Feel the Wrath of Arrakis With This Grothama, All-Devouring Deck

by
Arnaud Gompertz
Arnaud Gompertz
Feel the Wrath of Arrakis With This Grothama, All-Devouring Deck

Grothama, All-DevouringGrothama, All-Devouring | Art by Mark Behm

Greetings and salutations, my dear brewers, and welcome to a brand new series I've called Beyond Universes Within.

The core idea here is to take a source of inspiration from cinema, video games, literature, or even pop-culture on a broader scale, and devise a full list that's both flavorful and playable in Bracket 2. All without using any cards from Universes Beyond.

For this first instalment, I've decided to focus on what I consider to be one of the most impactful science-fiction novels of the 20th century: Dune.

Dune Spice Melange GIF - Dune spice Melange Arrakis - Discover & Share GIFs

I strongly believe that Frank Herbert's influence is comparable to what Tolkien's was to fantasy. And while I'm not 100% convinced by the sequels, I would encourage anyone who hasn't read the first book to drop everything and dive in. It's brilliant, well-written, breathtaking, and it depicts an incredible society.

Before going any further though, a small disclaimer: I will have to spoil some elements of the story to justify my choices hereafter. Also, for the purists, I'll use the term Wurm and not Worm throughout the article, to make more sense in regards to the brew.

All good?

Then let's start with the commander, Grothama, All-DevouringGrothama, All-Devouring.

Grothama, All-Devouring

This was the one and only commander that sprung to mind when I had to choose a leader. The Shai-Hulud Wurms that rampage on the planet Arrakis are the most iconic beasts in the Dune saga, both for their sheer size and unique abilities. They're the only creatures in the universe that produce Spice, the only substance allowing for interstellar travel. It's an incredible material, one that can make or undo empires.

I believe Grothama is the perfect embodiment of both of these aspects. First, it's a mighty 10/8 that will take some work to be taken down with traditional means. Second, when dying it will yield a massive influx of cards to its slayer. In a way, this is reminiscent of the Prescience evoked in the book.

Arrakis, Desert Planet

Endless Sands
World Shaper
Desert

Now that we have a commander, it's time to work on the deck's actual identity.

Let's begin by addressing the actual environment depicted in the books. Arrakis is a merciless desert, one where water is by far the most precious substance, second only to the Spice.

To this end, I've decided to include each and every Desert available in these colors. Yes, this is clearly suboptimal, as many of those lands are definitely worse than a basic Forest. But given the theme, I think this had to be a go-to.

For the basic lands, I chose the ForestForest from Amonkhet, as it was the one that looked most like a desert landscape.

I've also added Blighted WoodlandBlighted Woodland, Evolving WildsEvolving Wilds, and Terramorphic ExpanseTerramorphic Expanse for good measure, with the most desolate illustrations at hand.

Animist's Awakening
Dune Chanter
Mana Reflection

If the lands reflected the planet's absence of life, the ramp package aims at showing its inhabitants' resolve.

They have two scopes: bring more lands onto the battlefield, and bring them back from the graveyard. Mana is the quintessential source of power in Magic, and as such I believe that having a lot of it is akin to "letting the Spice flow."

Thematically, I've chosen mostly Humans to represent the Fremen, focusing on their almost symbiotic relationship with their planet and the Wurms, as well as their mystical nature.

Given the rather mana-heavy nature of this build, I've decided to play 39 lands and 14 ramp spells.

Of Humans and Wurms

Colossal Rattlewurm
Panglacial Wurm
Worldspine Wurm

Dune is characterized mostly by two struggles. The first is the political confrontation between the Emperor, the Atreides, the Harkonnen, and the Bene Gesserit, which I've decided not to address to avoid overcomplicating things.

The second concerns the Shai-Hulud Wurms and the Fremen. The first are almighty beasts that can easily devour anything in their path. While Grothama is the quintessential embodiment of this monstrosity, it's not the only one of its species.

To this end, I've included 12 other Wurms in the deck, to represent their constant and renewed menace. These are mighty beasts, and will make short work of all resistance set in front of them.

I've also included Sandwurm ConvergenceSandwurm Convergence in this category, as the Shai-Hulud are renowned for gathering towards sound sources, especially that of humans walking in a distinctive pattern. Also, I really like the illustration on Elfhame WurmElfhame Wurm, with its mighty rider.

This is the core army, the one that will devour all.

Ulvenwald Tracker
Springbloom Druid
Loaming Shaman

Then there are the Fremen, the people of Arrakis, who revere and respect the Shai-Hulud. Almost all of these are represented by Humans, which either help making more mana, thus gathering the Spice and caring for their world, or are accomplished warriors, able to take down their foes. Reclamation SageReclamation Sage and Ulvenwald TrackerUlvenwald Tracker are here for exactly this reason.

Most of the other removal spells depict some kind of confrontation between Human and Beast, usually making the contestants fight each other.

Arrakis being a world of constant renewal, I decided to add a significant dose of land recursion, as the graveyard is nothing if not wealth waiting to be exploited.

The Spice Must Flow, Shai-Hulud Reigns Supreme

Biosynthic Burst
Defend the Rider
Horrid Vigor

Getting Shai-Hu... Sorry, Grothama, All-DevouringGrothama, All-Devouring on the battlefield is all well and good, but you want it to die on your terms. To this end, having a good number of protection spells is imperative. These will make sure your commander makes short work of your opponents' battlefields, while you and you alone reap the results.

Thematically, this translates into the political struggles between the different factions, all bent on one single objective: taking down the Wurm.

Greater Good
Momentous Fall
Well of Discovery

Dune is filled with a sense of self-sacrifice and of making the most of one's life for the community. The card draw package therefore focused either on this sense of sacrifice, or on the fact Fremen are, by nature, skilled hunters.

I also really like the flavor Cosmos ElixirCosmos Elixir brings to the brew. I don't think there's any other card more representative of what the Spice truly is.

Muad'Dib

Baru, Wurmspeaker
Nissa, Who Shakes the World

I couldn't make a deck focused on Dune without featuring its main character. Paul Atreides, later known as Muad'Dib, is the embodiment of the Fremen's revolt against the tyrannical Harkonnen, and also a Wurm Rider.

While Baru, WurmspeakerBaru, Wurmspeaker is a rather obvious pick, I also added Nissa, Who Shakes the WorldNissa, Who Shakes the World, as the leader of the Fremen did, in fact, totally reshape Arrakis eventually.

All of this leads to...


An Evening Stroll on Dune

View on Archidekt

Commander (1)

Shai-Hulud Brethren (12)

Ramp (14)

Paul Muad'dib (2)

Recursion (5)

Removal (7)

Draw (10)

Protection (8)

Desert Stuff (2)

Lands (39)

Grothama, All-Devouring

Conclusion

I hope you enjoyed this journey into the sands and perils of Arrakis. I'd love to know if you like this new concept, and perhaps if you have other ideas for similar brews.

I'm looking forward to reading your feedback. See you in a month with another brew!

Arnaud Gompertz

Arnaud Gompertz


Arnaud Gompertz has been playing Magic since 4th Edition, back in 1995. He's been an assiduous EDH enthusiast since 2012, with a soft spot for unusual and casual Commanders. He'll always favour spectacular plays against a boring path to victory. Aside from mistreating cardboard, he's a dedicated board games player, loves a challenging video game and occasionally tries to sing with his choir.

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