I play a Gisa and Geralf zombie deck, but it seems to me that the scarab god is a very good upgrade even if in a zombie deck I don't use his full potential.
I play a Gisa and Geralf zombie deck, but it seems to me that the scarab god is a very good upgrade even if in a zombie deck I don't use his full potential.
Ok, what does the Scarab God better? Scrying and dealing damage. That's it. If you eternalize your own stuff, you can't reanimate your stuff again. With Gisa and Geralf you can recast them over and over again. And G&G mills you a bit to get you started.
I'm not sure what you mean by "is just wrong", The Scarab God's upkeep trigger benefits from having zombies en mass, without losing its ability to steal opponent's creatures. It's a versatile general with many plausible directions, zombie tribal being one of them, and enough room for players to wiggle between tribal and utilities to fit into their ideal, the same way they could decide how many mill cards they need for their deck to suit their wincon.
So you are saying dropping four zombies into him won't get any hate coming at you? Pinging in general can be annoying and if the pinging becomes too much, they will just try to either kill him or you.
One can see the triggered ability was made to be supported by the eternalized creatures, them being zombies is just because of the story and not because they have a popular tribe. My point is having an obnoxious ping that can go into double digits won't help with threat assessment at your table, while offering little for the zombies themselves. Even Sidisi, Brood Tyrant helps you more with fueling your zombies than the Scarab God.
I play a Gisa and Geralf zombie deck, but it seems to me that the scarab god is a very good upgrade even if in a zombie deck I don't use his full potential.
Ok, what does the Scarab God better? Scrying and dealing damage. That's it. If you eternalize your own stuff, you can't reanimate your stuff again. With Gisa and Geralf you can recast them over and over again. And G&G mills you a bit to get you started.
I'm not sure what you mean by "is just wrong", The Scarab God's upkeep trigger benefits from having zombies en mass, without losing its ability to steal opponent's creatures. It's a versatile general with many plausible directions, zombie tribal being one of them, and enough room for players to wiggle between tribal and utilities to fit into their ideal, the same way they could decide how many mill cards they need for their deck to suit their wincon.
So you are saying dropping four zombies into him won't get any hate coming at you? Pinging in general can be annoying and if the pinging becomes too much, they will just try to either kill him or you.
One can see the triggered ability was made to be supported by the eternalized creatures, them being zombies is just because of the story and not because they have a popular tribe. My point is having an obnoxious ping that can go into double digits won't help with threat assessment at your table, while offering little for the zombies themselves. Even Sidisi, Brood Tyrant helps you more with fueling your zombies than the Scarab God.
you're describing two different styles of deck.
one is more about utility/horde, and one is more about reanimation/combo
you also just said exactly what the scarab god does better. damage.
while the scarab god is probably indeed going to be a better build if you focus on utility over zombie tribal, if you do focus on zombie tribal its still VERY viable simply because you can turn your opponents duders into zombies and it has a potential built in wincon. for a lot of people aiming for a zombie build the ability to recur a single zombie each turn in a tribe that already recurs its dudes easily isn't much of a selling point.
my feeling is, if you're going for zombie tribal with the scarab god you're NOT using his ability to make tokens on your own graveyard unless you absolutely have to, you are however using it on your opponents graveyards because you'll be running a small amount of mill or discard, but the better sell IS the damage.
I play a Gisa and Geralf zombie deck, but it seems to me that the scarab god is a very good upgrade even if in a zombie deck I don't use his full potential.
Ok, what does the Scarab God better? Scrying and dealing damage. That's it. If you eternalize your own stuff, you can't reanimate your stuff again. With Gisa and Geralf you can recast them over and over again. And G&G mills you a bit to get you started.
I'm not sure what you mean by "is just wrong", The Scarab God's upkeep trigger benefits from having zombies en mass, without losing its ability to steal opponent's creatures. It's a versatile general with many plausible directions, zombie tribal being one of them, and enough room for players to wiggle between tribal and utilities to fit into their ideal, the same way they could decide how many mill cards they need for their deck to suit their wincon.
