|Commander / EDH||Legal|
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|Hour of Devastation (HOU)||Uncommon|
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Land — Desert
: Add to your mana pool.
, Pay 1 life: Add to your mana pool.
, , Sacrifice a Desert: Put two -1/-1 counters on target creature an opponent controls. Activate this ability only any time you could cast a sorcery.
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Ifnir Deadlands Discussion
3 days ago
Hey, one problem Knights have and will continue to have, even more so post rotation is amount of black sources in the manabase for black removal. Some Orzhov Knights lists have been cutting Marshal in favor of more black and Ajani. Marshal really restricts the amount of black you can play in the manabase which is not good when you want to be able to consistently play Push/Duress in the early game and even more so for Vraska's Contempt which everyone knows is an amazing card for black, but can't splash for it. History is your best three drop. Marshal is also a good three drop, but he's less needed because History is the three drop you want to play.
Ajani kind of mimics what Marshal does. His +1 puts a counter on two creatures giving those two creatures a pump just like Marshal does. Marshal is best when you're ahead with some other creatures to pump. Ajani is also good when you're ahead because he too can pump two creatures. What separates Ajani from Marshal in my opinion is Ajani is good when you're behind because of his -2 ability reanimating a creature. Being able to play a four drop and have a Planeswalker and a creature such as Malice in play is more beneficial than a Marshal. Ajani is very good in control matchups where as Marshal is fine. Only fine because he's a creature making him vulnerable to creature removal and board wipes which Ajani is not.
Post rotation I see Knights moving away from black and playing mostly white because Concealed Courtyard rotates and Orzhov is not a guild in Guilds of Ravnica. This leaves Forsaken Sanctuary as the other Orzhov dual land which is just bad. More white is a direction that favors playing Marshal.
Black has amazing removal, but white also has good removal. Seal Away and Gideon's Reproach are fine early game removal spells and Cast Out is great mid and late game removal. I suggest playtesting a more white focused build restricting only creatures Malice and Freebooter with black since Courtyard, Chapel and Territory can cast them.
If you don't like the idea of playing more white and less black then consider Stazeee's suggestion of Paladin? Overall until rotation I think this is best direction to go because of Paladin's interaction with Ajani. However this means cutting Marshal so you can play 4x Ifnir Deadlands which are needed along with 4x Dunes to play Paladin.
A direction with Paladin and no Marshal lets you include more black. More black means consistently can play Push/Duress/Malice/Freebooter in the early game as well as sideboard or main Contempt. More black is better for control matchups since you want Duress/Freebooter and Arguel's Blood Fast Flip vs control.
4 days ago
Hey, big reason to play Zombies in Standard is the up to 12x lords you can play: Death Baron, Lord of the Accursed and Liliana's Mastery. I see both Accursed and Mastery in the sideboard consider them main deck especially Mastery it gives you a lot of Zombie goodness for five mana. Graveyard Marshal is the another reason to play Zombies his ability is really good at being resilient and keeping a battlefield of Zombies. A 3 power two drop Zombie is nice with all the lords.
You don't need 12x ways to get back creatures from your graveyard, this is overkill. Liliana and Marshal are the only cards you need for this effect. Both can do something else as well as do their effect more than once. Gravedigger is a fantastic limit card for M19 draft, but being four mana is not worth it in Standard especially since Liliana is also four mana and a much better card.
Consider this list:
- 4x Diregraf
- 4x Dread Wanderer
- 4x Marshal
- 4x Baron
- 4x Accursed
- 1x Belcher
- 1x Josu
- 3x Liliana
- 4x Mastery
- 4x Push or Down
- 3x Contempt or Never
- 20 Swamp
- 4x Ifnir Deadlands
This example list looks completely different than your current deck because it's using a different strategy. With Zombies you want to be aggressive because this plays very well with all the three drop lords. The strategy is to swarm with Zombies and drop a lord. Take advantage of 8x 2 power one drop Zombies with the lords.
Mastery is a good curve topper for Zombies because it's an anthem that pumps Zombies the turn it's played. This is good if you already have an established battlefield of Zombies as a way to go over the top with your army. Mastery is also a good follow up five drop play after a board wipe. It lets you rebuild your Zombie army giving you two new 3/3 Zombies right away.
In the example I've cut back on both Belcher and Josu. These cards are fine, but don't stack up to the other three and four drops options. Belcher is just not as good as any of the three drop Zombie lords. Josu at four mana conflicts with both Liliana and Contempt which are both much better than it.
Three very good sideboard cards for black are Duress, Arguel's Blood Fast Flip and Doomfall. They're all excellent in control matchups which are the matchups you should plan the sideboard for. The example main deck is good vs both aggro and midrange, but weak to control. Other strong sideboard cards for Zombies are The Eldest Reborn, Ruin Raider, Demon of Catastrophes and Reckoning.
