Hello all and Happiest of days for each of you! Today we are going to do building another fun Extreme Theme brew around Oases. A couple of weeks ago I built a Castle Themed brew around Kenrith with his kids and wife, and walls, defenses life Heavy Trebuchet and Castle proper too. Next is an Oasis. These brews require only those cards, that make sense for their theme. Make sense? Yup! So cards that work but not in an Oasis theme, like Kodama's Reach, although Cultivation works.
Now who is leading this brew?
There is basically one key here:
I do need a few Blue Oasis cards like Lush Oasis. Yuma's not bad either here too, but too specific to his plane's art. I could do Jegatha with the "Wellspring" in its name and Springs are in Oasis and make life there. Hazezon is very powerful. Three mana is a 3/3 Naya Desertwalker with a Crucible of Worlds for Deserts and then as they arrive, we can make 2 1/1 three color Sand Warriors. Not bad. But way too powerful here. Let's grab Jegantha! But we are not breaking this brew into pieces but instead making him a Sandshaper.
Mana, Lands and Such
Let's get started with Oasis titled dorks that Tap for any color of mana! That three-drop arrives with a 2/2 dork body and arrives with 2 life too. Then that four-drop Green common 2/4 will tap for any colors and then can also tap for two mana to exert. Not bad for a key dork.
The three-cost sorcery with cycling two Beneath the Sands ramps a basic tapped, but just one mana. Then that two-cost spree Dance of the Tumbleweeds can for one more mana drop a Desert or basic untapped. I know. Then you can also spend a few more mana to make a game-winner X/X at our land's count.
The Selesnya land Blossoming Sands arrives tapped, but despite that name, isn't a Desert. Then the uncommon Desert Sandstorm Verge arrives untapped and will tap with three mana for a bit of stopping someone getting their block on at sorcery speed only though.
How about these two lands? That colorless one arrives and taps with one to untap another land. It's also great from name to art there too. Then Deserts and Oasis do have that bit of sac removal too. It sacs and drops a grounded attacker with -1/-2 so great to go there too.
The aftermath three-cost Spring // Mind with a great name here and then six-cost instant to draw two as well. Then that three-drop Dune Chanter is pretty powerful here with a three-cost 2/3 body with reach and then our lands tap for all colors of mana, are also Deserts, no matter where, and then taps with no mana to mill two and then gain life for each land milled. Nasty! But...Oases do have Dunes.
Next up are these two discard to grab a Desert or basic. That six--drop Lizard cycles for four and draws and then ramps the land tapped too. Then the 7/7 reacher ward three is next, and then discards for a Desert or basic to our hand and then we gain 3 life too. Since that Shefet is on Dunes, which are also here, that's fine, and then the Armadillo has great art and concept here too.
Synergies and Win-Cons
And now are synergies and win-cons. That four-drop 3/4 rare with trample has an exert when it swings to copy a tapped and temporary attacking version of our dork here. Then that two-drop enchantment gives our dorks vigilance and then block another dork each combat. Neither of those are strong, but the flavor cannot be denied here.
That five-cost White sorcery Scour the Desert can exile a dork in our graveyard and then makes its toughness in 1/1 flyers! Then that three-drop Death's Oasis has a death trigger for the nontokens that die of ours to mill two and then Regrowth a cheaper dork than the dying one. You can also sac this for one to gain life equal to our biggest dork's cost - pretty nice for twice, but again, not greatest synergies there or my brew. But titles and flavor? Nailed it.
And next up are these two thangs with good names and concepts too. That two-drop 0/4 artifact Wall can tap for no mana to shoot a player for a damage, but only if we've got a Desert out there, or the bin too. Then that eight-cost White sorcery can redistribute all life totals. A bit of a win-con if we are smashed or want to steal a better life from a foe, and that's all players.
The seven-drop 7/7 cycling common Wurm Greater Sandwurm is first with a harder to get chumped by smaller power stuff, only bigger thangs can. Then that four-drop enchantment Desert Warfare is also pretty strong here. As we sac Deserts or they are binned from other things, we can we can ramp it untapped EOT. I know. Then in our combat we make our Desert count in 1/1 Sand Warriors with haste if they are at least five there. Nasty! But the name and concept all work there. Warfare happens in Oases and Deserts too.
Since our deck is built around Oasis that prevents damage, I added these two dorks to do the same. That five-drop rare 1/4 can tap to prevent four damage to anything. Now that next three-drop is super special here. It's 1/2 common body ain't special, but you don't tap it to prevent but instead mana-free sac lands. With all of sac-Desert triggers here, that's a great way to start them. That's so strong and it dominated limited as a bomb too. Also, Oases will have Healers too, right?
So Oases are places to rest, so I added in Kirri, Talented Sprout that also gains us a ton of life plus Joyous Respite for life and Moment's Peace. And then that four-drop Plant Druid will pump them and Treefolk's power by two. And then after combat we can Regrowth one too, we aren't in that genre, but it probably works flavorfully here.
Next up are these two Green Wurms. That four-drop trampler with a 6/5 size has flash with us controlling a Desert. And then once dead we can spend two and exile it to ramp a Desert tapped. Yay! Then that six-drop rare enchantment stops flyers from attacking us - great! And then each of our end steps we make a mana-free 5/5 Wurm.
That five-cost legendary Sidisi, Undead Vizier arrives with Vizier in his name to help run. I looking for Emirs or Shiekhs but just this worked. This has deathtouch a 4/6 and then exploit and then if so Tutors. Then that four-cost spell Hate Mirage will make two copies of dorks we don't control with the haste and imminent death too.
