Wall of Forgotten Pharaohs
Artifact Creature — Wall
: Wall of Forgotten Pharaohs deals 1 damage to target player. Activate this ability only if you control a Desert of there is a Desert card in your graveyard.
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Wall of Forgotten Pharaohs Discussion
2 weeks ago
I need to pull out 11 more cards to make room for some new cards to help tutor and get my combos going. Cards, I'm going to drop are Wall of Forgotten Pharaohs, Zuran Spellcaster, Rootwater Hunter, Tidewater Minion, Implement of Examination, Pieces of the Puzzle. That's all I think I'll pull right now. After I get these swapped out, I'll take another look at em
2 weeks ago
After looking at the deck, I need to drop Trophy Mage. I am not sure what I am going to replace it with. I also noted, that I have a lot of send to the graveyard effects, but I don't have anything that gets it back out, so I need to look at that as well. I also want to add about 4 more methods of ramp and I want to get rid of Traveler's Amulet. I have two creatures that can untap. There are 4 creatures that can tap to deal one damage and with Illusionist's Bracers I can do infinite damage. I can also do infinite mana with Peregrine Drake. I want to get rid of 2 creatures that do damage. Specifically, the Wall of Forgotten Pharaohs. I don't like how that one requires a desert to be in play to get the same effect and there is the enchantment card Hermetic Study too. I may try to get my hands on Polymorph, Mass Polymorph, or Proteus Staff, or something similar to try and cheat my combo pieces into play. Maybe some cards with the transmute ability.
1 month ago
Didnt want to run Sunscorched Desert? and im pleasantly surprised to see Wall of Forgotten Pharaohs here, is it really that good in testing? I loved it in sealed. Oh! and could you have fun with Primal Amulet in this deck?
1 month ago
Wall of Forgotten Pharaohs isn't great. Splashing red would be really helpful since you could run Cut / Ribbons and use the aftermath for another huge chunk of life loss. It also adds things like Shock to help with lowering your oppponents life total. I think you need so more early removal options. The Miasmic Mummy would probably be better as a Magma Spray or Trial of Ambition. Supernatural Stamina isn't a card helping with your win condition. Perilous Predicament or Essence Extraction would be better. You could also upgrade creatures with Noxious Gearhulk.
1 month ago
You're going to need removal for this to be viable, more so than Dusk / Dawn. I like the idea of improvising your spells but I don't know how well it will work given it requires a lot to work. You need Inspiring Statuary to not get removed, a lot of servos and you need to actually draw Splendor.
I would incorporate a bunch of Exile spells and creatures in favor of what you currently have, because that will definitely give you more of a "lockdown" feel.
Fairgrounds Warden is cool, as is Angel of Condemnation. Cast Out exists and is great. Fumigate will allow you to stay alive longer as well. I would play creatures like Gifted Aetherborn, Bone Picker so you can fumigate your own creatures and cast Bone Picker for 1 mana, and Wall of Forgotten Pharaohs with deserts. Adding deserts allows you to play Desert's Hold for more lockdown. You'll also need some combat tricks such as Sandblast to destroy attacking creatures. Removal like Grasp of Darkness, Dead Weight, or hand disruption such as Harsh Scrutiny, Lay Bare the Heart are fun too. Then of course have enough mana to drop Overwhelming Splendor. I would maybe even suggest adding in Crested Sunmare alongside some life gain spells or creatures. Alongside your Splendor you can use Torment of Scarabs or Trespasser's Curse.
This is of course if you want a themed "lockdown" prison deck. Exiling and removal are key in these types of decks. You tend to play grindy and widdle away your opponent's life slowly, eventually dropping the Splendor. This will by no means be competitive but it's a theme you can run with, y'know?
I would definitely sideboard Solemnity, Lost Legacy, Dispossess, Oketra's Last Mercy, stuff like that. You want to take away your opponents ability to do things and cast spells, so these cards work nicely.
Hopefully this is what you were looking for. This by no means is super competitive, but like I said, fits the prison lockdown theme.
1 month ago
koreus Thanks for the comment! I've playtested this deck quite a bit, and have found that Champion of Wits is pretty dang good for getting the cards you need early and being a massive fill-up for the gas tank in the late game. I'm not super worried about it being in Sweltering Suns range simply because it does me MORE good to be in the graveyard, albeit much later. That being said, I don't see a lot of people wanting to run Suns against me due to my extremely low creature count, and an eternalized champion is out of range for it anyways.
I also feel it extremely important to get consistent card draw in a deck that will need a full hand of answers, or it will get run over in a heartbeat. So far in playtesting, it doesn't seem to be too annoying of an amount, and is very helpful in a lot of scenarios.
As for the Fatal Push, I believe that in the meta now, Fatal Push is a must no matter if I can get a Revolt trigger or not (although that would be very useful I could imagine). I actually considered running Unlicensed Disintegration in my initial rough draft of the deck, but then didn't go for it considering I didn't have any artifacts I wanted to run. The Wall of Forgotten Pharaohs idea seems cool, but too janky for what I want this deck to do. However, it seems like a fun idea, and I hope you have luck with it in the future. Again, thanks for the comment!
1 month ago
Nice deck, seems pretty solid from here, but if I may ask, why so much card draw? My two cents here is that you could most definitely run a set of 3 Enigma Drake instead of Champion of Wits, the reason being it is impervious to Sweltering Suns (yes, you can say goodbye to the revolt trigger).
Other than that and the jankyness of Fatal Push due to no solid revolt trigger, you seem to have something going... for added removal, maybe remove Fatal Push and add Unlicensed Disintegration and Wall of Forgotten Pharaohs IF you don't like Enigma Drake; still impervious to Sweltering Suns and you got yourself a more reliable removal spell which also deals 3 if you have a Wall of Forgotten Pharaohs on the field... although you do need deserts for the wall to work.
My suggestions would be adding some By Force in your sideboard to help deal with Gate to the Afterlife and possibly God-Pharaoh's Gift and replacing your copies of Never//Return with Crook of Condemnation.
I have a somewhat similiar brew in the works right now, if you want to check it out and give me feedback I would very much appreciate it! :) Grixis Ping-2-Win
1 month ago
Since the secondary ability of Wall of Forgotten Pharaohs only works with deserts and I'm trying to modernize this deck, I found some potential replacements, as there's no point in including slow lands for a single creature.
- Steel Wall
- Oona's Gatewarden
- Perimeter Captain
- Order of the Stars
- Consulate Skygate
- Wall of Tanglecord
- Cathedral Membrane
- Thing in the Ice Flip
- Returned Phalanx
- Murmuring Phantasm
- Ludevic's Test Subject Flip
- Kaijin of the Vanishing Touch
- Jeskai Barricade
- Geist of the Lonely Vigil
- Fog Bank
- Angelic Wall
- Vertigo Spawn
- Wall of Omens
- Wall of Essence
I really like Kaijin of the Vanishing Touch because of how bouncing enemy threats is a big theme of this deck, but I could also see Thing in the Ice Flip being a replacement for both Wall of Forgotten Pharaohs as well as Striped Riverwinder though it doesn't get Hexproof. Thoughts, comments, suggestions?