The Locust God
Legendary Creature — God
Whenever you draw a card, create a 1/1 blue and red Insect creature token with flying and haste.
: Draw a card, then discard a card.
When The Locust God dies, return it to its owner's hand at the beginning of the next end step.
Printings View all
|Hour of Devastation (HOU)||Mythic Rare|
|Masterpiece Series: Amonkhet Invocations (AKHMPS)||Mythic Rare|
Combos Browse all
|Commander / EDH||Legal|
The Locust God occurrence in decks from the last year
Commander / EDH:
All decks: 0.03%
UR (Izzet): 0.78%
Recommendations View more recommendations
Latest Decks as Commander
The Locust God Discussion
1 day ago
That's what I was leaning toward, Dylan. Here's why:
Between all 10 Guild Signets, Arcane Signet and Fellwar Stone I have access to 12 stones that produce a wide array of colors. Now I could add in Coldsteel Heart, but this enters tapped and only allows me one color, so I'd rather not limit myself so heavily. There are about 10 or so lands I have identified that can also produce any color mana with little downside, on top of the 10 shocks and 10 fetches.
So I think I can build a robust enough mana base to pay for a 10cmc Commander relatively quick. What'd I'd need from to speed things up is draw.
Draw is the single most important aspect of this deck, because without it I'd eventually run out of cards in hand. So, for the purposes of this deck, I think high-impact draw spells such as Sphinx's Revelation are actually well worth it. There is, of course, Karametra, God of Harvests but unfortunately she seeks out basics. Between 10 shocks, 10 fetches and 10 that produce all colors, I already have 30 lands accounted for. If I go even just two of each basic, that's 40 lands in a 99 card library.
Add on top of this the 12 stones I've mentioned and I have a staggering 52 mana-producing cards, leaving me just 37 of them left available to me.
If I put in 25 Gods, this means I will be on average drawing a God every 3rd - 4th turn. This however leaves me with a mere 12 cards left to work around.
This is where the difficult part comes into play; Between the shocks and fetches, that's a staggering 30 life that could be paid into them over the course of a full game. So, naturally I'd want some cards to regain said life.
I want to plan for wraths, as with my Gods being Indestructible I want to blow up the battlefield and reset the game, allowing me openings to swing in for the win. I feel that in order to appropriately push this, I'd want at minimum 5 wraths or wrath-like effects. I think I have settled upon:
This leaves me with just three cards for draw. Bare in mind, Sphinx's Revelation is already listed and Karametra, God of Harvests effectively acts like draw. Something I think a lot of players miss is that there is a difference between draw and card advantage. What Karametra, God of Harvests does is give you card advantage by putting additional cards onto the battlefield. For each 1 creature you pay, you get an additional land for free. This means you remove a card from your deck, thereby increasing the percentages and chances of drawing into something better.
The same is true for fetch lands - Using one land to take another land out of your library is effectively removing 2 cards, meaning you improve percentages.
Between Sphinx's Revelation, Karametra, God of Harvests, Keranos, God of Storms and Ephara, God of the Polis there's a decent amount going on. There's also The Scarab God who I can use as an exile effect against graveyards to give me more bodies on the field, which in turn translates to scrying. The Locust God also works for draw, as well. So that's six already named in the base set. I still have 3 cards left to build into the +99.
Blue Sun's Zenith is an obvious must-have as it ensures replayability. With the insane density of mana in this deck, I'd be stupid to not play it.
I honestly feel Thopter Spy Network is a good choice as well, because not only does it give me 1/1 flyers as chump blockers while I wait on devotion to kick in, it also gives me card advantage when they deal combat damage. I think many players overlook the second ability on this card, as it rarely sees any play in any deck out there.
Finally, I think I rather enjoy the idea of Alhammarret's Archive. It gives me a guaranteed 2nd card per draw, gives me additional resources with all of the above-mentioned draw worked in by the Gods, doubles up all of the X-draw factors, and really helps me push forward the regaining of life.
Now I obviously don't "need" to run 25 Gods, however I want to ensure I am always able to put pressure on the boardstate.
So, for now, that's where I'm sitting. It's about shifting resources and honing in the design to make it both faster and more aggressive.
I know it won't be on par with Ur-Draogn, Scion, Jodah or some of the other more robust 5c Commanders out there, however it's a unique and fun design that's honestly really difficult to stop.
That's why I've settled on Progenitus. He's harder to get out at first, but he damn-near instantly turns all Gods into viable creatures. Morophon, the Boundless still needs to wait to turn them all on, and it could be several turns before any one of them come online.
Having said everything I did in here, the truth is I am building this deck as an excuse.
I really wanted the Stargazer Secret Lair pack so I bought it. I am in love with the artwork and the idea of it just felt so natural to me.