Next up are two classic Arabian Nights cards. The one-drop White 0/1 Camel with banding is immune to Desert damage. Then the three-drop Desert Nomads with Desertwalk is next, and is also immune to the Desert damage too.
Answers
And now let's turn to removal. Obviously, that one-cost instant Green common that shoots all attackers for one must be here. Then that two-cost instant Black common will base -2/-2 something and then grow it in power based on our Desert count, so there's always something there.
Next up are pinpoint-ish removal spells. That six-cost Green sorcery Desert Twister destroys anything. With Desert in title it must be here. Then the three-cost Aura Desert's Hold will Pacifism a dork and prevent its abilities, and then we gain life on arrival with a Desert out too.
Now let's talk about Choking Sands. It's a three-cost Black common with two Black, destroys a non-Swamp and if nonbasic shoots them for two. Now, normally, I know that land destruction is frowned upon, sure! But, not Swamps, and anyone with an Urborg out shuts this down, for all. And it's double Black here, and we cannot deny its name or art too?
And now let's move to sweepers. Swirling Sandstorm shoots all grounded dorks for five damage if we have threshold. Great to stop with Healers or Oasis. And then that three-color seven-cost sorcery Duneblast destroys all dorks save one of ours. Great names are why they are hrre.
Card Draw
And next up are the card-draw section. That seven-drop flying 4/4 Sphinx, colored, arrives and then draws us our difference in hand size. Then that three-drop 4/2 trampler uncommon Vizier has an exert trigger when it swings to impulse draw two library's top until the next turn, good opportunity to get them both cast.
And now three X spells card drawer. The middle X cost sorcery for two was first since it's a Spring in Oasis. Then the X cost Instant first draws X and then discards one, with names that suggest Mirages and that world. Then the three-cost to start X instant can draw our X or mill double X someone o both if we've got our leader. The name here is what happens when we rest.
Let's finish up! We've got another four-drop in Vizier of the Menagerie that here on a 3/4 body can look at and cast the top card of our library if a dork and then all of our various mana works for them too. Then that one-cost buyback five Whispers of the Muse draws one card, and again plays into night resting as does Night's Whisper and for planning our trip the next day is Deliberate and Concentrate too.
Ready for my deck? Got cha!
Jegantha Deserts | Commander | Abe Sargent
- Commander (1)
- 1 Jegantha, the Wellspring
- Creatures (26)
- 1 Anep, Vizier of Hazoret
- 1 Camel
- 1 Colossal Rattlewurm
- 1 Desert Drake
- 1 Desert Nomads
- 1 Dune Chanter
- 1 Dune Diviner
- 1 Dunerider Outlaw
- 1 Greater Sandwurm
- 1 Hazezon, Shaper of Sand
- 1 Kirri, Talented Sprout
- 1 Lifespring Druid
- 1 Martyr of Sands
- 1 Master Healer
- 1 Oasis Gardener
- 1 Oasis Ritualist
- 1 Sandstone Oracle
- 1 Sandstone Warrior
- 1 Sandstorm Crasher
- 1 Shefet Monitor
- 1 Sidisi, Undead Vizier
- 1 Spinewoods Armadillo
- 1 Troubled Healer
- 1 Wall of Forgotten Pharaohs
- 1 Vizier of the Menagerie
- 1 Vengeful Pharaoh
- Spells (28)
- 1 Beneath the Sands
- 1 Choking Sands
- 1 Concentrate
- 1 Cultivate
- 1 Dance of the Tumbleweeds
- 1 Deliberate
- 1 Desert Twister
- 1 Desert's Due
- 1 Drown in Dreams
- 1 Duneblast
- 1 Hate Mirage
- 1 Hour of Promise
- 1 Joyous Respite
- 1 Map the Frontier
- 1 Mind Spring
- 1 Moment's Peace
- 1 Natural Spring
- 1 Night's Whisper
- 1 Pull from Tomorrow
- 1 Respite
- 1 Reverse the Sands
- 1 Sandblast
- 1 Sandstorm
- 1 Scour the Desert
- 1 Shape the Sands
- 1 Spring // Mind
- 1 Swirling Sandstorm
- 1 Whispers of the Muse
- Enchantments (6)
- 1 Brave the Sands
- 1 Desert Warfare
- 1 Desert's Hold
- 1 Death's Oasis
- 1 Sandwurm Convergence
- 1 Unquenchable Thirst
- Lands (40)
- 1 Arid Archway
- 1 Blossoming Sands
- 1 Bristling Backwoods
- 1 Cactus Preserve
- 1 Creosote Heath
- 1 Desert
- 1 Desert of the Indomitable
- 1 Deserted Temple
- 1 Dunes of the Dead
- 1 Endless Sands
- 1 Festering Gulch
- 1 Hashep Oasis
- 1 Ipnu Rivulet
- 1 Lonely Arroyo
- 1 Lush Oasis
- 1 Mirage Mesa
- 1 Misty Palms Oasis
- 1 Oasis
- 1 Quicksand
- 1 Rejuvenating Springs
- 1 Sand Silos
- 1 Sandstone Bridge
- 1 Sandstone Needle
- 1 Sandstorm Verge
- 1 Sandsteppe Citadel
- 1 Scavenger Grounds
- 1 Shivan Oasis
- 1 Soured Springs
- 1 Sunscorched Desert
- 3 Forest
- 2 Island
- 2 Mountain
- 2 Plains
- 2 Swamp
I only grabbed Deserts that usually had good art or names with water and such. You'll note tons of flavor there from Vengeful Pharoah to a Shape the Sands combat trick. Embrace and enjoy it all!

























