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Archfiend of Ifnir
Creature — Demon
Whenever you cycle or discard another card, put a -1/-1 counter on each creature your opponents control.
Cycling (, Dicard this card: Draw a card.)
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Archfiend of Ifnir Discussion
5 days ago
This deck is really fun to play, but is really vulnerable to graveyard hate cards like Scavenger Grounds, wich is in 99% of the decks. Can still do some work in late game with Archfiend of Ifnir, but is really slow.
1 week ago
Ok so I made a few changes to make this deck even more playable and fun :)
Along with this change are multiple changes to lands, a few basics have been replaced with cycle lands and deserts, and some duals have been swapped for other duals that are better...
I’ve also swapped out/in some artifacts, because mana ramp...
3 weeks ago
I apologize for the long post below: It is not modified for standard play. Please disregard if you are playing standard only.
The best deck to counter aura hexproof (what your friend has) is generally black/green sacrifice decks. See: Grave Pact, Butcher of Malakir, , Chainer's Edict <- (Pricy), Spore Frog, or Fleshbag Marauder. Or -1/-1 effects aka Archfiend of Ifnir, combined with enablers like Lotleth Troll or Putrid Imp.
That, or a deck that has a lot of sweeper spells - Cyclonic Rift (pricy), Terminus, Living Death. Think of sweeper spells as cards that immediately level the playing field. If you're losing, just play a sweep. Instant board reset and everybody is on even playing grounds. Cheaper Alternatives: Hallowed Burial, Devastation Tide, Coastal Breach, Evacuation; just make sure it only targets creatures (not like Wash Out) because you don't want the auras returning to hand. You want to get rid of the creatures and have the auras fall off.
I don't quite agree with Atrox's approach because I know most hexproof decks run Umbra auras (Hyena Umbra), and will easily have more than 3 toughness.
Personally, TO COMPLETELY REDESIGN YOUR DECK, I would use no creatures and only spells or maybe with creatures with nice ETB (enter the battlefield) effects (Archaeomancer. This way, the sweepers don't affect you very much and will only remove your opponents' creatures. Red will be reserved for dealing damage, and blue will be reserved solely for sweeper spells & drawing cards.
Current problems with your deck:
1) It's slow. You're going to have to have multiple pingers which all take about 3 turns+ summoning sickness to start becoming active. Izzet decks are supposed to be fast & maintain control from the beginning of the game.
2) The synergy is a little too far apart - you want to have creatures pinging damage, you want to counter spells, you want creatures to get buff; there's only so much you can do with 7 cards in your hand.
3) No card draw - you'll run out of steam very very fast. Blue excels in card draw - you should make use of it!
Try to find out what your style is, then start asking for tips to point you in the right direction.
Let me know if you have questions :) (I play an aura deck)
3 weeks ago
Archfiend of Ifnir triggers when you discard "[a] card", not when you discard "one or more cards" which is the wording of effects that only trigger once for an event that could happen multiple times in an action. See for example: The Gitrog Monster.
Your first reading is correct, discarding 2 cards will trigger Archfiend of Ifnir twice.
3 weeks ago
In my mind as I read Archfiend of Ifnir, if I use a card say, Zombie Infestation with it on the field, Archfiend would nuke my opponent’s creatures with two -1/-1 counters each time, since I am discarding 2 cards via Zombie Infestation. On the flip side, I could be wrong and it’s just one -1/-1 counters that Archfiend gives out each time if I’m using a card that discard multiple cards at once, another example would be something like One with Nothing
1 month ago
Read the second half of Wheel and Deal's text. Your opponents discard their hands, true - but then they get to draw back up to seven. You're getting marginal benefit and very likely giving your opponents free card advantage. If I'm your opponent and you've been making me discard all game, I will be very happy when you play a card that lets me discard the few remaining cards in my hand and draw back up to seven.
Now, it's true that Wheel effects are very good with Liliana's Caress, Geth's Grimoire, and Waste Not, but if you never draw one of those three cards (or if an opponent destroys them), the Wheel effects become marginal to outright bad. (That said, if you want to double down on such things, Megrim should probably be in this deck too.)
And if all you want to do is fill their graveyard so that you can exploit what's in there with Reanimate and Lazav, Dimir Mastermind and the like, you're better off running mill cards (e.g., Keening Stone) over Wheel effects.
As for your second question, Damia herself is the main reason to discard your own cards. Necrogen Mists and Bottomless Pit empty your hand faster so that you draw more cards with Damia's ability. These cards hurt everyone equally, but only you are playing a creature who can jump out of the command zone and let you refuel in one fell swoop. Part of the benefit of the discard theme is limiting your opponents' options. If you're refilling up to seven cards with Damia every round while your opponents are trying to make things work with only one or two cards in hand, then Mists and Pit aren't really hurting you. Plus, you have Archfiend of Ifnir, which I assume that you added because you wanted to benefit from self-discarding.
1 month ago
Week 1 Changes:
1 month ago
Slitherhead or Varolz, the Scar-Striped seem like good fits for this deck. I'd also suggest some additional ramp or a -1/-1 counter synergy to fully utilise Archfiend of Ifnir, possibly something with Wither, Necroskitter or Corrosive Mentor for example?