Desert Cerodon

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander 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
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Desert Cerodon

Creature — Beast

Cycling (, Discard this card: draw a card)

legendofa on The more I think about …

1 month ago

Optimator I assume you're referring to the flavor text on Crested Sunmare. As I understand it, story influences flavor text much more often than the other way around (this is where Ghostfire deserves mention), and it's easy enough to interpret this as desperate speculation on Djeru's part rather than an indicator of future events. It's possible that it's simply another desert monster, alongside the cerodons and sandwurms.

Sure, the big horse is there, and it's somewhat out of place both mechanically and flavorfully, but that is literally the only suggestion that anything else might exist on Amonkhet. Even if Djeru is right, and the Sunmare comes from somewhere else on the plane, it would still have the Phyrexian Invasion to contend with. And if this hypothetical horse-land of Amonkhet is isolated enough to survive two separate planar invasions with nobody on- or off-plane being aware of its existence, how much influence can it have?

Crested Sunmare, by itself, is too vague and undeveloped to offer anything more than a kernel of inspiration.

neolions on Anje Falkenrath's Degenerate Combos

4 years ago

I would say that this deck is a fragile glass cannon. I recommend taking out all the fatty madness cards that don't do anything outside of being a madness card much like Weirded Vampire is. Replace them with cycle cards that are only for 1 mana (IE. Barren Moor and Desert Cerodon ) to give your curve more things to do outside of getting to three to cast the commander. Next, you need a better way than needing two pieces in the yard and two reanimation cards. Something like a Living Death or Electrodominance and Living End to get them both out. Small small thoughts but overall your deck helped my Anje deck too.

Boza on Muldrotha Cycle graveyard?

5 years ago

Note that you can cycle + cast with muldrotha permanents only. So something like Beneath the Sands is a non-bo with Muldrotha, but something like Desert Cerodon is.

Entomo on Death Clock

6 years ago

Thanks for checking it out @jakebreake, I'm glad you enjoyed the build. I think your right, Desert Cerodon and Razaketh's Rite are flexible slots. I feel for Azor's Gateway  Flip to work well the deck will need around 3 cards available at around 7-8 different cmc slots. I have found that having 8 or more cards with a cycling cost of 1 is helpful in finishing the game with Faith of the Devoted. I'm not sure what's right, but I decided to go with combo strength, sense the deck lacks threats and packs a lot of removal.

On that point, I'm pretty confident in the removal suite, especially vs fast aggro decks. Push, cut, and never provide 11 direct target removal spells that are all great vs early creatures. additionally the 4 suns and 1 hour provide card advantage when they 2 or more for 1, and can really shut down a lot of decks. I'm actually more worried of cards like Chandra, Torch of Defiance, Hazoret the Fervent, The Scarab God, and God-Pharoah's Gift.

To that end, I don't think adding small 2 drop creatures is the answer. One of this deck's strengths is the lack of creature threats almost guaranteeing at least 1 dead card for the opponent. Maybe there are some alternative cheap spells out there that can deal with the specific problem cards of the deck. Doomfall springs to mind as a strong catch all that could easily side in for Sweltering Suns at the 3 drop slot.

JakeBreake on Death Clock

6 years ago

Play tested this deck quite a bit. Absolutely loved it. Only thing that scares me is a bad matchup to the aggressively fast tribes in the new standard format; even Sweltering Suns finds itself too little to slow down many decks.

I think you could cut a Desert Cerodon or two, as well as a Razaketh's Rite to add in Gifted Aetherborn or Dire Fleet Poisoner

jdarmstrong135 on God Pharaoh's Bicycle

6 years ago

Where is the Desert Cerodon ? Cycles for only one red mana.. seems good in this deck that wants to cycle.

Xica on Nahiri's Wrath

6 years ago

So since it cam out Nahiri's Wrath was always at the back of my mind.
And i recently stumbled upon some nice cards that compliment it perfectly Ragged Veins (with flash!), Visions of Brutality & Spiteful Shadows - all of which are a lot better than Boros Reckoner or Spitemare in this role.

Of course a short search later i quickly realized that i am not the first to come up with the idea.
And quickly found out, that no one made a serious attempt to make such a deck work.


So in my humble opinion the deck should be built up something like this:
6x Nahiri's Wrath (& Kindle the Carnage )
8x Ragged Veins & Visions of Brutality
4x Faithless Looting
4x Cathartic Reunion (?)
4x Shriekmaw

And a lot of other high costed creatures, something like:
3x Tasigur, the Golden Fang
4x Tombstalker (?)
and
Horror of the Broken Lands
Desert Cerodon

The problem of creatureless decks can be solved by Forbidden Orchard, and black has plenty of discard for the sideboard, to fight counterspells.


Does this idea seem viable?

Rex_JB24 on Jeskai Cycling Gift

6 years ago

That's one way to get GPG out early...I like it! Some of these creatures play very well with GPG but I'd like to see a few different creatures here. I would remove both Desert Cerodon and one Striped Riverwinder for three Combustible Gearhulk. This card plays incredibly well with Refurbish and Gift and your average CMC is so high that an opponent would be insane to let you mill three. This will almost always be a draw three, but if your opponent mills you three they're gonna take a TON of damage while also giving you more reanimation targets. Speaking of your CMC, it's big but that seems mostly due to overcosted creatures with cycling. Even so, I think you need more land in deck to be able to cast these cards if you have to. So, I would say cut Leave, you've already got four each of Tormenting Voice and Cathartic Reunion along with all your cyclers and that is enough card draw. The extra four slots free you to add two apiece of Inspiring Vantage and Glacial Fortress for better consistency. I also like Spirebluff Canal here, and three of them could replace Evolving Wilds.

Load more