So you are saying dropping four zombies into him won't get any hate coming at you? Pinging in general can be annoying and if the pinging becomes too much, they will just try to either kill him or you.
One can see the triggered ability was made to be supported by the eternalized creatures, them being zombies is just because of the story and not because they have a popular tribe. My point is having an obnoxious ping that can go into double digits won't help with threat assessment at your table, while offering little for the zombies themselves. Even Sidisi, Brood Tyrant helps you more with fueling your zombies than the Scarab God.
you're describing two different styles of deck.
one is more about utility/horde, and one is more about reanimation/combo
you also just said exactly what the scarab god does better. damage.
while the scarab god is probably indeed going to be a better build if you focus on utility over zombie tribal, if you do focus on zombie tribal its still VERY viable simply because you can turn your opponents duders into zombies and it has a potential built in wincon. for a lot of people aiming for a zombie build the ability to recur a single zombie each turn in a tribe that already recurs its dudes easily isn't much of a selling point.
my feeling is, if you're going for zombie tribal with the scarab god you're NOT using his ability to make tokens on your own graveyard unless you absolutely have to, you are however using it on your opponents graveyards because you'll be running a small amount of mill or discard, but the better sell IS the damage.
I was about to reply similarly. The first ability of The Scarab God is quantity, while his second is quality, the two does not have to conflict with one another. If a person intend to utilize the former more, he/she could still reanimate non-zombie from his/her own graveyard or steal from others'. If a person wants to go full or mostly utility, it's also doable without complete removal of zombie theme. As I commented earlier, there's plenty of wiggle room with deck building that it doesn't have to be one direction or another, i.e., some people play Marath, Will of the Wild emphasizing on tokens combat and some choose to go with token trigger damage, neither is mutually exclusive of one another.
Which is why I make list of cards and categorize them base on functions instead of calling any of them "staple", because it's up to each player to choose how they want to manage that fine line.
So, no one's mentioned Compulsion yet? It occurred to me while playtesting a reanimator version of the deck that I both had trouble getting good reanimator targets from my hand into the graveyard. Being able to basically pay 1U to cycle any card is neat. It's not like anyone would want to target it for removal either, even if you don't have mana open. If you get mana flooded/discard a bunch of excess lands, you can run a Crucible of Worlds.
After double checking, it was mentioned. That's what I get for skimming pages. Lol.
Something else notable though, in the same vein would be Attunement for any deck with a critical mass of reanimation targets.
I've been favoring once per turn draw/discard effects such as Looter il-Kor and Krovikan Sorcerer (how often do we get to use him?!) because our commander is pretty mana-hungry. If we wanna go crazy there's also Thought Courier, merfolk looter, and various cephalids that all do what Compulsion does more cheaply, if we're willing to do it once per turn and don't mind it being on a dude.
Good point about not actively using mana for looting. I tend to play very passively, preferably leaving mana open for instant speed shenanigans anyway. The looters having bodies is nice for the Eternalize ability too.
Has anyone tried Jace, Vryn's Prodigy then yet? Looter that eventually gives the ability to Flashback a spell.
At least it's dropped since it was in Standard. Now it's just expensive, instead of being ridiculous. But yea, on the subject of Looters, he does seem like he would be ideal. Early game, filters your hand. When he flips, he can flashback a spell, or you can nerf the scariest creature at the table. Possibly use some Politics on the latter to help him survive.
Note that all decks got Scavenger Grounds in this set, and it is an EDH auto-include. My friends often used Bojuka Bog on themselves to prevent Geth steals; I expect the same against TSG (I plan to run the deck the same way, so this impacts my gameplan more than anyone who is heavily reanimating their own GY).
