Desert of the Fervent
Land — Desert
Desert of the Fervent enters tapped.
: Gain .
Cycling (, Discard this card: Draw a card.)
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Desert of the Fervent Discussion
2 weeks ago
Asmoeus here are some suggestions around what I would do to improve the deck on a budget
- Remove Desert of the Fervent (enters tapped with no effect) > Add Evolving Wilds (will let you find a specific colour if you are missing one)
- Remove Desert of the Mindful (enters tapped with no effect) > Add Terramorphic Expanse (will let you find a specific colour if you are missing one)
- Remove Forgotten Cave (enters tapped with no effect) > Add Mountain
- Remove Lonely Sandbar (enters tapped with no effect) > Add Island
- Look decent. Gilded Lotus does have a high mana cost so would keep an eye on how often you cast it.
- Remove Creative Technique (with your lower mana curve odds of you revealing something really good is low) > Add Arcane Denial as a good, cheap counter spell
- Remove Fiery Encore (expensive and requires you to discard a high mana cost card to deal decent damage) > Add Solve the Equation (Tutor for the spell you need)
- Remove Charmbreaker Devils (returning spell at random will not often get what you need, and does not have a way to get around blockers) > Add Runaway Steam-Kin (Will help you cast more spells and give you mana)
4 months ago
Awesome deck, I love Ruxa, both art and mechanics, WotC did a good decision with this card! Maybe I try to play him in the future when I end with other deck projects.
*I think you mistaked by putting Desert of the Fervent (It's not legal in your deck due to color identity. Maybe you wanted to put Desert of the Indomitable ) You also did well by removing Farseek . It's an awesome ramp card, very good in any multicolor deck, but useless in mono green as it can't search forests.
Another land card you could use is Bonders' Enclave , similar to war room. In your deck your commander has 4 power and many other creatures and tokens will have it too so will be easy to use.
I also think Arcane Signet (Again, nice card but better in non-mono green decks) is not necessary in your deck, unless your playgroup plays heavy Mass Land destruction. If that's not the case, better add Nature's Lore or just Rampant Growth . They will grant you ramp in form of lands, wich usually are more durable than an artifact, and in your deck you play Landfall cards like Rampaging Baloths. Or if you just want to be fast, Wild Growth .
Hope something is useful! :)
6 months ago
1 year ago
Ruin of the Fervent
Land - Mountain
(: Add )
As ~ enters the battlefield, you may discard a card. If you don't, it enters the battlefield tapped.
1 year ago
Hey -- I just put my current incarnation Krenko on here a couple weeks ago and run a few that you might consider:
Not cheap -> Valakut, the Molten Pinnacle it's great but it's $15-20 atm.
Don't overdo it though, especially with tapped lands and anything that can't produce , especially in an aggressive build. Flamekin Village and a removal land and maybe one more... Mine's got a little different focus, but for reference here's what I'm toying with: http://tappedout.net/mtg-decks/krenko-kontrol-theory/ Hope that helps!
1 year ago
- Desert of the Fervent
- Desert of the True
- Drifting Meadow
- Forgotten Cave
- Secluded Steppe
- Smoldering Crater
- Gruul Guildgate
- Rugged Highlands
- Timber Gorge
- Gruul Turf
- Blossoming Sands
- Selesnya Guildgate
- Selesnya Sanctuary
- Tranquil Expanse
I'm not saying add them all but add a few of them. I know speed is probably of very much importance to the build so no need to add all of these. But I think adding like 4 or 5 duels and 4 or more cycling lands
2 years ago
Cool idea for a deck! I think you could try to build around your commander even more.
In your mana base, a very easy inclusion would be all the cycling lands. Desert of the Fervent , Desert of the Indomitable, Tranquil Thicket , Slippery Karst and Smoldering Crater are great for Gruul decks to have anyways because of the lack of card draw and they work super well with your commander.
All the Dredge stuff would be great in the deck. You already have Brownscale, but you could use Shenanigans (there's always a target), Moldervine Cloak and Greater Mossdog all give you consistent action in the late game that will also power up your damage.
There are tons of self-mill cards that are worth running for card advantage. Lead the Stampede , Beast Hunt , Benefaction of Rhonas , Commune with the Gods , Kruphix's Insight , Scout the Borders all work at varying degrees of efficiency. If you ran a few more enchantments (which wouldn't be hard to do), this could actually be a great way to stock your graveyard and give you tons of action throughout the game.
With that in mind, almost every Flashback card is probably worth running. Same goes with Retrace and Jump-Start. These will give you so many options over the course of the game and be an extension to your hand.
Book Burning Targeting yourself is a pretty good way to stock the graveyard quickly, unless an opponent wants to take 6, which is also nice.
Chainflinger is decent in PDH and would fit nicely in a deck like yours.
Firebolt is very good in general and gets even better if you're milling it into your graveyard.
Fortitude can make a big creature a bigger problem and feed your graveyard lands.
Mother Bear seems like a good fit, like most cards that generate value in the graveyard.
Elven Cache is a great card to have in green PDH. It doesn't cost you a draw like Reclaim does, which justifies the mana cost, in my opinion.
Is Renewal to janky? Cantripping and fixing your mana might not be worth 3 mana, but it does move your gameplan forward somewhat.
A lot of the cards in your maybeboard are cards I think you should actually play. Excavating Anurid is quite strong. A 5/5 vigilance that cantrips at almost no downside for you is really good. Igneous Elemental is comparable to Flametongue Kavu in many scenarios. All your burn and removal that requires sacrificing creatures or lands is also good for your game plan. Quicksand has no downside in your mana base.
In general, I think having more creature-based ramp might be better than sorcery or artifact ones, unless they sac lands. Rampant Growth, Land Grant, Search for Tomorrow, Renegade Map and Armillary Sphere seem like they would be stronger as mana dorks. Zhur-Taa Druid and Silhana Starfletcher are both cards that do a lot of work in PDH, plus all the typical 1-mana ramp creatures in Green.
Otherwise, I think Diligent Farmhand and Muscle Burst is cute, but not very effective overall.
Chain Lightning and Lightning Bolt are oddly enough not impactful enough to play in PDH, in my opinion. I would vastly prefer Staggershock over either one for the better damage output or card advantage potential. These could be easy subsitutes for some of your maybeboard spells.
A lot of your creatures are aggressive, but not enough to really be pertinent in a game with 30-40 life (depending on how you play). Borderland Marauder, Burning-Tree Emissary, Moldgraf Scavenger, Zectar Shrine Expedition and to a certain extent even Scythe Tiger could be better as more resilient, synergistic or more powerful threats that scale better with all the ramping you're doing. Something like Sprout Swarm is a classic game-winning card that is good across the entirety of the game and works well with sac effects you're running.
Last thing: I think you should run more lands. I get that you're trying to be low to the ground and aggressive, but running a low land count hurts you in a lot of ways. It makes less opening hands keepable, it restricts the breadth of finishers you can use, it lowers the efficiency of your commander and cards like Winding Way and can even result in you running out of basics to fetch in the mid-to-late game. I think 38-40 lands would be a more appropriate number.
Again, great idea for a deck and I'm looking forward to hearing more about how you do with it. Is it more for 1-on-1 play or multiplayer?