The Scarab God
Legendary Creature — God
At the beginning of your upkeep, each opponent loses X life and you scry X, where X is the number of Zombies you control.
: Exile target creature card from a graveyard. Create a token that's a copy of it, except it's a 4/4 black Zombie.
When The Scarab God dies (is put into the graveyard from the battlefield), return it to its owner's hand at the beginning of the next end step.
|Want (2)||tgcchallenger , kingcraig|
Printings View all
|Double Masters (2XM)||Mythic Rare|
|Hour of Devastation (HOU)||Mythic Rare|
|Masterpiece Series: Amonkhet Invocations (AKHMPS)||Mythic Rare|
Combos Browse all
|Commander / EDH||Legal|
The Scarab God occurrence in decks from the last year
- How does The Scarab God interact with creatures that Level Up and change their Power/Toughness?
- What happens if the Scarab God and Endless Ranks of the dead are on the battlefield at the same time?
- The scarab god interaction confusion
- God Pharoh's Gift and The Scarab God Abilities on */* Creatues
- Eternalizing a Quicksilver Gargantuan
The Scarab God Discussion
1 day ago
- cut Doomed Dissenter since it can't be recast with your commander, and there are plenty of 2/2 zombies for 2 which can
- cut Festering Mummy because in commander, most creatures will not die with a couple of -1/-1 counters. Consider keeping it if your opponents play lots of mana dorks such as Llanowar Elves
- cut Ghoulraiser, your commander casts a zombie of your choice from the graveyard anyway
- cut Liliana's Steward, targeted discard is bad in commander. You and the targeted opponent lose a card, but your other two opponents don't.
- cut Increasing Ambition, it simply costs too much mana for the effect in my opinion
- cut Sealed Fate, it's pretty bad unless your opponent just used a Worldly Tutor or something
- cut Shamble Back, you don't want to exile your own creatures, and it's a pretty poor form of graveyard hate.
- cut Remove Soul, if you're paying 2 mana for a counterspell, you want it to hit more than just creatures
- cut Spell Snuff, 3 mana counterspells are too expensive
- cut Vile Rebirth for the same reason as Shamble Back
- cut Manalith and Nyx Lotus. When you're in 2 colours, you generally don't want to pay more than 2 mana to ramp. Plus if you ramp on turn 2, you'll have 4 mana on turn 3, allowing you to cast your commander early
- cut Telepathy, it's not worth using a card to see your opponents hand unless you're playing something specific like maybe Sen Triplets.
- For semi-budget 2-colour deck, your mana base looks pretty good. I would just cut Skyline Cascade, having it come in tapped isn't worth it for it's effect in commander. You can probably just play a basic island in its place.
If you want to upgrade your mana base, avoid lands that come in tapped like Dimir Guildgate. A few suggestions would be Command Tower, Choked Estuary, Darkwater Catacombs, Drowned Catacomb, Tainted Isle, Underground River, Watery Grave.
I hope that was helpful! Here's a link to my The Scarab God commander deck which has a pretty similar zombie tribal theme to what you have. Take a look through it and maybe you'll find more cards that I forgot to mention. If you have any questions don't be afraid to ask!
1 day ago
1 week ago
Was re-listening this episode because I'm building the deck, now that The Scarab God is reprinted in Double Masters. You guys debated over Illusionist's Bracers and I don't like it either. A very good way to exploit the upkeep trigger of The Scarab God is Strionic Resonator+Paradox Haze. Love the show!.
2 weeks ago
I love the deck!
I've really wanted to mess around with Tombstone Stairwell, but I have yet to get my hands on a copy.
I'm curious how Alhammarret's Archive and Bone Miser have worked for you. I tried the Archive for a bit, but found myself wishing I just had another zombie to slam more often than not, but admittedly I cut it pretty early in testing. Miser is something I've considered adding because it synergizes so well with Varina, but I'm skeptical that it's impactful enough at 5 mana.
I feel like Sorin could easily be swapped out for Liliana, Death's Majesty. It reanimates anything for -3 and it's +1 advances your Living Death/Zombie Apocalypse shenanigans while netting a zombie. For 1 extra that seems a little more on the nose.
My build tosses in The Scarab God as well because it's just bonkers if you go wide and nobody has a board wipe on hand. It can single handedly take over games and can get you back on board after the aforementioned board wipe.
2 weeks ago
Hello, TypicalTimmy. I don't really mean to necro this, but I somehow missed your post back when you made it. I would like to address it now, though.
I agree with you on how powerful the Army of the Damned and 2x Undead Warchief are in the deck. They got added by design and are actually in the deck to created blowouts for the Horde! Same with some of the other cards in the deck.