Luckily we're in blue, so we can counter that ability. =P
Note that all decks got Scavenger Grounds in this set, and it is an EDH auto-include. My friends often used Bojuka Bog on themselves to prevent Geth steals; I expect the same against TSG (I plan to run the deck the same way, so this impacts my gameplan more than anyone who is heavily reanimating their own GY).
Luckily we're in blue, so we can counter that ability. =P
Graveyard hate wouldn't be so bad if they work like counterspell; one card at a time, but no, most convenient ones eat the entire yard at once.
Oh, I'm not looking for hosers that remove single cards from graveyard, I was "complaining" about cards that counters graveyard strategy exile the whole yard at once where Scarab God utilizes his power.
Oh, I'm not looking for hosers that remove single cards from graveyard, I was "complaining" about cards that counters graveyard strategy exile the whole yard at once where Scarab God utilizes his power.
Fortunately their aren't many cards that exile every card in every players GY
I'm the most grave-centric player in my group, and after being allowed to get away with disgusting amounts of value, I clued them in to include grave hate. A balanced meta is a healthy meta, and all that. After all, it doesn't come up every game, and it's only maximum punish if you're 'all in' on your graveyard. It's a reason I like the Scarab God - I can use my opponent's yards as a consistent resource, barring Relic of Progenitus or Crook of Condemnation.
I agree with Kangodo and RedGauntlet.
Utility creatures, Training Grounds, Cryptic Cruiser and Oracle of Dust to abuse opponents' creatures more than once and a slight mill subtheme (e.g. put Phenax in the 99) will be the way to build this commander.
Most people building The Scarab God as Zombie tribal will be converting to Gisa and Geralf by the end of july or august at the latest (unless they rebuild their deck, of course).
He is a decent commander, but not for zombies. My current draft has 4 zombies: 3 Zombie lords that are just value with eternalized creatures and Grey Merchant of Asphodel (because literally every Black deck with less than 3 colors runs one).
At this point it's not about two styles of zombie decks, but the fact that a focus on zombie tribal cuts down on the potential The Scarab God brings to the table. You can't get around lords, but limiting oneself to zombies and building them as a tribe is just wrong if you plan on using The Scarab God as your commander, as Gisa and Geralf just have more utility.
The thing is, basically any deck designated “tribal” is foregoing optimization for theme to some extent. So given that, it makes little sense to discuss which general from among a set of options is optimal. It’s fair to point out that a Haakon, Stromgald Scourge Zombie tribal is strongly reliant on Command Beacon and a discard outlet to cast the general, but if I sleeve that up there is obviously a reason I am doing that.
Basically, there is no “better” just “different”. If you think Gisa and Geralf are “better” than The Scarab God, then the ways that they are different are just not your thing.
I do think that people are undervaluing the Scry aspect. Scrying that deep is very strong, particularly in concert with the other library manipulators of the format – Scroll Rack, Sensei’s Divining Top. Even scrying 1 makes a big difference, not to mention 3+. The drain aspect is also strong enough to merit its own direction. Compare to similar cards like Sulfuric Vortex, or Mogis, God of Slaughter. It’s not too shabby at all, and scaleable.
I just slapped a pile of cycling creatures into sleeves, added New Perspectives and some cards that can pull that one up and went to town. It's highly consistent.
Not good. But consistent.
Private Mod Note
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My Commander decks:
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
I'm planning on running Sultai Scarab God headed by Sidisi. With the SG last ability, he can do a pretty good job of commanding a deck even in the 99. Adding green has really opened this deck up for me (especially with the addition of artifact/enchantment hate). Torrent Elemental is a highlight.
Is anyone still playing this deck? I started a The Scarab God thread, but haven't had much response.
I like running Curse of Disturbance as it can net you a decent number of zombies, and take attack pressure off of you. Also, Josu Vess, Lich Knight or Final Parting interest anyone? Looks like a couple of great cards from the new set! We can put Army of the Damned in the graveyard if we need a bunch of zombies.
