The Scarab God

The Scarab God

Legendary Creature — God

At the beginning of your upkeep, each opponent loses X life and you scry X, where X is the number of Zombies you control.

: Exile target creature card from a graveyard. Create a token that's a copy of it, except it's a 4/4 black Zombie.

When The Scarab God dies (is put into the graveyard from the battlefield), return it to its owner's hand at the beginning of the next end step.

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Legality

Format Legality
Modern Legal
2019-10-04 Legal
Limited Legal
Tiny Leaders Legal
Historic Legal
Canadian Highlander Legal
Oathbreaker Legal
Vintage Legal
Pioneer Legal
Legacy Legal
Arena Legal
Custom Legal
Gladiator Legal
Commander / EDH Legal
Duel Commander Legal
Casual Legal
1v1 Commander Legal
Leviathan Legal
Highlander Legal
Block Constructed Legal
Unformat Legal

The Scarab God occurrence in decks from the last year

The Scarab God Discussion

Mcat1999 on Kaldheim Brainstorming

5 days ago

The Scarab God will basically also let you stack your library after your engine has kicked off

Mcat1999 on First ever EDH deck... help?

6 days ago

60 card formats (lest Brawl) typically rely on copies of just a few cards that work wonderfully together, in order to maximize your statistical probability of drawing into the correct spell. After all, two playsets of a card which are functionally identical are effectively 8x of the same spell.

In EDH, you're limited to finding every single rendition of the same mechanic or idea and cramming as many into your deck as possible. But, this isn't always appropriate. You're no longer dealing with 20 life and 60 cards. You're dealing with 120 life and 300 cards, with respect to what your opponents have at their disposal.

As a result, some forms that are tried and true in, say, Modern or Standard fail in EDH. Burn is next to impossible, lest a few very select builds. Those with which are usually require intricate combos to go off, such as Prodigal Sorcerer. Discard works well enough but can be difficult to maintain as you're dealing with a potential "grip" of 21 cards among all 3 opponents, not 7. This means things such as your Specter idea begin to rapidly fall apart as you may not have a large enough creature base with which to consistently lay pressure upon other players.

This is why you want a Commander who does the work for you. A Commander, such as Tinybones.

In Commander, there are really two types of decks: Ones with which your Commander is your engine and you want them out at all times. Your deck can function without them, sure, but they are the nitros to the engine.

Alternatively, there are decks with which your Commander is more of the oil in the engine. Sure, it helps a lot and yes you want it if possible, but it's not going to hurt to run a little while without it.

  • Don't run your engine without oil, please.

The point is, the Commander with which you choose depends on the deck you want to play. If discard is your theme, you need a Commander who punishes and pushes this cause. If discard is a subtheme, your Commander can be different.

Take for example The Scarab God. This is a wonderful mill / discard Commander as you can selectively choose what you exile and thus subsequently gain. It gives you access to blue for counterspells, which are arguably better than discard.

  • I say this as discarding allows your opponent to selectively put their weakest card into the bin, or alternatively their best card if they want it there on purpose. However countering means they are often tapped out, down a turn, and lost their key play at that moment. Being reactive in this sense is far superior to being proactive.

Specters exist within Scarab God's colors, you have access to mill which is a form of resource denial - assuming your opponent lacks reanimation and recursion themes in their deck - and can often aggressively strike multiple players at once.

So if you are a new player to EDH and want this route, I would suggest The Scarab God. He's easy to build, easy to find redundancy, easy to maintain a boardstate with and easy to piolet with his scry ability. You have multiple subthemes you can build into, and lots of interactions at your disposal in Dimir.

Hope I helped.

dewrito on Liliana/ashiok help

1 month ago

JANKYARD_DOG yeh discarding and steeling my opponets stuff from the grave or exile, probably would of helped if I mentioned that. But yeh The Scarab God or Zareth San, the Trickster seem like good choices.

JANKYARD_DOG on Liliana/ashiok help

1 month ago

I would assume you're wanting a discard theme?

Nebuchadnezzar gives you another discard ability

Lazav, the Multifarious, The Scarab God, Lazav, Dimir Mastermind, Zareth San, the Trickster all benefit from cards that are discarded.

