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Format | Legality |
1v1 Commander | Legal |
Alchemy | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Pre-release | Legal |
Quest Magic | Legal |
Standard | Legal |
Standard Brawl | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Blossoming Sands
Land
This enters tapped.
When this enters, you gain 1 life.
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legendofa on The more I think about …
6 months ago
Dragging this back out to obsess about it some more with the release of the Planeswalker's Guide to Aetherdrift, Part 2. The city is being rebuilt with outside help, and it seems like enough living people and mummies survived to facilitate that. That answers two of my questions, but I still have no idea what the population numbers are. Either the city of Naktamun was much bigger than I assumed, the death toll of two wars was much lower than I assumed, or both.
Point 1: What counts as a survivor? Are only living people counted as survivors, or are mummies included? Grisly Survivor, Resolute Survivors, and Survivors' Encampment don’t provide many useful hints. There’s also Disposal Mummy, Dutiful Servants, Mummy Paramount, and Unraveling Mummy as the Amonkheti mummies in the Hour of Devastation set. In the 2017 online stories, there’s almost no mention of the mummies once the Hour of Devastation starts, and they don’t show up in the card art unless they’re the focus, so the number of mummies after the Hours is a complete unknown.
As a side point, there’s no real indication that the mummies of Amonkhet are independent, or even sentient, before the Aetherdrift Guide. In fact, cards like Dutiful Servants carry the implication that they are very much not self-aware, but Unconventional Tactics make that more ambiguous. In the Aetherdrift Guide, though, they suddenly demand independence and partnership, and have opinions and desires. This is the sort of detail I would have loved to see in the Amonkhet stories (and I was reading them as they came out). Even just a couple of paragraphs from a mummy’s point of view would flesh out the world that much more.
The March of the Machine story doesn’t offer anything else. The Amonkhet cards in March of the Machine are Blossoming Sands, Djeru and Hazoret, Injector Crocodile, Invasion of Amonkhet Flip, Khenra Spellspear Flip, Ruins Recluse, Sandstalker Moloch, Swamp, and Unseal the Necropolis, none of which offer too much insight.
So the number of mummies helping clear rubble and replant farms and construct a racetrack is a giant question mark. They’re simply there when they need to be and not there when they don’t. Do they count as survivors? I honestly have no idea, and that bugs me.
Point 2: How many survivors are there? The current population of Amonkhet is apparently enough to have "crowds lining the route and packing the grandstands", which to me suggests more than a few hundred, or even a few thousand. I would take this as at least tens of thousands, if not over a hundred thousand, going off typical capacities for major motor sports stadiums. This probably includes mummies as well as living people, but the total is still several orders of magnitude larger than what I would have expected.
Incidentally, I would expect the mummies—who explicitly failed the trials, usually with a major injury—to be the first ones to die. I don’t pretend to know much about invading, but cutting off supply lines seems to be pretty popular, and neither Nicol Bolas or Elesh Norn seem to have thought of that. Nicol Bolas even made sure that the people of Naktamun were entirely reliant on mummy labor, and he doesn't take advantage of that. So much for masterminds and tactical geniuses... Mummies are explicitly said to massively outnumber the living in the Aetherdrift Guide, so either Amonkhet was like 75% mummy for the Hour of Reckoning (not especially borne out by the story or cards), or they had a very low casualty rate across two invasions.
The Aetherdrift Guide includes the sentences "The Phyrexian invasion saw the deaths of tens of thousands of Amonkheti. Newly risen under the Walking Curse, these fresh undead were not eager to submit to the old order of servile mummification." I'm getting two inferences from this. First, the Phyrexians did not process, convert, or utilize tens of thousands of dead Amonkheti for whatever reason--were they immediately coated in lazotep as soon as they died?. Second, the living population of Naktamun after Hour of Devastation was at least in the tens of thousands.
So after the Accounting of Hours, there were enough living people for tens of thousands to die against Phyrexia. After Phyrexia, there were still enough survivors (probably including both living people and mummies) to form crowds of significant size to watch the Aetherdrift rally. So we’re blowing way past the 30,000 population of ancient Memphis, the most populated city in the world at its height and a major inspriastion for Naktamun. I’m not going to fault a city in a fantasy story being unrealistically big, but I would like to at least have an idea on how unrealistically big it is, besides just “big enough to support the story”.
Time to start headcanoning some numbers.
Starting with what I would consider at the upper edge of realistic, put the living and mummy population of Naktamun at 30,000 each, for a total of 60,000. Let's then assume a devastating, plane-threatening 80% mortality rate for each group, each conflict. After the Accounting of Hours, there would be 6,000 living and 6,000 mummies for a total population of 12,000. After the Phyrexian Invasion, there would be 1,200 living people and 1,200 mummies, for a total of 2,400. That could probably serve as a base to rebuild from, but it doesn't capture grandstands full of cheering crowds or Phyrexians killing tens of thousands of people.