I made two lists. One was zombie tribal. My current list looks something like this. It's more of a control approach. I play a lot of cheap value creatures to fill up the graveyard with creatures that become even better as a 4/4 zombie. Many other creatures are removal on a stick. This is useful to continuously getting rid of other people's commanders or problem creatures between boardwipes. I need to add Curse of the swine to the list. The list may not be exactly 99 as it's in flux.
The basic idea is to control the board's creatures. We attrition our opponents into loosing with all of the removal and boardwipes. The deck just gets better as the game goes on. We win with a well timed one sided boardwipe, or by making a ton of zombies that drain our opponents out while letting us dig for answers.
There are many low cost creatures that cantrip or have great abilities like deathtouch/flying. The idea is to make us very unappealing to attack by constantly having great blockers in the early game. Late game, our 4/4 tokens become hard to block profitably due to these same abilities. Also, the deck just wants to play out creatures early so that we can fill up our graveyard. I have almost no mill in the deck, instead opting for these creatures that can be played out early, and resurrected early too.
RJaya Ballard, Task Mage Mono Red Control Decklist
WNahiri, the Lithomancer Mono White Control Decklist
RGWUKynaios and Tiro of Meletis Aikido Control Decklist
UBGisa and Geralf Tribal Aggro Decklist
URGRiku of Two Reflections Non-combo coolstuff Decklist
RWUBruse Tarl, Boorish Herder and Kraum, Ludovic's Opus Equipments Decklist
WBAthreos, God of Passage Reanimate/Goodstuff Decklist
Ok, what does the Scarab God better? Scrying and dealing damage. That's it. If you eternalize your own stuff, you can't reanimate your stuff again. With Gisa and Geralf you can recast them over and over again. And G&G mills you a bit to get you started.
So you are saying dropping four zombies into him won't get any hate coming at you? Pinging in general can be annoying and if the pinging becomes too much, they will just try to either kill him or you.
One can see the triggered ability was made to be supported by the eternalized creatures, them being zombies is just because of the story and not because they have a popular tribe. My point is having an obnoxious ping that can go into double digits won't help with threat assessment at your table, while offering little for the zombies themselves. Even Sidisi, Brood Tyrant helps you more with fueling your zombies than the Scarab God.
you're describing two different styles of deck.
one is more about utility/horde, and one is more about reanimation/combo
you also just said exactly what the scarab god does better. damage.
while the scarab god is probably indeed going to be a better build if you focus on utility over zombie tribal, if you do focus on zombie tribal its still VERY viable simply because you can turn your opponents duders into zombies and it has a potential built in wincon. for a lot of people aiming for a zombie build the ability to recur a single zombie each turn in a tribe that already recurs its dudes easily isn't much of a selling point.
my feeling is, if you're going for zombie tribal with the scarab god you're NOT using his ability to make tokens on your own graveyard unless you absolutely have to, you are however using it on your opponents graveyards because you'll be running a small amount of mill or discard, but the better sell IS the damage.
I was about to reply similarly. The first ability of The Scarab God is quantity, while his second is quality, the two does not have to conflict with one another. If a person intend to utilize the former more, he/she could still reanimate non-zombie from his/her own graveyard or steal from others'. If a person wants to go full or mostly utility, it's also doable without complete removal of zombie theme. As I commented earlier, there's plenty of wiggle room with deck building that it doesn't have to be one direction or another, i.e., some people play Marath, Will of the Wild emphasizing on tokens combat and some choose to go with token trigger damage, neither is mutually exclusive of one another.