I do like the idea of adding The Scarab God for flavor and to put a clock on the Survivors. But, I am worried about the activated ability. Since the Horde has infinite mana, it would immediately activate it's ability on all available targets every turn it is in play. This may make it impossible to beat for the Survivors. I am going to add it and see how it plays out. But it might be way too far up the power scale for this. And the Horde does have a hand, can draw cards, and can hold cards in it. It just usually empties it's hand in the pre-combat main phase if it has anything in it. Or post-combat main phase if stuff got bounced during combat.
I won't be adding Liliana, Untouched By Death mostly for flavor and because the Horde is not supposed to use decision-making cards and planeswalkers have situational abilities so this would seem pushing against one of the core rules. Also, it's more a horde of mindless zombies than a concerted military effort and her presence on the battlefield would seem a little too intentional. I know I have some lords here to buff the horde, but I pretend they are only a tiny bit more self-willed than the zombies around them.
Thank you very much for providing insight and suggestions to the deck! I appreciate the help!
1 month ago
ok i looked at a deck i have and some cards that might maybe work are:
The Scarab God (good game winner i think)
Cryptbreaker just seems like good value
yes these are definitely not budget
1 month ago
mikeywayne08 Hello fellow control mage. Just gonna give my 2 cents regarding the deck.
With your Mill package you are inadvertently helping Dimir Inverter decks reach their win condition with Thassa's Oracle and Jace, Wielder of Mysteries and is personally too slow. Plus will help fuel Escape cards like Uro, Titan of Nature's Wrath and Delirium strategies. You also do not have much of a finisher outside Doom Whisperer. There is some synergy yes but take that out of the equation and you have a shell.
Having 4x Drown in the Loch feels very awkward especially if you have in your opening hand and the graveyard isnt stacked in the early game. Would suggest to drop down to 2x. Eliminate coming in from M21 does a good imitation of Abrupt Decay plus lines up quite well against decks based on Lurrus of the Dream-Den.
Fatal Push should be one of the premier cheap removal options in the deck against aggressive strategies. This may be more of a personal opinion but Hero's Downfall might be better than Murderous Rider just for the life loss. More of personal preference in that regard.
For creatures The Scarab God feels like a must have for raw power. Even a single copy would swing the game around to your favor, being difficult to remove from the game and the ability to steal a creature from the yard. Torrential Gearhulk as a flash, large body with great synergy with Dig Through Time and Kalitas, Traitor of Ghet to combat the graveyard are some creature options I can recommend to try out and see how they feel.
Hope this somehow helps you in giving you ideas on what to change and for your next approach to your deck :)
2 months ago
First things first, good choice! The Scarab God is an extremely fun and powerful commander, so I believe you're gonna do well in the tournament. Your decklist seems pretty solid, especially considering the budget restrictions. A couple of general advices would be to include as much mana ramp as possible as your commander's ability is very mana intensive, and as many instants as you can considering you can use the Scarab's ability at any time. This way, you'll be able to play a very interactive game. Here are a few specific considerations:
I'm not a huge fan of Bontu's Last Reckoning. I don't know if you have tested it enough, but having to basically skip two turns to have the board cleared is a terrible deal. If the better boardwipes are out of budget, you can consider Crux of Fate, Decree of Pain, Languish and Life's Finale (which has nice synergy with your commander, although it costs a bit too much mana).
Walk the Plank is also a little suboptimal, as it's sorcery speed (which is a nonbo with your commander). There are plenty of instant speed removal spells to choose from, like Cast Down, Dismember, Go for the Throat and Victim of Night.
I'm also not a fan of symmetrical draw effects like Howling Mine, because giving extra cards to your opponents is very dangerous. Maybe a more traditional draw spell would be more appropriate.
I think you are aware, but Yawgmoth's Bargain is unfortunately banned in our format.
Personally, I would include a slightly more prominent token subtheme to get the most value out of your commander's first ability. You can consider cards like Dread Summons (good for milling your opponents' creatures AND create some tokens), From Under the Floorboards (even when you are unable to cast it for its madness cost, three 2/2s for five mana is an ok deal) and Open the Graves.
Awaken the Erstwhile is amazing in this deck, as it fills every graveyard with -hopefully- creatures to copy as well as provide some 2/2s.
Every graveyard-based deck should have a decent number of free sacrifice outlets, and while I see you included some, I think you are still missing the best one for this kind of deck: Altar of Dementia. Apart from the amazing utility of being able to sacrifice a creature in response to an exile removal spell, it has the huge benefit of fueling your (or your opponents') graveyard for your commander. At some point during the game, depending on your board state, it can even become a win condition. Ashnod's Altar is another one I would include.
Considering your commander's ability is at instant speed, I would include Vedalken Orrery (if it's not our of budget) and Leyline of Anticipation to be able to play your spells on your opponents end steps, in case you didn't use the Scarab's ability.
Good luck for your tournament and keep updating this list!