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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|Commander / EDH||Legal|
The Scarab God occurrence in decks from the last year
- How does The Scarab God interact with creatures that Level Up and change their Power/Toughness?
- What happens if the Scarab God and Endless Ranks of the dead are on the battlefield at the same time?
- The scarab god interaction confusion
- God Pharoh's Gift and The Scarab God Abilities on */* Creatues
- Eternalizing a Quicksilver Gargantuan
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The Scarab God Discussion
1 week ago
If you're running Grixis Bad Control, you should definitely wait until Strixhaven its and run 3-4 copies of Prismari command. The plan is to cast it on your opponent's end step turn 3, and either kill a creature/artifact if they have it, or double loot to make sure you have the right cards. Then you get the treasure, and you can drop your big boi a turn earlier.
Otherwise, if you're going Bad, you need to make sure you have the right interaction. Thoughtseize, Inquisition of Kozilek, Fatal Push and Lightning Bolt are key. Also, I really recommend some form of 2-mana counterspell, largely Condescend . Remand is okay but it really depends on the quality of your top end. You should also run some suite of 1-mana countermagic, largely Spell Snare , but that depends on what you end up seeing. You definitely have enough between Snare, Spell Pierce , Miscast , Dispel , and Mystical Dispute that you can run several in the SB and also be able to switch your whole SB around depending on your meta.
Terminate is fine, too.
On wincons, I feel Ultimatum is too slow for Modern. You want 6-drops at most, like Dragonlord Silumgar or Inferno/Grave Titan. Additionally, cards like Niv-Mizzet, Parun , The Scarab God , Keranos, God of Storms , Enter the God-Eternals , Ashiok, Nightmare Muse , etc. are great, as you can go Prismari into t4 Keranos.
I'd recommend a couple Keranos and a couple Silumgar, actually.
1 month ago
I'm going to make some suggestions but I'll keep the creature list intact. The number one thing that you need is more lands and at the very minimum you should have 37 lands.
These are cards I would take out and in order from first to last:
Clutch of Undeath is too over costed for what the aura does.
Liliana, Death Mage doesn't do much for zombie tribal and is a 6 mana planeswalker. Most other Liliana cards are good for zombie tribal.
Liliana's Scorn is a sorcery and cost too much to remove just one creature.
Cruel Revival is at least an instant but also cost too much.
Gitaxian Probe is a good card but doesn't do much for your deck.
These are the cards I would put in:
4 Swamps and Feed the Swarm. With the amount of removal I had the take out of your list, we desperatly need to put in another one and Feed the Swarm is a great black removal spell. It's biggest downfall is that it is a sorcery and not an instant but black struggles to get rid of enchantments.
Overall you picked some really great cards for zombie tribal and The Scarab God will win games all on his own. I will say that I made the same exact mistake you did with my first deck. I had only 33 lands too and found out the hard way that it was really hard to get my land drops. 37 lands is still on the low side, but it should be a lot smoother. Play with the deck some, see what you do and don't like, and then we can find some more changes for the deck. I'll post one more list of cards that you might want to add in later.
1 month ago
The Scarab God will basically also let you stack your library after your engine has kicked off
1 month 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.
2 months ago
EDHable rogue creatures, depending on what your deck does (some like Nephalia Smuggler need other creatures built around it:
not sorted by $$$ price
Ghostly Pilferer Gonti, Lord of Luxury Glasspool Mimic Flip Guildpact Informant Master Thief Moonlit Scavengers Neurok Commando Nephalia Smuggler Nezumi Graverobber Nighthawk Scavenger Opposition Agent Brazen Borrower Rankle, Master of Pranks Sakashima the Impostor Sygg, River Cutthroat Thada Adel, Acquisitor Thieves' Guild Enforcer Notion Thief Thieving Skydiver Tinybones, Trinket Thief Undercity Informer Zareth San, the Trickster Ogre Slumlord
And here's some alternate commander ideas or maybe some might compliment nice in your rogue deck Circu, Dimir Lobotomist Oona, Queen of the Fae Skeleton Ship Szadek, Lord of Secrets The Scarab God Wrexial, the Risen Deep
2 months 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.
2 months ago
I would assume you're wanting a discard theme?
Nebuchadnezzar gives you another discard ability
3 months 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.