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 this dies (is put into the graveyard from the battlefield), return this to this creature's owner's hand at the beginning of the next end step.

The Scarab God Discussion

Blobby_Bobby on Dead Girls Don't Cry

2 weeks ago

KayneMarco Oh believe me, I would luuuurve a The Scarab God. Want to send me one? You can also Venmo me $40 if that's more convenient. ;)

KayneMarco on Dead Girls Don't Cry

2 weeks ago

So why no The Scarab God? It fits the Egyptian theme you’re trying to stick with and it’s an all around great zombie support card.

TypicalTimmy on Attempting to make the perfect …

3 weeks ago

Minotaur are a very tricky tribe to play with. They have a good amount of Lords. For just having merely 95 creatures to their tribe in total, they have six Lords. They are:

Now, while this may pale in comparison to the total number of Lords for, say, Vampires or Zombies, you need to consider the population density. Roughly 15.83% of the Minotaur base is tribal, which is quite powerful. Meanwhile, Zombies appear to have 16 true Lords, with 17 being if you include The Scarab God. Those being:

16 Zombies in total that act as true Lords (Being defined as a continual boon to all creatures of that type, not an activated ability for just one of them) out of 522 is only a population density of 0.03%.

So the question is, how do we maximize the potential for Minotaur, despite the lower physical number of Lords - even though they contain more percentage-wise?

Simple: We need to be able to create tokens, tutor or have graveyard effects. This makes Sethron, Hurloon General actually a very well-designed Commander, in terms of tribal support. He can be activated multiple times per turn, has a flexible activation cost, and gives you a token with each successful ETB. But the issue is that he doesn't get you the Lords in play, nor does he assist you once they are removed.

So, we need something that does that as well.


Mortha, Ancestral Shaman

Legendary Creature - Minotaur Shaman

Minotaur you control have haste.

You may cast Minotaur creature spells from your graveyard by paying life equal to their mana value in addition to paying their other costs.

, discard a card: Create a 2/3 red Minotaur Spirit creature token. If that card was a land, create two 2/3 red Minotaur Spirit creature tokens instead.

Exile four cards from your graveyard: Search your library for a Minotaur card and reveal it and put it into your hand. Shuffle your library.

3/4


Being a Haste Lord means your Minotaur are always ready to charge in for their attacks. Giving a means to cast from your graveyard is extremely important as you will want to ensure replayability. The token option means you will always have a base ready to fight with, and having the discard payment means you can pitch a Rageblood Shaman to make a 2/3, then pay + 3 life to get the Rageblood Shaman right back and swing with the 2/3, who is now a 3/4 with trample that very same turn. Alternatively, because Rakdos has limited ramp, you are rewarded with an extra 2/3 token if you pitch a land - which objectively sets you back in the game. Finally, you have a means to merely get the Minotaur you are looking for, by paying a very hefty price - exiling four cards from your library. However, her discard cost means you should always have the ability to do this. With instant / sorcery removal as well as combat trick spells, you should always have a full yard, ripe for exploitation.

When her engine is rolling and online, you can do the following:

  • Exile 4 cards to tutor a Cow
  • Pitch the Cow for to get a 2/3 token with Haste
  • Cast the Cow for it's casting cost + life

Each ability feeds into the next ability, and they can be used multiple times per turn. You could actually exile 16 cards and tutor out 4 Lords if you really want to and have the ability to. Then on your end step dump your mana and discard since you're probably above 7. Now you have a bunch of 2/3 tokens. Next turn, bring the lords into play and swing.

It's not a very competitive deck, but Minotaur aren't a very competitive tribe. But what it does do is apply and maintain the pressure at all times, which is something that is important - especially in Rakdos.

multimedia on The horde

1 month ago

Hey, well done so far on a budget.

Your deck doesn't have a Commander yet. If The Scarab God is the Commander then in the deck editor add the CMDR tag after The Scarab God text.

The Scarab God *CMDR*

When you save and reload the decklist Scarab will show as Commander with an image.


The 17 cards to consider cutting to get to 100:

  • Submerged Boneyard
  • Dimir Keyrune
  • Dimir Cluestone
  • Dimir Locket
  • Wight of Precinct Six
  • Hall of Triumph
  • Price of Fame
  • Drunau Corpse Trawler
  • Brass Herald
  • Geth, Lord of the Vault
  • Ascendant Evincar
  • Paragon of Open Graves
  • Consuming Aberration
  • Possessed Skaab
  • Door of Destinies
  • Caged Sun
  • Gauntlet of Power

Several of these cuts to consider are high CMC cards, by cutting them you can reduce the mana curve which helps gameplay. The Scarab God is the high CMC creature you want to cast more than rest and you want an established battlefield of Zombies before you play Scarab. For five or six mana you want to cast Scarab or others Zombies not ramp.

Door of Destinies is an expensive price card that you don't really need. Door is too slow, you have better artifact anthem effects such as Coat of Arms. Caged Sun and Gauntlet of Power are other expensive price cards for small anthem effects and ramp that are not needed. Endless Ranks of the Dead, Gravecrawler or Grave Titan, any of these for about the same price would do a lot more for Zombies.


