Taking Turns with Scarab God

by Sadlk on 18 July 2017

Command Zone (1 card)

Creatures (1)

Main Deck (99 cards)

Sideboard (0 cards)

No sideboard found.

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Deck Description

Zombie tribal with a twist. The more zombies you play, the more damage you do at your upkeep with Scarab God. Take extra turns and add additional upkeeps.

How to Play

Play zombies, take extra turns and kill your opponents.

Deck Tags

  • EDH
  • Dimir
  • Zombie
  • Commander

Deck at a Glance

Social Stats

8
Likes

This deck has been viewed 3,726 times.

Mana Curve

Mana Symbol Occurrence

0364200

Deck Format


Commander

NOTE: Set by owner when deck was made.

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Not Legal in Legacy

Deck discussion for Taking Turns with Scarab God

Thoughts or suggestions?

0
Posted 19 July 2017 at 02:45

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Hi, I like the deck! I have a few cards I'm not a fan of, and a few that I like

Heartless Summoning - A great card, considering all the buff spells you have going. However, look at the colorless mana that you could reduce. Not much, right? You could drop it by one most of the time. I personally don't like -1/-1 for only 1 less. I notice that you have a lot of tokens, and that doesn't work well with HS.

Negate - A great card in EDH. Most of the threats that you face are combo based, which usually rely on non-creature spells. Or you can save your own creature from a removal spell.

Beacon of Tomo - 10 mana, take an extra turn. A little iffy, I would rather run a bigger punch high CMC card. Idk what, but not beacon.

EDH staples - I noticed that your budget seems to be no problem; if that's the case, I would suggest that you grab some great EDH cards. I have a decklist that has some great EDH cards (although it's in Esper). Feel free to take a look at it, just ignore the white. Also, I have a lot of combo pieces that aren't great, so don't go running something like Thopter Assembly without a combo. You can find the deck linked below. If you don't want to support a self advertising bastard such as myself, feel free to ignore my link :)

http://www.mtgvault.com/exterminator5000/decks/edh-control/

0
Posted 19 July 2017 at 03:27

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Exterminator5000, thank you for your suggestions. I will take them into consideration, but I think the Heartless Summoning will assist since almost 1/2 of my creatures have more than 1 generic mana in their casting cost and I'm always looking to activate abilities and cast other spells. The Beacon of Tomorrow is only 8 to cast, not 10 and with the scry ability of Scarab God, I can wait until I'm ready to draw it. The Scarab God is going to be like a Divining Top on steroids...

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Posted 20 July 2017 at 01:14

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Heartless Summoning only effects creatures casting cost, nothing else (you said casting costs and other spells, although you could be referring to the one extra mana you save for those). I'm stupid, I thought Beacon was 10 :D

I can see how it'll give you a lot of draw, and I like the idea. With all the scry you have available, you can comfortable control your draws. What will turn this deck into a true nightmare is strong draw. It'll allow you to make better use of your scry, and be able to drop out more creatures (giving you more scry and damage). There's so much strong blue draw that I won't even list them. But I would definitely put in a few pieces of strong draw.

I stand by Negate. It's honestly one of the more useful cards in EDH. You can counter their wincon, counter, planes walker, lock down spells, spells targeting your wincons, and anything that's not a creature (which is honestly the least dangerous archetype in EDH). And all for just 2 mana!

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Posted 21 July 2017 at 00:44

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When I wrote that I want to cast more spells I was just referring to having an additional untapped land for other spells as a result of the reduced mana cost for my creatures.

I am going to replace dispel with negate. Good call

0
Posted 21 July 2017 at 05:55

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