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
2 days ago
I have many things to say about this.
First, If you don't want to buy Drowned Catacomb and Fetid Pools then you should at least invest in some Submerged Boneyard because duallands are better than basics; especially if there are color intensive spells such as Walk the Plank. Also, utility lands such as Ipnu Rivulet, Ifnir Deadlands or Field of Ruin would not be bad.
Second, on the subject of walk the plank, I am not a fan of the card. Instant speed removal will always be superior in my eyes. Fatal Push is clearly good and Essence Extraction is decent to throw into the mainboard despite not being hard-removal. I understand that walk the plank is basically unconditional removal, but i would rather have Hour of Glory than Walk the Plank. There is a consideration for cards such as Never / Return to deal with the likes of planeswalkers. The main problem I have with sorcery removal is that it conflicts with holding up counterspells.
Third, I am not a fan of Censor as it is not a great counterspell. I still play a couple of them, but not 4. Supreme Will is not expensive and is a nice flexible card. Commit / Memory is not exactly a counterspell, but it is a very flexible card that would not be a bad inclusion. And you can assume I wouldn't leave the point on counterspells without mentioning that Disallow is amazing and expensive.
Forth, there are to many creatures in the deck for my tastes. Kitesail Freebooter is a nice card in the control mirror, but it is more of a sideboard card unless you are playing a tempo deck. I don't see the point of Siren Stormtamer putting the opponent in a tough spot early on, it provides about as little pressure as possible and is generally ignorable for majority of the game.
Fifth, Hieroglyphic Illumination is a good card and Glimmer of Genius is better. I play both in my deck as 3 of glimmer and 2 of illumination. You could also sneak in a copy of Pull from Tomorrow into the deck, it is great in the late-game.
Lastly, take out One With the Wind. I understand it might work with the creatures in the deck, but it would be better for you to have more removal in the deck.
I have played control for years and have won many fnms and gamedays with it, so I feel entitled to say I have an idea of what I'm talking about. My deck runs 25 lands, 8 card draw spells, 9 removal spells, 12 counterspells and 6 threats. Keep in mind my deck is expensive and has Torrential Gearhulk and The Scarab God as threats.
on Dirty Energy
4 days ago
Have you considered a couple of Ifnir Deadlands as a removal-spell-in-a-pinch? Your mana seems strong enough that I doubt you'll need to pay life for a all that often. It also gives you extra fodder for Scavenger Grounds if you need it.
4 days ago
I completely forgot about the cycling lands. Yes, you certainly could get value from cycling them away then playing them.
However, they do come into play tapped so I'd still recommend you go up on Ifnir Deadlands since it's a decent removal spell for gods and the like.
5 days ago
I'd recommend picking between going fully -1/-1 counters, or fully +1/+1 counters. Having the mix of both makes the deck a bit unfocused. Both are pretty good, if you were to go down the +1 coutners, then you'd want to play more things like Longtusk Cub and Rishkar, Peema Renegade.
If you're going -1 counters then Hapatra, Vizier of Poisons and other creatures that add -1 counters on themselves/ spills that put it on your opponents creatures are better.
Dhund Operative isn't that good with only 3 artifacts. Id recommend either playing more artifacts, or playing more Gifted Aetherborn instead but this could be an issue for your manabase to consistently get it out.
Ramunap Excavator doesn't seem like it generates enough value with only Grasping Dunes and Evolving Wilds. I'd recommend either cutting the excavator for a better 3 drop, or adding Ifnir Deadlands/ Hashep Oasis for more value.
Overall I'd say the deck needs to be a bit more focused on a strategy, but there are plenty you can go off of from here with a bit of modification. You could go +1/+1 or -1/-1 counters, deathtouch themed, desert value, or even a potent green aggro deck with black supporting for removal. You've got a lot of options and all you need to do is pick one you think you'd enjoy and you should do alright!
1 week ago
Hey, nice to see that ppl play the only and true color... Black Dominance! (No pun intended)
And to max the value of Yahenni, Undying Partisan's sac ability, Bishop of the Bloodstained and Skymarch Bloodletter ETB effect, as well as Gifted Aetherborn's deathtouch (To kill treats w/o losing creature value and gaining 4 instead of 2 life, if not more). I highly recommend a playset of Supernatural Stamina. Only for and on instant speed.
Hope these upgrades help, and they should be rather cheap.
Argy on mardu tokens
1 week ago
I would try something like this with your mana:
Fliers are proving to be a problem.
I would try this:
That gives you an excellent blocker, that can stall fliers, as well as a way to hold on with Lifelink.
If you make any changes tag me in these Comments, and I will take another look.
2 weeks ago
Not sure- haven't gotten a chance to test yet. I don't think the difference is too noticeable, since you'll only plan on taking the hit once or twice. It's funny, because I initially sat down with the 8 Bobs and just filled the deck out around that core, attempting to make a grindier 8-Rack-style deck. I had Ifnir Deadlands and Aether Hub laid out to take advantage of the mono-black manabase when I came across Gonti's Machinations and realized I'd basically built a 1-CMC Lightning Helix strapped to a Dynavolt Tower. Makes the Bob damage seem pretty moot, and pushed me more aggro, which I think Glint-Sleeve Siphoner does very well. Also, since card advantage becomes a moot concern very fast, it's nice to be able to double or triple-spell on turn 4 by drawing turn 3 with the siphoner off of an Aether Hub or Gonti's Machinations. However, running 4 siphoner makes attacking turn 3 into Ruin Raider a lot easier.
2 weeks ago
Here are some cards you may not have considered before!