ShutUpMokuba on What is my Edgar Markov …

1 month ago

About quanity vs quality of tokens/creatures in general it depends on what you can get better. I'll explain myselft better, you need to see if you can manage to make a ton of small tokens or if you can manage better to make big ones. In my The Locust God i go on quantity, in my Alela, Artful Provocateur i go on quality. Because compromises between the two strategies don't work well with token decks. Of course you can put some lord effect if you pick quantity and, on the other hand, some multiplier if you pick quality but you need to focus and pick on way and implement that. If you want to go big Icon of Ancestry cards are what you are looking for in the first place, if you want to get many consider Anointed Procession effects. Then again you can combine the two but try to pick one strategy over another.

Another consideration, the tribal decks sometimes fail to get explosive turns unless you have some broken synergy you can pull off. It's more like a building your army slowly but surely most of the times.

That being said, you should consider cutting off some creatures and implement the removal/boardwipe compartment. I get that you may don't want to erase the board completely but you probably don't need so many creatures and basically one-two removals. I'll add at least 2 boardwipes ad have at least 6 target removal spells.

Looking at your Mana curve you need to consider that one-two drops are fine, but you also need to have more impactfull cards on the board when the game goes on. You can chose to be super fast but without some expensive (in terms of mana cost) you will suffer in the late game.

About the card draw, you need more consistent cards that allows you to draw many times. Read the Bones is a one time effect. Look for cards like Phyrexian Arena and similar. You will need at least 5 cards with such effects, to implement if you consistently don't draw enough. That being said the main reason you run out of cards is that your mana curve is very low and you probably manage to cast many cards per turn. The problem here is that i don't believe honestly that many of those creatures are actually impactfull. With tribal decks you may fall in the mistake that a card of the chosen type is always just fine, because you have some synergy here and there. The secret is to take the creature type out of the equation and evaluate the cards on their own first and then inside the deck. For example, a vanilla 2/2 vampire can get to be a 5/5 thanks to lord effects, but without is just a 2/2 doing nothing else nor helping building up your strategy.

I had the same problem with my first attempt to The Scarab God deck where i put in a lot of zombies that in the long term don't do enough. You may have to reconsider some choices in the creature compartment imo.

abby315 on LF Blue/Black Zombies pieces for …

1 month ago

Just updated my wants on my Binder. Take a look and see if we can make a trade!

Added the following Zombies EDH pieces to my wants:
Cemetery Reaper
Tainted Isle
The Scarab God
Graveborn Muse
Cyclonic Rift
Rhystic Study

And I'm also always looking for good lands, so if you have any pain/filter/Bond/fetchlands that aren't on my list, feel free to include it.

In the spirit of giving, I'll throw in a fun random card or token with any trade, too. :)

Coward_Token on Commander Legends Spoilers

2 months ago

Court of Virtue: not too bad, even though I think it's unfairly costed compared to the one. I'll probably add this to my Marisi deck; has surprisingly few ways of steadily making evasive tokens, and the monarch is obvious great for encouraging conflict

Livio, Oathsworn Knight: more experimentation with card advantage. As alluded to, if he's your commander then you're free to recast him and tap him down for the creatures he got tucked away

Belbe, Corrupted Observer: not bad in the 99 of a Thantis, the Warweaver deck, although note that she doesn't trigger off just damage (let alone combat damage), so a simple Impact Tremors or exploit will net people . (You're not allowed to run Sygg, River Cutthroat in her 99 because the RC hates you.)

Toggo, Goblin Weaponsmith: https://www.youtube.com/watch?v=HEdg4glpCkg

PW!Jeska: hey, finally. Slam dunk in the 99 of Tahngarth, First Mate. 15 power's worth of pain coming your opponent's way 4 times a turn cycle!

Jeska's Will: Not super excited tbh, but it's reassuring that they're exploring the aikido design space of punishing excess, esp. in &

Archon of Coronation: Pretty clever that this lets you weather the back-and-forth of the monarch as your opponents are less likely to hit you when you're not crowned. Beware of infect tho.

Eligeth, Crossroads Augur: The Scarab God

Wheel of Misfortune: took me a while to parse, but basically don't be the one to pick the highest OR the lowest number (unless you want to keep your hand, in which case I think you're free to pick minus infinity). I assume if e.g. one player chooses 1 and the rest 0, nobody wheels (but the former still gets a single ouchie)

Rograkh, Son of Rohgahh: Ha.

DemonDragonJ: maybe Prossh just got a mate?

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