Some other upgrades to consider (close to price matching):

Try to reduce the amount of casting cost cards since these will be more difficult to cast with so many Swamps. Having much more black sources from lands in the manabase is better overall for Zombies.


There's a new Magic set releasing Sept 24 called Innistrad Midnight Hunt and Zombies are part of it. Cards that can create Zombie tokens is a theme in the set. All the cards in the set haven't been revealed yet, but these are some cards to keep an eye on:

Of these I think definitely Champion and Wilhelt as well as Grasp are upgrades. Poppet Stitcher  Flip and Tainted Adversary are Mythics in the set that would also be upgrades, are expensive prices right now, but watch hopefully their prices drop when the set releases. The new rare land cycle in the set is a good one for Commander. Shipwreck Marsh is the Dimir land, but it's unlikely the prices of these lands go down much more than $5 because they're going to be wanted in Standard.

Innistrad Midnight Hunt has two Commander precons that will release when the set releases. One of these precons is Undead Unleashed, it's Dimir colors, Zombies with Wilhelt, the Rotcleaver as Commander. We don't yet know the precon decklists, we will soon, but we do know the price point. These precons will cost $40 meaning there will be at least 15 new cards designed for Commander in them. There's going to be Zombie goodness in Wilhelt's precon including hopefully some good card reprints.

Good luck with your deck.

Spyrechild on Halvar, Divine Voltron

1 month ago

Fantastic update mate, nice to see a lot of the changes I had already made to my own version being echoed in yours. Your point on graveyard hate is interesting as I never made the switch to Soul-Guide Lantern, I instead stuck with Apostle of Purifying Light as it was fetchable of Recruiter and was more of a scalpel than a sweep. This may be due in fact to my playgroup currently being plagued by a The Scarab God tribal reanimator deck that I may have helped tune.

Junkygoatgibblets on Commanders You Defend?

1 month ago

Honestly a lot of my commanders get questioned. Usually it's something like : "But there's way better options." And my response is: That's cool, I like this one, it fits the flavor of my deck, and adds to the synergy. I don't play The Scarab God over Gisa and Geralf because while scarab IS better (in some ways) I wanted to play a Dimir Zombie deck focused around big name necromancers in MTG. Thankfully it's not my pod that does this, it's usually some random at the LGS.

CasualCucumber on zombie

1 month ago

It seems your deck is going in too many directions at the moment. You have a lot of zombie lords which is good, but there needs to be a bigger zombie production. You seem to be going for the token zombie spam, so cut out the creatures that doesn't help this plan. In zombie tribal I would build around The Scarab God first ability and not focus too much on the second ability in your deckbuilding - plenty of graveyards will be filled without dedicating yourself too much to a mill plan. Of course I can see you're not finished with the deck but simple things like Szadek, Lord of Secrets seems bad when you could run Altar of Dementia.

To start with, cut: Ascendant Evincar, Pontiff of Blight, Evil Twin, Szadek, Lord of Secrets, Wight.

GolgariGravedigger on The Scarab God

2 months ago

Scarab God is tough to build competitively especially if you're on a budget, and the good zombies are not very cheap anymore. It looks like you have a lot cards from Amonket and Hour of Devastation. I really love those sets personally but most of the zombies in them are pretty lackluster in commander. I would cut a whole lot of these guys especially 4+ CMC zombies.

I recommend adding a lot more card draw, mana ramp, and single target removal. 10-12 draw spells, 10-12 ramp spells, and 5-10 removal spells are recommended for most EDH decks. The best draw, ramp, and removal spells are not really budget friendly anymore since pretty much everyone is playing them. But, there a few sleepers out there that, in my opinion, are really powerful budget cards.

Card draw spells:
Necrologia is like a budget Ad Nauseam but you can only play it at your end step.
Read the Bones is a classic that let's you dig into your library.
Stinging Study gets you 5 cards in this deck.
Underworld Connections is like a budget Phyrexian Arena, and it can draw you an extra card each turn.
Village Rites gets you 2 cards for 1 mana and it's a 1 time use sacrifice outlet.

For mana ramp generally you want to go with 1 or 2 CMC mana rocks that enter untapped if you aren't playing green: Sol Ring, Arcane Signet, Dimir Signet, Mind Stone, Liquimetal Torque, Thought Vessel, Prismatic Lens, and maybe an Ornithopter of Paradise, it's a decent mana dork. Add Talisman of Dominance if you want to pay $7 for one.

Outside of those I like Power Tap. Target The Scarab God and get 5 colorless mana. Power Tap is a sleeper budget card IMO. Don't cut Dark Ritual or Bontu's Monument.

For Single Target Removal you want to stick to 2-3 CMC instant speed removal spells that can target as many different types of permanents as possible. A few cards I like are: Feed the Swarm
Power Word Kill
Heartless Act
Go for the Throat
Personally, I really like Imprisoned in the Moon and Oubliette. They decomission your opponent's Commander. And both cards ate cheap since they were recently reprinted.

Also Counterspell cards can be very powerful.

A few inexpensive bombs you can add:
Gray Merchant of Asphodel is amazing.
Army of the Damned is an absolute beast in this deck. Both of those cards can you win you the game.

There are a lot more really great cards out there you can add, but I just wanted to list a few to get you started.

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