Which is why I make list of cards and categorize them base on functions instead of calling any of them "staple", because it's up to each player to choose how they want to manage that fine line.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
zombies:
Blood Scrivener
Screeching Skaab, Armored Skaab, Returned Centaur, Siren of the Silent Song, and Geralf's Mindcrusherare zombies that mill
Nightscape Familiar
Balthor the Defiled
Skinrender
Grotesque Hybrid kills flyers like Atraxa even if they're hexproof
mill/draw
Visions of Beyond
Millikin and Deranged Assistant
Looter il-Kor
Sword of Body and Mind
Dreamborn Muse
Dark Petition
Apprentice Necromancer and Doomed Necromancer
wannabe zombies
Reef Worm
Archaeomancer if we want another Snapcaster Mage
Bribery
Peregrine Drake and Great Whale
Keiga, the Tide Star is similar to Sower of Temptation
Kokusho, the Evening Star
BChainer, Dementia Master(Big Mana/Reanimator)
BRRakdos, The Showstopper (Mass Life Loss/Ramp)
BUThe Scarab God (Zombie Tribal/Control)
BWKarlov of the Ghost Council (Life Gain)
BGJarad, Golgari Lich Lord (Stompy/Dredge)
BRGProssh, Skyraider of Kher (Tokens/Non-infinite Combo)
After double checking, it was mentioned. That's what I get for skimming pages. Lol.
Something else notable though, in the same vein would be Attunement for any deck with a critical mass of reanimation targets.
Has anyone tried Jace, Vryn's Prodigy then yet? Looter that eventually gives the ability to Flashback a spell.
That Jace version does interact very well with TSG, though. Deal Broker is what I'll use in the meantime since it has decent body.
(U/B)(U/B)(U/B) JUMP IN THE LINE, ROCK YOUR BODY IN TIME
(R/W)(R/W)(R/W) RISING FROM THE NEON GLOOM, SHINING LIKE A CRAZY MOON
(U/R)(R/G)(G/U) STEALIN' WHEN I SHOULD HAVE BEEN BUYIN'
old thread
old thread
old thread
R Zada Arcane Storm
RBU Marchesa
GWU Estrid
GWR Samut?
URB Kess
(R/W)(U/B) Akiri & Silas
BWR Alesha
R Neheb Dragons
G Nylea Wurms
W Darien
U Tetsuko
Deal Broker is fine though.
Luckily we're in blue, so we can counter that ability. =P
(U/B)(U/B)(U/B) JUMP IN THE LINE, ROCK YOUR BODY IN TIME
(R/W)(R/W)(R/W) RISING FROM THE NEON GLOOM, SHINING LIKE A CRAZY MOON
(U/R)(R/G)(G/U) STEALIN' WHEN I SHOULD HAVE BEEN BUYIN'
Graveyard hate wouldn't be so bad if they work like counterspell; one card at a time, but no, most convenient ones eat the entire yard at once.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
Withered Wretch and Never // Return seem appropriate.
Other options include Nezumi Graverobber, Cremate, Fade from Memory, Offalsnout, and Vile Rebirth
edit: lol woops
Oh, I'm not looking for hosers that remove single cards from graveyard, I was "complaining" about cards that counters graveyard strategy exile the whole yard at once where Scarab God utilizes his power.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
BChainer, Dementia Master(Big Mana/Reanimator)
BRRakdos, The Showstopper (Mass Life Loss/Ramp)
BUThe Scarab God (Zombie Tribal/Control)
BWKarlov of the Ghost Council (Life Gain)
BGJarad, Golgari Lich Lord (Stompy/Dredge)
BRGProssh, Skyraider of Kher (Tokens/Non-infinite Combo)
The thing is, basically any deck designated “tribal” is foregoing optimization for theme to some extent. So given that, it makes little sense to discuss which general from among a set of options is optimal. It’s fair to point out that a Haakon, Stromgald Scourge Zombie tribal is strongly reliant on Command Beacon and a discard outlet to cast the general, but if I sleeve that up there is obviously a reason I am doing that.
Basically, there is no “better” just “different”. If you think Gisa and Geralf are “better” than The Scarab God, then the ways that they are different are just not your thing.
