|Commander / EDH||Legal|
Printings View all
|Hour of Devastation (HOU)||Mythic Rare|
|Masterpiece Series: Amonkhet Invocations (AKHMPS)||Mythic Rare|
Combos Browse all
- 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
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.2UB: 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 ~ dies, return it to its owner's hand at the beginning of the next end step.
Price & Acquistion Set Price Alerts
|Have (9)||L4DMalus , RedMulligan , Espi14 , pskinn01 , MattN7498 , saj0219 , NCN946 , snackeater , theilluminaire|
|Want (6)||StoicHippo , dthoreson813 , althekoolkid , Oloro_Magic , twistedmage , vashaclarens|
The Scarab God Discussion
11 hours ago
Took this deck to the Standard Showdown again, finished 3-1-0 out of 10 players. My one loss was to a WUB Scarab God token deck where my opponent got his Hostage Takers and Scarab God on the battlefield each game. I should have sided in Confiscation Coup to deal with The Scarab God. As it was, I didn't want to kill his Hostage Taker and Angel of Invention which would come back quickly as 4/4 zombies.
I am seriously considering replacing Dive Down and a few of the sideboard cards with Unsummon. Unsummon provides the same protection as hexproof, at least in terms of keeping my Pummeler from going into a graveyard. And it provides a solid one-turn reset to remove The Scarab God, or even Angel of Invention. With this deck, I'm not too concerned about killing their creatures as I am about just getting them off the board for a turn to swing with the Pummeler.
And as little red as I am actually using in this deck, I may try out a Sultai Pummeler.
13 hours ago
I am looking to bring back a different version of my Nekusar deck, however I loved the idea of The Locust God and The Scarab God as commanders and found in both I was looking for Wheel of Fortune effects which work well for both. So, I thought I could do hidden commanders being the gods with Nekusar as commander for the Grixis colors which I would need. I've loaded up with about 9 or 10 wheel effects and maybe 7-8 draw effects. My question is, should I, or would you, bother with tutors? I should be drawing into removal or counters I would think but there is nothing like being able to tutor for the exact answer you need. But I could use the 3 slots for other things. Thoughts?
1 day ago
i did have The Scarab God in this deck. true his scry/life-loss ability is great with zombies, but there are really no creatures in this deck that i would want to bring back with his main ability, so i took him out. I think liliana's -3 ability is better for this deck because they come back at full power (most creatures that i might want to bring back in this deck would come back weaker from being eternalized), I can do it more than once if they die (they dont get exiled), and it doesn't cost mana. Also since this is more an agro deck than a control deck, i decided to go with red and throw in Hazoret the Fervent and The Scorpion God instead
1 day ago
I'm running 4 of them but its also my main win con. If I don't have it online then my only back up is The Scarab God and I love him but if I can't draw enough cards I will still lose.
1 day ago
I love Nekusar. I had a Nekusar deck for a long time Fort Nekusar. Mine was a fort and control deck and Nekusar was the win-con with Helm of the Ghastlord and Elder Mastery as my mean enchantments to add to player's misery lol.
+1 from me. :)
Lately I have been trying to think of a new iteration of Nekusar, this one being more centered around The Locust God and The Scarab God as my real commanders. I had them as commanders in separate decks but really think the wheel effects work great for the goals of either commander, and I could find other parts of each that could work for the other commander.
Good luck with yours and it sounds like you enjoy playing it.
1 day ago
When Primal Wellspring Flip copies a card with X in its casting cost it will retain the value of X from the original casting. Paired with a late game Torment of Hailfire it is a devastating combo. This will allow you to run less Torments and focus instead on playing removal and counter against your opponent.
If Price isn't an issue then I suggest either The Locust God or of course The Scarab God . Those 2 allow you to focus on stopping your opponent more which lets you play at your own pace.
2 days ago
Its all good, questions are very welcome!
I'd say that this deck can perform fairly well with sub-optimal hands, as long as you can get a creature to stick on the board for a few turns. Having at least 1 creature with deathtouch on the field is the most important thing while playing this deck. And having deathtouch on all your creatures does help, especially psychologically. From playing this deck at my LGS, people are generally less likely to attack you since they don't want to deal with really unfavorable blocks.
Also deathtouch gives the deck a bit more power especially against other aggro decks where you can do stuff like trade your Narnam Renegade for a big creature such as Carnage Tyrant or a The Scarab God (plus you can cast Return to exile Scarab God from their graveyard before it returns to their hand).
This deck wins mostly by keeping the board clear of your opponents creatures, and chipping in with your own creatures. Deathtouch makes people less likely to block as well, since they'd rather keep their creatures to attack you. This plays into your favor as you can remove their creatures fairly easily. Normally the deck only has 2-3 creatures out when I win.
Dire Fleet Ravager I've found to be pretty solid in the deck, but I wouldn't say its a great finisher. It speeds up your gameplan of "beat my opponent's face in" but when I put the card in the life loss seemed more incidental, and I was more interested in getting a 4/4 with menace and deathtouch. Normally the ability just pressures your opponent to block your deathtouch guys, which makes the board more clear to swing with more creatures later.
3 days ago
Spirits In the pods I was playing in were Gisela, Blade of Goldnight, Nekusar, the Mindrazer, Alesha, Who Smiles at Death, The Scarab God, Mirri, Weatherlight Duelist, & I saw 2 other Arahbo, Roar of the World decks. Can't remember the other ones. Not super-competitive, very casual- still, Infect is completely fair, imo. The Voltron strategy has worked fairly well with Skyhunter Skirmisher, especially with Quietus Spike. The double-strike is also extremely nice with Umezawa's Jitte & Sword of Fire and Ice. I really want to play with Reconnaissance after reading up on how it plays- basically every creature you have gains Vigilance, with an added ability to simply withdraw from combat completely before combat damage is dealt, or even after First Strike damage is dealt, but before normal combat damage step. The reminder text is misleading- it actually does do combat damage, just not AFTER you activate it.