains and it works out well.

After that you aren't running Horizon Canopy, which this deck seems to want a two of for case of mana flooding. Other than that the landbase seems fine, but here is what I would have it as:

Lands (20):

1x Eiganjo Castle

2x Horizon Canopy

4x Flagstones of Trokair

3x Windswept Heath

3x Shefet Dunes

6x Plains

1x Mistveil Plains

Thornsplitter on Need Help 2 be competitive! (Cats really are evil)

1 week ago

Also to be more competitive you're going to need to fix your mana base. I would run 2 of each Desert of the True and Desert of the Indomitable. Then 4 Sunpetal Grove and 2 Scattered Groves and 2 Hashep Oasis and 2 Shefet Dunes Then 5 plains and 5 forests. Then in your sideboard I'd run at least one Scavenger Grounds to help deal with things like God-Pharaoh's Gift and The Scarab God of course that's only a temporary answer to Scarab God

multimedia on WB Vampire's Landing

2 weeks ago

Hey, Vamps can be fun, but I think this deck looks a little confused. You've labeled this deck competitive therefore I'm going to give you some competitive advice.

Taking a look at how Vamps are currently positioned in Standard I see two color ways to go: mono-white or mono-black. Due the manabase and the overwhelming amount of cards with double black casting costs I don't think Orzhov can work. For instance when you're at the point of deck building and you have to include Aether Hub in the manabase, but you're not making or can use energy in any other way then it's not worth it. There's just not enough good W/B dual lands in Standard right now for this color combo. A defining characteristic of competitive decks are they all have great manabases because this brings the consistency one needs to play at a higher level.

Right now you want white as the dominate color in the manabase because the two best one drop Vamps are white. Since white is the dominate color than black should be a splash. However it can't just be a splash if the two drop and four drop Vamps are double black. Aetherborn needs a dominate black manabase to consistency play it turn two.

Your best choice is mono-white in fact Mono-White Vampires is an actual deck that can win in Standard. It wins on MTGO. I recommend getting inspiration from it. It uses the synergy of Legion Conquistador and Oketra's Monument. White is really the best color right now for Vamps because of Legion's Landing  Flip it alone is better than anything black can offer for Vamps.

If you like Aetherborn and Seeker as both are nice Vamps then consider mono-black. I don't think it's better than white, but there's enough pieces to make it work. You can have a stable one drop, two drop, three drop and four drop Vamp curve supported by more removal options than white with Push, Contempt and Plank. Nice sideboard options in Duress, Reckoning and Scrounger.

Three of the better white cards for Vamps are Adanto Vanguard, Dusk / Dawn and Shefet Dunes. Dusk has a powerful interaction with Vamps because they're only originally two power or less. Dusk can be a blowout in midrange matchups. Vanguard is an amazing two drop Vamp it hits for a lot and can protect itself. Mono-white lets you play Dunes in the manabase which is good and can also be a blowout with the secondary token strategy. In white Cast Out and Ixalan's Binding are fine removal spells which can replace Contempt. There's also Fairgrounds Warden and Thopter Arrest for additional creature removal.


Kittus on Voice of T͢hu͘n͞de͜r [BANTCOMBO 2.0]

2 weeks ago

lost_one, jubale, I have been playing this deck for a while but with Dev's list (from Strictly better Mtg youtube channel) and It has been working pretty well. Haven't tested vs control though, which I think it would struggle a bit.

What I wanted to point out is that this deck shines when you get your ''combo'' out. Which is Sram's Expertise into Growing Rites of Itlimoc . So the think is: let's try to do that asap, play Channeler Initiate and Legion's Landing which can give you the 4th mana by turn 3. If you Sram into Rites in turn 3 it's win, that's for sure.

Then, Walking Ballista is too good for this deck, you are always flooded, Balista is the best way to use that mana.

And about your list lost_one I think that 4xShefet Dunes is too much taking into account that we are playing a lot of friend lands.

LevahnTaupe on W/B Tokens (Testing at FNM)

3 weeks ago

Thanks for the suggestion, but I tested this deck up against control, and I was able to come back after the board wipes thanks to Hidden Stockpile and my other token producers. I tested Angel of Invention and it wasn't the best, I always ended up not needing it. I rather use Shefet Dunes as a one time punch.

djnewellmit on Cat zombies?

3 weeks ago

Your deck looks good. Have you considered Shefet Dunes? I would consider it as either a supplement or replacement for Hashep Oasis. How has your board state generally looked when you've used the Oasis? Would pumping all your cats +1/+1 be better than giving a single cat +3/+3?

backinajiffy on G/W beatdown

4 weeks ago

Pretty awesome.

I'd say you'll want some Hashep Oasis or Shefet Dunes to add to the late game finishing ability. If you have a bunch of creatures out and pull a land, if would be awesome for it to be one of these.

Only other point is that I've never really been a fan of Adanto Vanguard.. it just doesn't seem like a good payoff, especially to pay that 4 life. But I see pros playing him sometimes so I guess he can't be that bad.

PickleNutz on Selesnya Cats

1 month ago

I like this deck, theres a few things you could try out.

Shefet Dunes is also really great in decks that have so many tokens, a board wide buff for your creatures that can save a dead draw turn is noteworthy.

Rishkar, Peema Renegade could be pretty handy. You have Mimic and Oath of Ajani in the deck, so you could have a ramp engine and you could call the deck Crazy Cat Wrangler? I mean, Rishkar does look like he is chasing some forest kittens right? Thats a stretch.

Verdurous Gearhulk or Angel of Invention. A good and well rounded value engine for midrange that adds a trample or flying creature that can squeeze damage through or over your opponents stuff. It would help make mid-range matchups a little more favorable because you could power through.

Thats about it, and theyre not even great suggestions really.

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