I do think that people are undervaluing the Scry aspect. Scrying that deep is very strong, particularly in concert with the other library manipulators of the format – Scroll Rack, Sensei’s Divining Top. Even scrying 1 makes a big difference, not to mention 3+. The drain aspect is also strong enough to merit its own direction. Compare to similar cards like Sulfuric Vortex, or Mogis, God of Slaughter. It’s not too shabby at all, and scaleable.
Not good. But consistent.
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
Goodie, will add.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
I like running Curse of Disturbance as it can net you a decent number of zombies, and take attack pressure off of you. Also, Josu Vess, Lich Knight or Final Parting interest anyone? Looks like a couple of great cards from the new set! We can put Army of the Damned in the graveyard if we need a bunch of zombies.
I made two lists. One was zombie tribal. My current list looks something like this. It's more of a control approach. I play a lot of cheap value creatures to fill up the graveyard with creatures that become even better as a 4/4 zombie. Many other creatures are removal on a stick. This is useful to continuously getting rid of other people's commanders or problem creatures between boardwipes. I need to add Curse of the swine to the list. The list may not be exactly 99 as it's in flux.
The basic idea is to control the board's creatures. We attrition our opponents into loosing with all of the removal and boardwipes. The deck just gets better as the game goes on. We win with a well timed one sided boardwipe, or by making a ton of zombies that drain our opponents out while letting us dig for answers.
There are many low cost creatures that cantrip or have great abilities like deathtouch/flying. The idea is to make us very unappealing to attack by constantly having great blockers in the early game. Late game, our 4/4 tokens become hard to block profitably due to these same abilities. Also, the deck just wants to play out creatures early so that we can fill up our graveyard. I have almost no mill in the deck, instead opting for these creatures that can be played out early, and resurrected early too.
1 Merfolk looter
1 Baleful Strix
1 Palace Familiar
1 Dusk Legion Zealot
1 gifted aetherborn
1 tidehollow strix
1 Vampire nighthawk
1 Malakir Familiar
1 Siren of the silent song
1 Fleshbag marauder
1 Merciless Executioner
1 Diregraf Captain
1 Trinket Mage
1 Grim Haruspex
1 Champion of Wits
1 Solemn Simulacrum
1 Bone picker
1 Vindictive Lich
1 Hostage Taker
1 Ravenous Chupacabra
1 Mulldrifter
1 Noxious Gearhulk
1 Mikaeus, the Unhallowed
1 Duplicant
1 Grave Titan
Token Producers 5
1 Dread Summons
1 Curse of Disturbance
1 Curse of Shallow Graves
1 Rite of replication
1 Army of the Damned
1 Skullclamp
1 Night's Whisper
1 Sign in Blood
1 Phyrexian Arena
1 Read the bones
1 Curse of verbosity
1 Whispering Madness
1 Ancient excavation
1 Fact or Fiction
1 Concentrate
1 Ambition's Cost
Ramp 9 (13)
1 Sol Ring
1 Dimir Signet
1 coldsteel heart
1 Fellwar Stone
1 mind stone
1 Commander's Sphere
1 Darksteel ingot
1 Hedron Archive
1 Thran Dynamo
Boardwipes 6
1 cyclonic rift
1 vona's hunger
1 Crux of Fate
1 Deathbringer Regent
1 Plague Wind
1 in Garruk's Wake
1 Swan Song
1 Lightning Greaves
1 Counterspell
1 Muddle the Mixture
Land 39
1 Myriad Landscape
1 Temple of the false god
1 Flooded Strand
1 Bloodstained Mire
1 Polluted Delta
1 Sunken Hollow
1 command tower
1 watery grave
1 choked estuary
1 drowned catacomb
1 dimir aqueduct
1 temple of deceit
1 Dimir guildgate
1 jwar isle Refuge
1 submerged boneyard
1 fetid pools
1 dismal backwater
13 swamp
9 island