One of the biggest hurdles I've had getting into EDH more is the mana base. The lands in any deck, as we all know, can easily double the cost of it. So, I came to terms and bought all 10 shocks and all 10 fetches. Doing so set me back $430, but now it's a hurdle I no longer face. I can now build stronger mana bases and, therefore, play the game more confidently.
So since I have the Gods from Stargazer and I have the 20 lands, I figured why not combine them into something special and I can just move the lands into whatever deck I need later on.
4 days ago
My favourites among my collection are:
Ayara, First of Lochthwain Mono-black aristocrat build, a lot of mono black builds share a large number of cards, but with Ayara the variance comes from shear depth of awesome and powerful cards that could work wit her. I keep a running side board of stuff with the deck and find myself continuously tuning and trying new pieces.
The Locust God not a cheap deck to build but I love the way it plays, it can be a slow control deck that goes deep and buries opposition with card advantage. It also can pull off turn five wins that leave the other three players stunned.
Edric, Spymaster of Trest My most competitive deck, I built an elf ball version that has become my “last game of the night deck”. The reason I don’t play it until the end of the night is because nobody likes you after you take a 15 minute turn 5 and then inform them the game is over. Maybe not the most fun to play against but an excellent tool to have after a losing streak.
1 week ago
Alright fair enough. I think it’s most of the way there already.
Personally, I don’t like Niv-Mizzet, the Firemind or The Locust God from my experience with The Mad King of Tristram. I prefer Runehorn Hellkite since most of my cards end up in the yard after a certain point. You’re not running Memory Jar, Wheel of Fortune, Chandra Ablaze, Incendiary Command (which I should see if I can squeeze back in) or Reforge the Soul though. These cards make your Liliana's Caress and Megrim way more impactful. There’s also that new shade that has the same ability on it too...Fell Specter.
2 weeks ago
That way you can use one of the many ways to gain infinite mana to chew through your whole library to find the Lab Man or Thassa's Oracle ftw
Just my $0.02
1 month ago
Hey just wanted to say this deck looks awsome
It’s a alternative to the zndrsplt and Efreet win
Not to mention you could say the same for
And not a win-con but The Locust God nice syngry with zndrsplt
1 month ago
Not sure if you caught this, but there are 2 The Locust God in the deck
1 month ago
I need to ask, how do you feel about tutors or infinite combos because I have more suggestions if you are okay with either. As far as token producers though, Brudiclad, Telchor Engineer, Dragonmaster Outcast, Elspeth, Sun's Champion, Followed Footsteps, Goblin Assault, Goblin Rabblemaster, Helm of the Host, Legion Warboss, Loyal Apprentice, Luminarch Ascension, Mechanized Production * , Mirrodin Besieged * , Outlaws' Merriment, Regna, the Redeemer, The Locust God, Thopter Spy Network. These are all things that make tokens every turn. The ones noted with * are also alternate win cons.
2 months ago
Sage of the Falls + The Locust God = draw your entire deck, then you just need a spell that finishes everyone off. luckily for you, there is one such card and it only costs 1 mana so you can win the turn after you get The Locust God out. Firestorm kills the table once you've drawn enough cards. you don't need to draw your whole deck. just enough cards to kill everyone, but if they counter it, you die, because you will keep drawing til you deck yourself. To add to the conversation about Niv-Mizzet, Parun he is a great backup wincon. Enchant him with Curiosity or Ophidian Eye, tap him to deal 1 damage and he pings everyone for the amount of cards in your library. and its a may ability, so you don't have to. I turn my locust god deck into a combo deck because as I was playing the deck as a more tribal themed locust deck, I accidentally ran into combos that were very effective so I just rebuilt it into a combo deck. 2 more cards to consider, once your play group realizes that you need your commander out to pull off the combos I just explained is to add Thassa's Oracle and Paradigm Shift to the deck as an extra wincon that doesn't require your commander. what you do is this: cast Thassa's Oracle, then, holing priority after the table has said it resolves, you then cast Paradigm Shift. if they opt to counter Paradigm Shift, nothing happens, If they instead counter Thassa's Oracle, you die, just be aware of this. if Thassa's Oracle resolves you have either won the game or nothing happens, they cannot use a kill spell in response to Paradigm Shift because Thassa's Oracle's ability goes on the stack regardless if she dies or not. you can win as early as turn 2 with this combo, but you need Sol Ring and Lotus Petal in your opening hand as well as Thassa's Oracle, Paradigm Shift and 2 islands, the last card can be a swansong or arcane denial. turn 1: island, play sol ring, turn 2: Island, play lotus petal, crack it for a blue, you now have 3 blue and 2 colorless: cast thassa's oracle, cast paradigm shift and win. you even have mana left over to counter their counterspell if there was one.