The Scarab God

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 is put into the graveyard from the battlefield, return it to its owner's hand at the beginning of the next end step.

Start Commander Deck Browse Alters View at Gatherer

Trade

Have (1) metalmagic
Want (2) Mika652 , Nurarihyon

Printings View all

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

Combos Browse all

Tokens

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
2019-10-04 Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

The Scarab God occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

UB (Dimir): 1.0%

The Scarab God Discussion

TypicalTimmy on Just Chatting I

5 days 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.

Sphinx's Revelation works really well for this, as would cards such as Whip of Erebos, True Conviction and Titanic Ultimatum. However this leaves me 8 cards left.

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.

Poly_raptor on Son of a Lich | Lich Tribal

2 weeks ago

The description to this deck made me laugh out loud! Very funny.

Also great deck, I love stuff like this, so kudos on that.

Would you consider running The Scarab God I know he’s not entirely on theme but he definitely acts as a solid win con for you.

SirHerpaderp on Marchesa's Zombois

3 weeks ago

Thank you for your suggestions NV_1980! I really dig your deck, especially since this deck started out as a Gisa and Geralf deck too and came a long way from there by using The Scarab God for quite a while and now making a jump into the Grixis pool. I used to run the altars but I found out early, I don't want to run most of the infinite combos because I neither have efficient outlets for infinite mana nor did I want to win with infinite tokens since they just get wiped during the next turns before I am able to swing with them.

I could still go for infinite drain with Rooftop Storm Gravecrawler Carrion Feeder and Diregraf Captain, but my main gameplan was always to swing with my army (since I already got plenty of combostuff in my other decks) and Marchesa, the Black Rose provides haste and inbuilt recursion and thus seemed fitting and worth a try to me :)

SeniorEdificer on Oona, Queen of the Infinite [Primer]

3 weeks ago

Astranoth: Thanks! Technically, you can run this deck with any Dimir commander. I've won many times with ever casting Oona, Queen of the Fae. However, if you're looking to make use of The Scarab God's abilities, then this is the wrong deck for it. The reason is due to the fact that nothing in this deck mills into the graveyard. The only real synergistic card that I can see is Toxic Deluge, and only if your opponents have a lot of creatures on the battlefield.

LordBlackblade on Zombie tribal?

3 weeks ago

Gotta recommend The Scarab God as a zombie commander. Powerful filtering and life drain that hits all opponents plus the ability to “reanimate” any creature as a zombie token! It’d only be better if it was a zombie itself.

Flesh_Addict_ on Scarab God: Zombieland

3 weeks ago

Hey Astranoth,

I am trying to build my tribal decks in a way that there are no creature or win cons outside of what supports the tribe.

That being said, earlier versions I used Notion Thief for card draw, and a similarly more self mill focused to a point where I ran Laboratory Maniac and Jace, Wielder of Mysteries. Which allowed me to win the game much faster.

This version is more orientated towards zombie value than it is winning, sure winning is fun, but stealing your opponents dead creatures at instant speed is even what made The Scarab God the commander.

If you want to win as one off, I wouldn't add demonic consultation Unless you wanna play some good ol' CEDH and win possibly turn 2. But I would still run Thassa's Oracle

multimedia on Undead Conspiracy

4 weeks ago

Hey, interesting concept, but your deck is kind of all over the place. All the combos are with Conspiracy, but Arcane Adaptation which is in the sideboard is the same effect, but a better card because less CMC and easier casting cost. I think you want Adaptation as a backup Conspiracy effect.

The game plan is to get an Adaptation effect to make all your creatures Zombies. Consider expanding on the current Zombie theme of The Scarab God, Door of Destinies, Lich Lord of Unx, Undead Alchemist, Gleaming Overseer, Liliana, Death's Majesty and Rooftop Storm? More Zombies that way you can have a more functioning deck without an Adaption effect. Play more Zombies and keep some good nonZombie creatures who then become better with an Adaption effect. Take more advantage of Doubling Season by expanding on the Zombie token theme?

Zombies to consider adding:

I offer more advice. Good luck with your deck.

Pervavita on Dimir Ramping

1 month ago

Burnished Hart would be good to add as with the The Scarab God you can recycle it into a 4/4 or get another 2 lands (4 total).

I would find a way to add them in, Manalith I think has a few better options, one being Silumgar Monument.

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