Arcane Foundry › Commanders › The Scarab God
The Scarab God
Legendary Creature — God · {3}{U}{B} · Black/Blue commander
At the beginning of your upkeep, each opponent loses X life and you scry X, where X is the number of Zombies you control.
{2}{U}{B}: 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, return it to its owner's hand at the beginning of the next end step.
Build a The Scarab God deck →
What The Scarab God actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Triggered ability · upkeepAt the beginning of your upkeep, each opponent loses X life and you scry X, where X is the number of Zombies you control.
- Activated ability{2}{U}{B}: Exile target creature card from a graveyard. Create a token that's a copy of it, except it's a 4/4 black Zombie.
- Triggered ability · deathWhen The Scarab God dies, return it to its owner's hand at the beginning of the next end step.
- Keyword · scryscry
What a The Scarab God deck wants
The plan the Forge derives for this commander: the roles it fills and how many of each.
- 12× Life loss that is not combat damage — each opponent loses life, repeatably
- 16× A creature that HAS the keyword the commander's trigger counts — a card that merely says the word is not one
- 26× A body of the exact type the commander's trigger requires — the wrong type is worthless here regardless of quality
- 4× A team pump that actually pumps tokens
- 4× Sacrifice a creature for no mana, repeatably
- 6× Put your own cards into your graveyard as a resource
- 5× Actually remove one problem permanent — preventing its damage is not removing it
- 1× Answer a whole board at once
- 2× Answer a spell or ability before it resolves
Best cards for The Scarab God
Ranked by an engine that reads what each card does — its real cost, its delay and how reliably it works — rather than counting how often other people play it.
Life loss that is not combat damage — each opponent loses life, repeatably
- Zulaport Cutthroat2 mana
- Leechridden Swamp0 mana
- Marionette Apprentice2 mana
- The Meathook Massacre2 mana
- Mirkwood Bats4 mana
- Ayara, First of Locthwain3 mana
- Bastion of Remembrance3 mana
- Bontu's Monument3 mana
A creature that HAS the keyword the commander's trigger counts — a card that merely says the word is not one
- Viscera Seer1 mana
- Faerie Seer1 mana
- Greedy Freebooter1 mana
- Syr Ginger, the Meal Ender2 mana
- Artificer's Assistant1 mana
- Silver Raven1 mana
- Wall of Runes1 mana
- Haunt of the Dead Marshes1 mana
A body of the exact type the commander's trigger requires — the wrong type is worthless here regardless of quality
- Carrion Feeder1 mana
- Gravecrawler1 mana
- Stitcher's Supplier1 mana
- Champion of the Perished1 mana
- Cryptbreaker1 mana
- Accursed Marauder2 mana
- Death Baron // Death Baron0 mana
- Grimgrin, Corpse-Born // Grimgrin, Corpse-Born0 mana
A team pump that actually pumps tokens
- Nesting Grounds0 mana
- Zulaport Cutthroat2 mana
- Patchwork Banner3 mana
- Crashing Drawbridge2 mana
- Eldritch Immunity1 mana
- Not Dead After All1 mana
- Shore Up1 mana
- Ayara, First of Locthwain3 mana
Sacrifice a creature for no mana, repeatably
- Phyrexian Tower0 mana
- High Market0 mana
- Lazotep Quarry0 mana
- Susur Secundi, Void Altar0 mana
- Scavenger's Talent1 mana
- Hostile Hostel // Creeping Inn0 mana
- Miren, the Moaning Well0 mana
- Fain, the Broker3 mana
Put your own cards into your graveyard as a resource
- Takenuma, Abandoned Mire0 mana
- Stitcher's Supplier1 mana
- Altar of Dementia2 mana
- Brain Freeze2 mana
- Mindcrank2 mana
- Ripples of Undeath2 mana
- Codex Shredder1 mana
- Hedron Crab1 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Reality Shift2 mana
- Pongify1 mana
- Rapid Hybridization1 mana
- Resculpt2 mana
- Defile1 mana
- Tragic Slip1 mana
- Suspend1 mana
- Infernal Grasp2 mana
Answer a whole board at once
- Do or Die2 mana
- Force of Despair3 mana
- Displacement Wave2 mana
- Accursed Marauder2 mana
- Bontu's Last Reckoning3 mana
- Innocent Blood1 mana
- Coils of the Medusa2 mana
- Forced March3 mana
Answer a spell or ability before it resolves
- Pact of Negation0 mana
- Counterspell2 mana
- Three Steps Ahead1 mana
- Long River's Pull2 mana
- Force of Will5 mana
- Abjure1 mana
- Archmage's Charm3 mana
- Cancel3 mana