Try some different numbers. Now, the initial total population of Naktamun is 3,000,000. Of that, let's say 2,000,000 were mummy servants and 1,000,000 were living soldiers in constant training. (This is still very high, given the apparent technology and appearance of the city.) Let's further say that there was a 50% casualty rate among the living and 25% casualty rate among the mummies for each major conflict. After the Accounting of Hours, there would be 1,500,000 mummies and 500,000 living. After the Phyrexian Invasion, there would be 1,125,000 mummies and 250,000 living. That feels too high for a city struggling to keep itself alive.
Tweaking numbers until I'm happy. 400,000 mummies; 150,000 living; 550,000 total. 60% casualty rate for both groups, each conflict. After HoD, there would be 160,000 mummies and 60,000 living survivors. After Phyrexia, there would be 64,000 mummies and 24,000 living survivors. That feels pretty okay to me. Mummies outnumber the living by about a 3:1 ratio, the Phyrexians could have killed tens of thousands of people, and there's still enough for crowds to fill grandstands and line racetracks, assuming it's mostly mummies.
On other notes from the previous discussion, there’s still no real word on where Crested Sunmare came from, which is interesting, and the “Death Race” set does go through Amonkhet.
Also... (spoilers) Show
TheRoaringRegisaur on
Ajani's Pride
11 months ago
Also, since it's a modern deck, I'd add some Soul Sisters (Soul Warden, Soul's Attendant). I also like Lunarch Veteran Flip, but he's not as good. With all these Clerics/Angles, consider Righteous Valkyrie. Daxos, Blessed by the Sun is another worthy consideration. ... Instead of Revoke Existence, I really like Banishing Slash, even if you don't get the token from it. From the same set, Eiganjo, Seat of the Empire is a great land with good utility. Also, if you wanna drop Scoured Barrens/Blossoming Sands entirely, I'd look at Kabira Crossroads. And although it's not actually out yet, you'll want Essence Channeler from Bloomburrow.
TheRoaringRegisaur on
Ajani's Pride
11 months ago
If you want a land that has you gain life, I'd do Blossoming Sands instead of Scoured Barrens because you actually have a card (Shalai, Voice of Plenty) that could potentially use it. It's extremely you'd have the two green mana, but it's better than nothing. I also wouldn't run 4 Shadowspears because they're legendary... you can only have one out at a time and since they're artifacts they're more likely to stay on the battlefield than a creature.
GangstaFranksta on
Arcades, the Strategist's Army
1 year ago
You should think about adding The Pride of Hull Clade because he is good but also cool. But I think you would benefit a lot from improving your mana base. I suggest it should look more like this:
Lands
Basic
Pain
Adarkar Wastes, Brushland, Yavimaya Coast
Scry Lands
Temple of Mystery, Temple of Enlightenment, Temple of Plenty
Tri Color
Brokers Hideout, Seaside Citadel, Bant Panorama
Any Color
If you wanted you could also add the gain 1 life lands: Tranquil Cove, Blossoming Sands, and Thornwood Falls. You may also consider adding Krosan Verge or Myriad Landscape just to help ramp.
It would also be really beneficial to have at least a Sol Ring and an Arcane Signet.
Other
Remove Verity Circle. Seems like there are a lot of possibilities where it is just sitting on the field not providing any value. And it isn't even a creature so it can't block. You could replace this with one of the mana artifacts I mentioned earlier or like a Swords to Plowshares, Pongify, Rapid Hybridization, Path to Exile (I kind of think you need some more removal lol, but you could replace Verity Circle with whatever you wanted.)
Remove Alive / Well. Just straight up not worth. Replace with one of the cards I have mentioned.
Other than that I think this is a really good deck. I think you could use most of my suggestions and keep it close to $100.
KBK7101 on March of the Machine
2 years ago
Just from the few cards we got, I'm incredibly excited. Definitely feels like a climactic finale.
Wonder who else will get completed and will we see Amonkhet?! (I know it's on a new printing of Blossoming Sands at least!)
Absolutely building Goro Goro/Satoru. Probably building Multani/Yargle because that card just makes me happy. Lol
Daveslab2022 on What is Your Opinion of …
2 years ago
While I agree with the rest I’m just curious why you feel that the OG duals “detract from the complex land systems in commander.”
To me, it’s just another option for lands that you can use. When you have 30+ lands slots and a 3+ color deck, it’s just a strictly better Guildgate, Gain-land (a-la Blossoming Sands and the like), and other etb tapped duals.
I just don’t see how it’s different from using these tapped duals, other than you get to use them on the turn they come down.
How does it change the “complexity”?
marco-online on
Hosenfurz
3 years ago
Ok I just realized I can not edit that comments :) since the gameplan looks now clearer to me I would change some cuts and make some other suggestions.
