Desert of the Glorified
Land — Desert
Desert of the Glorified enters the battlefield tapped.
T: Add B to your mana pool.
Cycling 1B (1B, Discard this card: Draw a card.)
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Desert of the Glorified Discussion
1 month ago
not a fan of: Search for Tomorrow , Diabolic Tutor , Return to Nature , Unravel the Aether , Edge of Autumn , Fertile Ground , Rampant Growth , Sakura-Tribe Elder , Golgari Signet , Talisman of Resilience , Foul Orchard , Golgari Guildgate , Jungle Hollow , Golgari Rot Farm , Desert of the Glorified , Desert of the Indomitable
9 months ago
You could consider adding a Desert package (Desert of the Glorified, Desert of the Indomitable, Grasping Dunes, Endless Sands, and possibly a few of the more minor ones) in order to enable Ifnir Deadlands. If you do, I might consider cutting Opal Palace as your colorless landcount is perhaps a bit on the high side.
Nesting Grounds seems fun in this list.
Tectonic Edge doesn't really fit the current meta, since nobody's running any of the broken lands that would actually warrant getting destroyed.
Your swamp count is only at...9, if you count the budget fetchlands and Urborg. That's a bit low to make Tainted Wood work.
Generous Patron, Seshiro the Anointed, Yawgmoth, Thran Physician, Skullclamp, Moldervine Reclamation, and Driven / Despair are your only ways to accrue much in the way of card draw. It's over the minimum threshold I'd set to run Reliquary Tower, but I'd keep in mind that the Tower is rarely going to do much for you, so cutting it wouldn't be the worst.
1 year ago
multimedia Thanks! Your observations are indeed very astute and taking serious. I just decked myself out yesterday. Plus my friends all run Bojuka Bog in any relevant deck so if I don't combo win I can be screwed. I don't want to combo win with infinite combos aside from Nim Deathmantle but that offers good value too. More land and putting back Sakura-Tribe Elder is wise. Probably should have 3 of each. I like cycling a lot but I am thinking the Desert of the Glorified amd Desert of the Indomitable could he cut and aren't super flavorful art wise anyway and have the worse cycling costs too. I like all the other cards you suggested. Many are a matter of time if you will. No Trike though. Only good enough if you combo with it in my opinion and I don't like the flavor either. But still the smart choice no doubt. Thanks again!
1 year ago
There are 3 reasons why someone would consider including Havengul Lich in their 99: 1) They want to be able to use activated abilities from graveyards for 1 mana. This requires a dedicated decklist. 2) They want to be able to cast creatures from graveyards at instant speed (creatures with Flash, or with Vedalken Orrery/Leyline of Anticipation/etc). This also requires a dedicated decklist 3) They want to be able to cast creatures from their opponent's graveyards. This also requires a dedicated decklist. I don't think your deck wants to do any of those things or enough of those things, so it doesn't really make sense to include it.
multimedia is also absolutely correct that your deck wants fetchlands, assuming that money is no concern (which is reasonable, considering you have all of the original duals), as not only will these cards get your duals, they can also be replayed by Muldrotha, the Gravetide and will thin your deck. In fact, all of his suggestions for improving the manabase are correct: lands that can enter untapped are generally better than those that don't. That doesn't mean don't use untapped lands, only that you should only use a few and that you should pick them wisely (such as Bojuka Bog, or cycling lands such as Forgotten Cave).
Furthermore, consider using Animate Dead, Necromancy and Dance of the Dead. These are enchantments that recur creatures, which lets you get around the limitations on Muldrotha of only being able to recur 1 card of the each type. On top of that, if the creature dies, the enchantment goes to the graveyard, which can then be recurred once more. On top of that, each can recur cards from another player's graveyard, which is useful in a pinch.
Finally, since you are in green you really shouldn't use ramp spells that A) don't put permanents directly into play or B) cost more than 3 mana. Realms Uncharted violates the first, and Hour of Promise violates the second. On top that, your deck contains no Desert Lands (such as Desert of the Glorified or Ifnir Deadlands), so you will never get the second part of Hour of Promise, effectively making it a more expensive Explosive Vegetation that isn't limited to basic lands. As multimedia suggested, Crop Rotation and the more costly-but-powerful Harrow are good replacements as Muldrotha can replay the sacrificed land afterwards, which gets around the cost of sacrificing land. Furthermore, Sakura-Tribe Elder is a must-include in Muldrotha decks, as it can become a Rampant Growth on every turn.
multimedia is also correct about cutting the Curse enchantments and Amulet of Vigor. The Curses are situational and limited in power, and Amulet of Vigor does not have enough synergies in the deck to be worth the slot.
Finally, here's a non-exhaustive list of zombies which are (in my opinion) some of the best options in EDH for your colors and why
- Gravecrawler - combo piece in sacrifice combos
- Cryptbreaker - Manaless card draw
- Carrion Feeder / Nantuko Husk - free sacrifice outlet
- Stitcher's Supplier - efficient self-mill
- Lotleth Troll - free discard outlet
- Undead Augur / Plague Belcher - aristocrat win-condition
- Cemetery Reaper / Death Baron - Lord
- Diregraf Captain - Lord and aristocrat win-condition
- Fleshbag Marauder - Removal
- Midnight Reaper - Repeatable Card Draw
- Murderous Rider - Removal
- Prized Amalgam - combo piece in sacrifice combos
- Balthor the Defiled - Mass-reanimate
- Jarad, Golgari Lich Lord - win condition
- Undead Alchemist - mass token generator
- Corpse Connoisseur - Entomb on a body
- Custodi Lich - Monarch generator
- Phyrexian Delver - Gets around Muldrotha's limitation
- Mikaeus, the Unhallowed - board-wipe protection/combo-piece
- Noosegraf Mob - very fast token generator
1 year ago
Keeping in mind that this is a casual budget deck, I think there are still a couple of utility lands you could use in place of a few of your basics that you might find useful, and they aren't too expensive.
I notice you have some land destruction in there: Ghost Quarter can be used to take out a a different utility land from another player. Field of Ruin is similar, but targets nonbasics specifically - ditto for Tectonic Edge and Encroaching Wastes
Ice Floe can keep any one creature without flying that might otherwise pose as a problem.
Barren Moor, Tranquil Thicket, Desert of the Indomitable, Desert of the Glorified, Drifting Meadow and Polluted Mire are also some other land options. They're slow since they enter the battlefield tapped, but you can cycle them if you don't need the mana at that time. Ash Barrens might also be interesting.
A number of the suggestions are from this list; others are anything I could think of at the time that could be helpful while being inexpensive.
1 year ago
Hi! Like your deck a lot. It's fun and reasonably priced at the same time. A minor adjustment you could make is to include Desert of the Glorified and Desert of the Indomitable in place of a swamp and forest. Your Ifnir Deadlands can use its ability using other deserts so these two would count as both possible card advantage AND extra -1/-1 counter ammo. They're like $0.15 each so don't sweat them.
2 years ago
So spicy fam, what about the other cycle lands?
2 years ago
It just seemed to me that the only real reason to run Ifnir Deadlands was for its utility sacrificing Deserts to take out targets. No reason you can't sacrifice a tapped Desert of the Glorified that was just played if need be. (Otherwise I imagine you'd just run a normal Swamp rather than pay life for colored mana)