Desert of the Indomitable

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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
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Desert of the Indomitable

Land — Desert

Desert of the Indomitable enters the battlefield tapped.

: Add .

Cycling (, Discard this card: Draw a card.)

ClockworkSwordfish on Rabid Wombat

2 years ago

I always thought Rabid Wombat was the bee's knees. It struck me as a perfect mix of bizarre-and-hilarious but also intriguing as a card to build around back in the day. Of course, many superior versions of the idea have seen print since Legends... but it's nice to see this old favourite being given a chance by your Pauper build. I especially appreciate the fact that there are essentially no other creatures, meaning the Wombat is your first and only route to victory!

I guess one thing that stood out to me is that the lands are a little plain! Forests get the job done, by all means, but you certainly have room to play around with some nonbasic lands to give you more options during play. This build seems like it never really needs more than four mana, so lands like Tranquil Thicket, Slippery Karst and Desert of the Indomitable can be cycled away if you draw them after that point. Quicksand can keep pesky attackers off your back while you're setting up, and Gingerbread Cabin should have virtually no drawback while earning you an extra bit of life.

One other enchantment I think you might want to consider is the newcomer Sheltering Boughs. It's not cheap at three mana, but replacing itself is not to be underestimated! You could probably run it over Favor of the Woods, which always struck me as a very weak card.

BRAZATO on Bear to be Vanilla

3 years ago

Hi, Noire_Samhain

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.

Some ideas:

*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! :)

BrassLord on Jolly Green Giant Deck Commander

3 years ago

And again, since your commander cares about lands in graveyards, Crop Rotation can fetch any needed utility lands/fetching lands. And Springbloom Druid is a Harrow with legs! Roiling Regrowth is a newer card that fetches you lands. And Nissa's Pilgrimage is an all star with the potential to give you 3 lands for 3 mana!

Hope that gives you some ideas!

Peoni on Catrunner

4 years ago

Here are some cards you might like: Beast Whisperer, Broodhatch Nantuko, Colossal Majesty, Deep Forest Hermit, Druid's Deliverance, Evolution Sage, Explore, Full Flowering, Gaea's Blessing, Garruk, Primal Hunter, Generous Stray, Giant Adephage, Gilt-Leaf Archdruid (pushing the budget, I know. Just thought I'd throw it out there),Hunter's Insight, Paragon of Eternal Wilds, Rampaging Baloths, Runic Armasaur, Sandwurm Convergence, Second Harvest, Selesnya Eulogist, Seton, Krosan Protector, Shapers' Sanctuary, Snake Umbra, Temur Sabertooth, Verdant Rebirth, Voice of Many.

Figured I'd give you a lot of different choices and you can pick through them for the ones you like.

What I would recommend you do with this deck is turn its focus into a cat and druid tribal deck that incorporates a lot of card draw and token generators along with populate effects. I feel it would bring a lot more synergy to your deck without increasing the price.

IF you ever wanted to break budget a little bit for this deck, I'd suggest maintaining the whole cat/druid/token themes and incorporating a little more of an enchantment focus with cards like Argothian Enchantress, Verduran Enchantress, Yavimaya Enchantress, Eidolon of Blossoms, and Setessan Champion. This would both boost your druid count a bit and your card draw significantly. These combined with enchantments like Beastmaster Ascension, Parallel Lives, Season of Growth and auras such as Keen Sense, and Sixth Sense, would net you a lot of value and power.

You might also consider cutting some of your lands like Blighted Woodland, Desert of the Indomitable, Slippery Karst, and maybe 1 or 2 forests, and adding in more ramp cards. I'd suggest maybe a Kodama's Reach and some artifact ramp like a Mind Stone, but I think you should focus most of your ramp on land auras like Wild Growth, Fertile Ground, Wolfwillow Haven, and Overgrowth. They'd be really nice if you ever decided to go down the Enchantress route.

I knooow this is long I'm sorry but I just see a lot of cool fun and potential in this deck of yours. :^) I tried to keep my recommendations budget but a few pricier choices might've slipped through. I hope this helps!

dominionloser123 on Hapatra EDH

4 years 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.

Cut Golgari Guildgate, Foul Orchard, Jungle Hollow, and Vivid Grove. They're taplands with no upside, and there's plenty of better options out there.

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.

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