Consider this sideboard:
- 4x Duress
- 2x Blood Fast
- 2x Raider
- 2x Doomfall
- 1x Reborn
- 2x Demon
- 2x Reckoning
This sideboard example is planned for control matchups with Duress and Doomfall to take board wipes or Planeswalkers, Blood Fast and Raider can be draw engines and Reborn can be Planeswalker removal as well as give you some advantage. Demon and Reckoning is for aggro and midrange matchups. Aggro as well as midrange can have a hard time stopping a 6/6 flier four drop. You can have a lot of fodder for Demon especially Wanderer which makes it a good option with Zombies.
Good luck at Standard Showcase :)
5 days ago
I've been seeing this knight's decklist being kicked around and it seems pretty solid. I think Paladin of Atonement with the pain lands Shefet Dunes and Ifnir Deadlands is pretty potent. The knight lords help boost him and it can be enough life gain to put you over the top of aggro and red. Paladin of Atonement can keep building up into a bigger threat if they don't remove it and when they finally do you get value. So that's something to consider in your own list.
I do like how you included Shalai, Voice of Plenty over the other decklist. I'm not sure if it should be mainboard or sideboard, but either way it's a strong 4 drop that combos well with Dauntless Bodyguard like you mentioned.
If you have trouble with control you could include Kambal, Consul of Allocation in the sideboard. It works pretty well for me. I take out Knight of Malice or Knight of Grace for it depending on the color of the opponent's deck. They bleed out everytime they cast a spell. It's pretty helpful against certain aggro decks too (like wizards and red).
6 days ago
Hey, there's some new tech for Knights using cards that have already been in Standard for quite some time.
Paladin of Atonement with the Desert lands Ifnir Deadlands and Shefet Dunes. The idea behind this is to use the Deserts to grow Paladin and since he can put a counter on himself at each upkeep you can grow him on your opponent's turn. If he's cast using life from one of these Deserts then at your opponent's upkeep he gets a counter. This protects him from ETB Goblin Chainwhirler and Chainwhirler helps you to grow Paladin. Since he does 1 damage to you when he ETB, you lose one life. At your upkeep Paladin gets another counter.
Paladin is another two drop Knight who can be reanimated with Ajani which is a nice interaction if you have some of these Deserts in play to start growing him after being reanimated. Paladin's die trigger helps to gain life back lost by the Deserts.
6 days ago
Vivien Reid is far better than Vivien of the Arkbow. I would recommend adding more copies of Vivien Reid and taking out the Arkbow. As for sideboard, I would recommend Scrapheap Scrounger due to its ease to cast and great ability to be a recur-able threat against control. Also, I would suggest to take out a couple of Swamps for Ifnir Deadlands. Also, you have a ton of black sources for few Black actual cards.
1 week ago
First things first, with an average CMC of more than 3, you need at least 26 lands. Also, having at least some that only cost one is always beneficial (in a midrage deck like this, consider Fatal Push). Gideon's Intervention and Lost Legacy should always be sideboard cards, since the former is just a bad binding and the latter can be a 1-for-0. To add more threats, I would consider some knight tribal cards: Valiant Knight, Aryel, Knight of Windgrace, Dauntless Bodyguard. Also, both Shefet Dunes and Ifnir Deadlands are great lands to add. With some modifications, I believe this deck can actually be quite competitive.
2 weeks ago
That’s great to hear! I can’t wait to get your feedback, I’ve been running this solo for quite some time now, it will be great to have a sounding board.
Thanks for following this deck! In regards to your question, you most certainly can run a more budget land base. Notably, Gaea's Cradle is obviously great but really more of a vanity inclusion. Also, the colored sources can be downgraded at the expense of some speed and consistency. Dark Depths really does add a ton to the deck, but I played for a long time without it. Strip Mine effects are very essential, but Tectonic Edge does a reasonable impression. I think Kessig Wolf Run is a must as well. And other than that, a lot of the interaction out of the lands slot are cheap cards like Ifnir Deadlands.
I have begun the makeover of my primer, I will be fully updating the layout, reorganizing card choice sections, making it more user friendly, and adding a few detailed sections on core cards vs flex slots. I will also add vanity cards that I currently don’t own but would fit in the fully tuned list, ie Mox Diamond, Library of Alexandria, etc etc.
3 weeks ago
Also, Dread Shade should be a 4 of and Ifnir Deadlands is really nice. I'd drop the Mastermind's Acquisition because it's really not that much better than Diabolic Tutor and you don't really need that many Duresses in the main deck.