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Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
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Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
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Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Desert's Hold
Enchantment — Aura
Enchant creature.
When Desert's Hold enters the battlefield, if you control a Desert or there is a Desert card in your graveyard, gain 3 life.
Enchanted creature can't attack or block, and its activated abilities can't be activated.
jamochawoke on Path to Exile or Swords …
2 years ago
TypicalTimmy the best removals are actually the Arrest enchantments. Your examples give them an indestructible chump blocker and a land for ramp as well.
I'm talking about:
- Arrest
- Demotion
- Desert's Hold
- Faith's Fetters
- Gelid Shackles
- Bound in Gold (arguably the best one)
- Nahiri's Binding (this also targets walkers)
- Prison Term (best value over a long game)
- Serra Bestiary (gets around the mana abilities clause)
- Stasis Cocoon
- Suppression Bonds
- Trapped in the Tower
griffstick on Need help finding cards to …
4 years ago
Control Magic, Chamber of Manipulation, Parasitic Impetus, Abduction, Confiscate, corrupted conscious, Dream Leash, incase in ice, Enslave, Faith Unbroken, In Bolas's Clutches, Infinite Reflection, Lay Claim, Leaden Fists, Mind Control, Persuasion, Prison Term, Spectral Grasp, Spirit Away, take posession, Treachery, Vow of Duty, Vow of Flight, Vow of Lightning, vow of malace, Vow of Wildness, Weight of Conscience, Winter's Rest, Yavimaya's Embrace, Arrest, Bonds of Faith, Bound by Moonsilver, Bound in Silence, Cage of Hands, Cagemail, Captured by the Consulate, Caught in the Brights, Cessation, Choking Restraints, Crystallization, Demonic Torment, Desert's Hold, Dreadful Apathy, Faith's Fetters, Forced Worship, Hobble, Ice Cage, Kirtar's Desire, Krasis Incubation, Lawmage's Binding, Luminous Bonds, One Thousand Lashes, Pacifism, Pillory of the Sleepless, Recumbent Bliss, Revoke Privileges, Capture Sphere, Castaway's Despair, Charmed Sleep, Claustrophobia, Encrust, Malfunction, Mystic Restraints, Numbing Dose, Shackles, Sleep Paralysis, Stasis Cell, Unquenchable Thirst, Waterknot, Martial Impetus, Predatory Impetus, Psychic Impetus, shinny impetus, Darksteel Mutation, Deep Freeze, Frogify, Ichthyomorphosis, Imprisoned in the Moon, Kasmina's Transmutation, kenrith's transmutation, Lignify, One with the Stars, Reprobation, Song of the Dryads
and that's just auras
Randomsome1 on Enchant deez nuts
6 years ago
Good start, a few cards don't seem to fit the goal of the deck.
Cut:
Laboratory Maniac - I dont see a infinite draw engine to make this a viable win condition.
Teferi, Hero of Dominaria - You have an okay amount of instants (It's just how the deck wants to be built), but I think you're a little short on benefiting from his + enough for his cost.
Asceticism - This is great if you want to go into a Aura Voltron route, but the Sterling Grove and Privileged Position Combo is enough for protecting your creatures.
Sigarda, Heron's Grace - You're got 6 Humans and Tuvasa ain't one.
Acidic Slime - Great removal, but because it costs so much it's only worth it in decks that can consistently bring it back from the grave or blink it.
Pacifism - Because Arrest, Desert's Hold, Encrust, Lost in Thought
Maybe:
Aura Shards - I don't think you have enough creatures to really abuse this, but it is still really good.
Burgeoning and Exploration - good ramp cards, but only if you have the lands in available. With only 36 lands you will probably won't be using them as much as you'd like.
Abundant Growth - Great color fixing, but not ramp.
Luminarch Ascension - You might have enough protection to get this going, maybe.
Parallax Wave - I might be missing something, but this card just seems bad outside of a blink deck. It doesn't combo with Solemnity if that's what you were thinking.
Add:
Estrid, the Masked - She's still great protection for your Enchantments and your commander.
Wild Growth - 1 drop enchantment ramp
New Horizons - Color fixing, ramp, and some pump.
Nature's Lore Rampant Growth Selesnya Signet Simic Signet ETC - Even though they don't fit, they are always great consistent ramp.
Sol Ring - Come on, Really? xD
Mystical Tutor - Grab that board wipe or Approach of the Second Sun
Open the Vaults - cheaper Replenish
Leyline of Anticipation - Enchantment version of Vedalken Orrery
Supreme Verdict - Just a good wipe.
Thoughts:
Land Tax - Might be able to do some cheeky things with Burgeoning and Exploration
One reason why you might not want to go the way im about to suggest is because my Controlling Girlfriend(s) deck does this too. But, feel free to copy me (You always do xD)
Ghostly Prison Propaganda Collective Restraint Sphere of Safety Norn's Annex - No one will be able to attack you.
Aura of Silence - more tax and can destroy something.
Auras:
Totem Armor is strong. If you want to go down that path the precon has some good ones, but look up cards that give totem armor, they aren't bad.
Purple_Mage on Through the Fire and Flames Part 1
6 years ago
ironplasma17 of course I shall reply, it would be rude otherwise!!
I like the thought of swapping one land for one Scavenger Grounds. Which means I might adapt the side and swap Thopter Arrest for Desert's Hold.
I also like the suggestion of Path of Mettle and shall add 3 to the sideboard against go wide strategies. Dropping this on Turn 3 alongside a Cartouche to buff a guy to avoid losing the creature could be a viable thing and provide a late game win con/mana-sink.
Thanks for the suggestion!!
Agent_Fire on That's a Heck of a Swiss Army Knife You Got There
6 years ago
Desert's Hold seems like a good anti scarab god card.
TheRedGoat on Plants killed you, but I’m the root of your demise
6 years ago
First I would point out that your name (both user and the deck name) are pretty cool, but also that this really doesn't feel like a control deck as much as a force feed/mid range ordeal. The life gain tag also seems out of place given only the single source of life gain, but I am unsure how consistently that is anyway without personal testing.
Secondly, why in particular do you have Treasure Map Flip? I figure of course that it is a source of card advantage for cheap, but is there really not faster options? If not, then wouldn't some hand control or extra removal be good for the deck?
To my knowledge, if you were to play efficient card advantage for this build, then you might as well go up in mana for the black tutors (there are currently 2 in standard). With those you could more effectively get the key cards you need for the win (other decks that rely on collective value of cards could make do with basic card draw, yours does not appear to be that kind of deck). In the control side though, you have a lot more options in the 2-3 mana slot. Or if you still went up to 4 mana you could use the "catch all" removal spells like Vraska's Contempt. But that is in support of the control tag you have at least. I imagine that Desert's Hold was originally suggested for this exact reason as it deals with the God cards like Hazoret and the Scarab.
I actually would think a card like Supernatural Stamina could have made into your build with its ability to re-trigger your "bansiher" creatures. For a last moment thought as least. I can't figure where space could be made given your current build.
blindedbeast on Cartouché, sir
6 years ago
I really like the look of this deck! I've been playing a version of $10 U/W SRAM ENCHANTRESS that I've uploaded as Sram the Dwarf Enchantress and I think some mix of that plus this would work really well. Having Dowsing Dagger to pay Daring Saboteur's unblockable cost is awesome but I think I'm playing too many Desert's Hold and need to make room for some counter spells.
CrapdosNoob on Mono-White Vamps
6 years ago
Also, since you have 7 deserts, Desert's Hold might be a consideration if you're going wide.