Caller of the Pack Very expensive, After you tapped out and if it sticks ( survives one whole round ) you only got more fatties out of it and the tokens will leave the field then!. -> Armada Wurm costs less, has more devotion towards your gods Karametra, God of Harvests, Heliod, Sun-Crowned and the token sticks
Zendikar Farguide Unplayable mediocre evasion. no synergy. Thats just bulk. -> replace this with Thragtusk with the same cost you get a token and life gain
Impervious Greatwurm is strictly MORE-WIN. -> Instead of a meaningless fatty I would include a fatty that helps at least your creatures and tokens ( If you manage to fokus on something here.. ) Elesh Norn, Grand Cenobite
Nyx-Fleece Ram slow and only viable in enchantress or lifegain ( well seems you would like lifegain ) I would suggest Authority of the Consuls instead. No one want to kill Authority of the Consuls and it triggers all the time I have seen it. There is also Soul's Attendant in creature form but the enchantment is stictly better ( it sticks around as an engine )
Trudge Garden this card is just playable if you commit more to lifegain... so yeah lets do that. dont cut this anymore pls.
Conclave Guildmage This fragile setup card has no synergy rate. Token 4cmc to expensive and tapping for trample is something you will mathematically never really benefit from. I would replace it with some real oomph here -> The Great Henge ( Its really broken )
Jewel Thief is pure garbage for green ramp. You play green man. USE IT BETTER -> I would to another ramp which is also a library fix and lifegain. good ol Courser of Kruphix
Heal the Scars is way to expensive to hold back for a battle trick. Unplayable. -> If you want stuff like that I would let it die and play -> Momentous Fall. Can also be used If it would die in your combat step.
Mirariis unplayable here. dead card. That fits in a blue wizard spellslinger/artifact deck consider the very versatile Knight of Autumn
There is Blossoming Sands or Graypelt Refuge to have more chance of lifegain triggers
Trelasarra, Moon Dancer as far as the math went ( or is ) you dont get any meaningfull recursive life but you can try him would not cut him anymore.
Second Harvest This is a card just playable if you commit 100% towards tokens. Dont make the deck bad Instead of a WINMORE play WIN. You dont want to pay 4mana for cloning one or two 1/1 or 2/2 tokens -> I would replace it with Archangel of Thune
Growing Ranks This is a card just playable if you commit 100%% towards tokens. you could replace it with some of the horses like Crested Sunmare
Knotvine Paladin maybe you misread this it does not get a +1/+1 counter it just gets +1/+1 until end of turn. This card has no synergy anf if you think it gets big because of all the creatures you have then its MORE-WIN - replace it with some protection (lacking in the deck) Heroic Intervention
Loxodon Smiter this card is just a vanilla 4/4 for you No one lets you discard this there is no reason for it replace it with protection (lacking in the deck Teferi's Protection
Murasa Rootgrazer only viable for a landfall deck. - replace with more protection Dauntless Escort note that sac: is instant speed when i is on the field.
Chatterstorm unplayable. this is no storm/spellslinger deck at all. Random suggestion here you like mean ones like Hornet Queen dontu
Orange+ on
Punching in Pillow Fights
3 years ago
Hi, H-E-N-R-Y
Cool deck you've got going here :)
I have made a Sythis deck myself, but to be honest, Im not completely into what people usually play with Sythis. I could however provide some initial thoughts I have based on your decklist.
First of I would recommend that you structure your deck with categories. I know a lot of people on tappedout doesnt use them, but they are very useful when building decks or providing feedback.
You play a lot of lands that enter the battlefield tapped, but as a two color deck containing green, Im not sure if you need to. Some of them might be handy, like Path of Ancestry and Temple of Plenty which gives scry. But I dont think you need the rest, and could swap them out with lands that dont enter tapped (like just basics). The lands are: Arctic Treeline, Blossoming Sands, Graypelt Refuge, Path of Ancestry, Scattered Groves, Selesnya Guildgate, Selesnya Sanctuary, Temple of Plenty, Thriving Grove, Vivid Grove, and Vivid Meadow
I've tried to play Crystal Chimes myself, and didnt like it that much. If I were you, I would probably take out both the chimes and the Cloud Key. They seem slow. Cards like the chimes and Resurgent Belief are very telegraphed, meaning your opponents will know what you can do before you do them, this is often quite a disadvantage.
Otherwise I think your composition is pretty nice with lots of good cards. But it might get better if you cut some of the larger mana cost cards. If you get to draw a lot from your commander, you might as well play a lot of cards. And if that is the case, mana is what is holding you back. I think cards like Celestial Mantle, Eldrazi Conscription, Epic Proportions, Gigantiform, Indrik Umbra, Martyr's Bond, and Prodigious Growth are a bit too mana expensive. (However, if you treat some of these as wincon, you should keep those)
As I mentioned, Im not quite sure what is common to play with Sythis, but as you have many spells with mana cost 3 or less, you could try Sun Titan. Otherwise, enchantment recursion is really nice in these kinds of decks (against bordwipes and such). Cards like Replenish, Retether, and Brilliant Restoration.
Finally, as mentioned by others commenters, I think removal is really important. I think Swords to Plowshares and Path to Exile are natural fits, but if you want play more enchatments, you could also try Journey to Nowhere, Borrowed Time, or Oblivion Ring. My deck Riders on the Storm has a removal category if you want to take another look.
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