|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
1 hour ago
TappedOut won't let me leave comments on decks at the moment, so I'm leaving this here.
I think Merfolk are going to be more viable this season, making Walk the Plank less useful. You can put a couple of copies in the Sideboard.
With a Control deck you NEED to have ways to draw cards. An empty hand will mean that Opponents can get the drop on you.
12 Creatures are too many for a Control deck. You'd want 5 or 6 at most.
The idea is that you Control everything your Opponent does until you have depleted their resources. Only then do you unleash your Creatures.
That means you don't need very many as they will eventually come to hand, and won't have any opposition.
I would start with something like this, and hone the numbers after rigorous playtesting:
I feel like it would be useful for you to have a Sideboard that looks something like this:
3x Fatal Push - lets you kill early threats
3x Walk the Plank - good against Dinosaur decks
2x Vraska's Contempt - brilliant against Planeswalkers and Gods
To stop threats recurring from the Graveyard I would run 3-4 Scavenger Grounds. You sac it in response to something like God-Pharaoh's Gift being returned to hand. Having that many lands that don't produce your colours won't hurt you.
You might also consider running 2-3 Ifnir Deadlands. They are an excellent way of nerfing Gods, and keep you on colour.
You also might want to raise your land count to at least 25. Most Control decks run 26, because you just can't afford to be mana-screwed when you are playing Control.
If you make some changes and want me to take another look, after you done some substantial playtesting, tag me again in these Comments.
PS. I generally consider it poor form to put a Comment on someone else's deck that asks them to take a look at yours, without you first leaving some feedback for them.
Try not to do that in future.
10 hours ago
Hey, if you want to play Golgari on a budget I recommend Winding Constrictor. Supported by:
- Rishkar, Peema Renegade ramp and powerful enabler for Constrictor
- Glint-Sleeve Siphoner for energy and draw, good creature to put counters on
- Merfolk Branchwalker for explore
- Seekers' Squire for explore
- Ravenous Chupacabra as creature removal
- Verdurous Gearhulk and Noxious Gearhulk as top end along with Vraska.
Treasure Cove has synergy with Vraska's ability to make treasures, using those treasures as draw. Treasure Map Flip has synergy with Constrictor since you put a counter on it each time you scry with it Constrictor puts two counters each time. Scry helps with explore knowing what's on the top of your library before you explore. Blossoming Defense is a very good green spell in Standard. Walking Ballista and Jadelight Ranger are nonbudget creatures, both are excellent with Constrictor.
Plank is risky if you play where there's a lot Merfolk, but if no Merfolk then other than not being instant it's a fine budget removal spell. If Merfolk than it can be a good sideboard card for other matchups. Walk the Plank or Moment of Craving can be removal spells to replace Fatal Push and Hour of Glory is the best alternative Vraska's Contempt. It has the same mana cost and it can exile any creature at instant speed with the bonus of it exiling Hazoret, Scarab God or any other God getting to then see your opponent's hand and exile any other copies in hand of that God. Never is I think the best overall alternative budget removal spell because it can also destroy a Planeswalker.
Blooming Marsh the best Golgari dual land, but it's not budget. For budget there's Foul Orchard, Evolving Wilds and Aether Hub energy synergy with Constrictor. Ifnir Deadlands is also an underrated black land that can fit into a Golgari manabase.
Good budget sideboard cards for Golgari are:
- Walk the Plank
- Moment of Craving
- Lifecrafter's Bestiary
- Aethersphere Harvester
- Gonti, Lord of Luxury
- Heroic Intervention
- Harsh Scrutiny
- Kitesail Freebooter
- Golden Demise
- Nissa, Vital Force
- Crook of Condemnation
21 hours ago
You could look at maybe adding The Scorpion God and a Ifnir Deadlands into the deck? It would get you a non stop removal package with the bonus of having a big creature on the field that draws you cards. The Ifnir Deadlands don't come into play tapped ever but you can sac it over and over again with Ramunap Excavator to have some form of removal always their.The deck probably has a hard time against graveyard removal card.
3 days ago
Today (19.01.2018) I made this deck for standard and I went 2-1 (WB Vampires 2-0, WG Cats 2-0 and 4c Energy 1-2) and it little bit surprised me that this deck was this consistent. Before FNM I did some testing games and I did small changes that I personally like more.
I didn't use Heroic Intervention because for me it didn't do anything because best sweep is Hour of Devastation at least in here it is the most used and Morbid Curiosity was changed to Costly Plunder because it was rare I ever wanted to use morbid and when I did want to use it I wanted to sacrifice 2-3 cost creature so I don't see any point to pay 1 more when you can have at instant almost same effect.
Also I took 1 Plague Belcher out and I added 3 Dusk Legion Zealot because it enabled to cycle deck faster + it is 1/1 that can die easily for journey and the card draw is nice at later stage as well (2 Heroics and 1 Belcher for 3 Zealots)
In the end I think that this deck is really consistent REALLY hard to beat after you flip Journey because the value is too good and if the reanimator land gets destroyed it is fast to flip another and laugh at your opponent.
4 days ago
Might be worth including some Ifnir Deadlands for virtually free removal in the mid/late game, especially since your deck has some lifegain.
Sweet brew. Cheers!
5 days ago
I agree on Claim / Fame being an excellent inclusion to the deck list. Both halves synergize well with the current list, and and fit into the deck's curve.
I don't believe I agree with Sunscorched Desert in the land base, and would almost even prefer seeing two additional copies of Ifnir Deadlands instead, among other choices. RDW builds can afford running colorless mana without risking a loss in consistency; however, dual-colored decks will notice the drop, especially if it's aggro and looking to win early. Additionally, you're running a play set of Unclaimed Territory already, which I believe is a good option as they're good for tribal, but only provide colorless mana towards your noncreature spells. The difference may not be significant enough to lose games, though, and the free damage is always relevant, so I may be wrong. Please keep us updated with results!
5 days ago
I would add some Dunes of the Dead. Obviously being mono black let's you get away with playing the colorless mana without too much risk, plus nothing is sweeter than activating Ifnir Deadlands and getting a bonus 2/2.
1 week ago
@Legendary_penguin_of_death I think Vona's Hunger won't do enough, Angel of Invention is a very strong card, but also mana-intensive which would mean I could put in a lot of them and I rather use those slots for vampires I can tutor out, I want to play the Twilight Prophet, but I just need to find the room for it (I think I can fit it in). Shefet Dunes is in for sure, but I think I'll also add Ifnir Deadlands. Thanks for the suggestions.