The Locust God

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Arena [BETA] Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Hour of Devastation (HOU) Mythic Rare
Masterpiece Series: Amonkhet Invocations (AKHMPS) Mythic Rare

Combos Browse all

Tokens

The Locust God

Legendary Creature — God

Flying

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.

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The Locust God Discussion

Daedalus19876 on The Deckwatch [Home Base]

1 week ago

It’s getting slammed into The Locust God so fast.

Driemer84 on Brudiclad's Repurposing Plant

1 week ago

Hordeling Outburst and Dragon Fodder come in over Goblin Assault and Goblin Rabblemaster. I didn't like the fact that both cards forced your goblins to attack. This could be negated with Brudiclad in play by turning them into a different token, but these cards often came down several turns before Brudiclad and would be forced to suicide into my opponents blockers. Outburst and Fodder provide a good amount of tokens that can sit back and wait to be repurposed.

Inventors' Fair comes out for Scavenger Grounds. I never really need to tutor for a specific artifact, but there is almost always a use to exile graveyards in my meta.

Future considerations.

Storm the Vault, Scourge of the Throne, The Locust God, Lightning Runner, and Vizier of Many Faces are all up for consideration to be cut.

Scourge and Lightning Runner don't always guarantee infinite combat. Someone will eventually be at a higher life total than you and stop Scourge from triggering, unless you have enough tokens on the first swing to trigger enough combats to finish everyone off. The same goes for Lightning Runner. You have to have 4 swing and 4 at the next combat to go infinite. Combat Celebrant does this with one copy and is half the mana.

The Locust God really doesn't do much for the deck except add a token each turn, unless I have a draw engine online. At 6 mana I think I can do better.

I've never been a big fan of clone effects, and the reason to run this guy is for his embalm so he really only gives you the value you're looking for if he's in the yard.

Storm the Vault is often a 4 mana do nothing. It's not terribly difficult for me to get 5 artifacts on board, but the cards is pretty hit or miss. Most of the time I have better things to do with 4 mana, and when I have 5 artifact in play to flip it, I'm usually set on mana.

Also up for consideration to be cut is Sai, Master Thopterist. He's been good in only one game that I can think of where he produced two thopters and drew me one card. I think Hangarback Walker would be a good replacement for this spot.

TheKing8426 on Daxos of Meletis

1 week ago

In terms of card draw spells in decks that aren't meant to play control, I run these usual suspects: Ponder, Preordain, Serum Visions, Opt, Sleight of Hand, Impulse, Anticipate, Treasure Cruise, Dig Through Time, & Deep Analysis. That's 10 cards, or 10% of your deck. The chances of having any in your hand at any one time is pretty good, especially when you accompany those with the Curiosity you already play, your deck really starts to flow. I can't stress to you how important cantrips are; they are basically free cards - especially the 1-mana ones. If you play 10 1-mana cantrips, your deck is effectively 90 cards, which helps you get to the things you want to do quicker.

I understand your want to be able to cast cards off of Daxos' ability, but running more lands doesn't inherently insure that, since you're only able to play one per turn (in most cases). I think what you want are more mana rocks, since you can play multiple per turn and they usually net you extra mana, any coloured mana, card draw, or any combination of the 3. Easy cheap options are Thran Dynamo, Commander's Sphere, and Fellwar Stone.

Lastly, a personal preference of mine is to make sure that the types of spells I'm playing (card draw, counters, ramp, game enders, etc) are being played in meaningful numbers. For card draw in a deck that isn't synergistic with card draw (think your deck vs The Locust God), it's 8-12. For counters in the same scenario (your deck vs Talrand, Sky Summoner), it's 7-10. These numbers, in my experience, ensure that you are getting card draw spells when you need them, and holding at least one counterspell in the first few turns. Obviously statistics isn't the same as chance, but having cards that are more-or-less the same reduces the effective chance that you draw something you don't need. I mention this because if you decide you want to keep any amount of counterspells in your deck, you don't need to cut any that you currently run, considering you're at (what I would consider) bare minimum for relevancy.

Of course, we all play magic differently, but I hope you at least keep these things in mind when you are playing next. Good luck, +1 because I think the deck still looks super sweet.

Daedalus19876 on The Deckwatch [Home Base]

2 weeks ago

Zimmers_0: I'm trying to figure if I should slot him into my The Locust God list. The mana cost is ROUGH, but...one hell of a draw engine.

Wazzdakkaguzmek on Reckoner Swans

2 weeks ago

The plan is to survive the first few rounds and get the cards in hand to get infinite life with the help of Boros Reckoner, Boros Charm and Azorius Charm.

The swans help me draw cards and Shalai keeps my opponent from taking advantage of the swans. The Locust God supports me with additional tokens.

I have not even played the deck yet and I can not say yet how to finish the opponent

Gidgetimer on Does anyone use this combo?

3 weeks ago

One of my buddies runs Firestorm in his The Locust God deck as a win condition. Enter the Infinite is a lot of mana is probably why you don't ever see specifically it and Firestorm. But yes, provided it resolves and no one is above how many cards you have to discard it kills everyone.

Jeriah_nimo on Locust God Take the Wheel

1 month ago

Recommendations:

-1 Wizard's Retort Not enough creatures for it to have a prayer of being a Counterspell.

-1 The Mirari Conjecture Feels just too slow, and I never seem to mind discarding it.

-1 Swiftfoot Boots Locust God is already inherently resilient, and you're not dependent on other creatures.

-1 Apex of Power I find it amusing, but the cost plus it not being a draw puts it on the chopping block.

+1 Counterflux At worst, a slightly more restrictive Cancel that can't be countered.

+1 Mindmoil Free wheel stapled onto every spell for a deck that always wants to draw more cards.

+1 Ashnod's Altar Turns the tokens into super-Lotus Petals. Goes infinite with Skullclamp+The Locust God.

+1 Swarm Intelligence What's better than casting a draw-2? Getting a second draw-2.

Hexaflexagon on List of all infinite combos 2.0

1 month ago

Infinite Mana and Creature tokens combo:

The Locust God + Skullclamp + Ashnod's Altar


Infinite Mill and Damage combo

Gut Shot + Duskmantle Guildmage + Mindcrank

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