Irrigated Farmland

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Arena [BETA] Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Amonkhet (AKH) Rare

Combos Browse all

Irrigated Farmland

Land — Plains Island

(: Add or to your mana pool.)

Irrigated Farmland enters the battlefield tapped.

Cycling (, Discard this card: Draw a card.)

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Irrigated Farmland Discussion

TypicalTimmy on Land destruction: taboo or legit ...

1 week ago

The problem with LD (Land Destruction) decks is that a they are slow. painfully slow.

I run one in Modern. Rakdos () LD.

You limit yourself to , which is a powerful color combination, but the issue here is you can win so much faster using those colors.

The majority of LD spells in red cost 4. This means you aren't doing anything until T4.

Rakdos has a serious lack of ramp. Sure, there ARE cards that are "technically ramp", but traditionally you are wanting to increase your available mana consistently every turn, not bring out Rakdos Keyrune on T3 and have MAYBE 5 mana on T4, assuming you hit all land drops each turn.

Keep in mind that even if you ARE hitting lands 4 turns in a row, in Rakdos that's not optimal. You want swift, cheap spells. Lightning Bolt and Fatal Push and Terminate. Not land after land after land.

Bleh.

Having said that, there are great ramp cards available. Infernal Plunge, Generator Servant, Koth of the Hammer, Crypt Ghast, Liliana of the Dark Realms, Iron Myr, Leaden Myr, Plague Myr, Palladium Myr... But again, you detract from your LD spells. The further you push back your goal, the further ahead your opponent gets.

Uuuugh... On a phone. Fml

NOW we get to the problems. In Modern, games are fast. Really fast. Pushing out a game 5 - 7 turns is not ideal when you can design to win on T1. Casually you're golden. FNM is a toss up. Competitively? Good luck.

This is why Blood Moon, and in some decks Alpine Moon are so important. They CONTROL the lands, not remove them. If you want to optimize LD, look for cards that destroy lands as a secondary effect, such as Ghost Quarters, Field of Ruin, and Encroaching Wastes. -- The problem here now is you fill your deck with colorless lands, and you destroy your land base while giving your opponent basic lands of their choice (mostly).

Ugh, this was a poor decision to type it all out on my phone...

Okay. So let's ask a question: Why Rakdos?

There's a surprisingly good amount of land destruction spells in Modern and in Red (34 in Sorcery) and the cheapest are Cryoclasm, Molten Rain, Stone Rain, and Peak Eruption. Note that with Cryo and Peak, you don't need to target basics. You can target lands such as Hallowed Fountain and Irrigated Farmland, or combine Peak Eruption with Blood Moon.

In black, there's really just Rain of Tears, if you're trying to keep it all under CMC < 4.

You'll also want to recycle spells. Good way to do this is Charmbreaker Devils, but at 5 CMC there are better spells. I like to run him because he let's me get back LD spells every turn. If they don't have 1-Drop removals like Path to Exile, they are F-'ed. I run minimal removal and lots of LD, so even if I don't topdeck into one I can always get one back for free.

Now it is true that green has LD as well. Acidic Slime, Creeping Mold, Reap and Sow, Spreading Algae, but again they are either slow and require ramp or are very specific in nature.

The more colors you add, the more fixing you need, and the less specialized your deck is.

That's why we don't run green. Stick to res as your main color with black support.

I'd focus on red LD sorcerys, and black instant creature removal for cheap, such as Fatal Push and Terminate.

Overwhelm with cheap 1/1s like Goblins, and pick cards with huge bang for your buck. Kiln Fiend and Monastery Mentor are perfect. Goblin Guide hurts you here as he is doing what you don't want - Getting them more lands.

Goblin Offensive and Krenko's Command are good. Two 1/1s for 2 CMC? Decent.

Overwhelm and go wide. It's cheaper and saves you Mana for LD.

If you want and can work it in, Reverberate and Increasing Vengeance copy spells so you can hit twice in one turn.

I'm not going to build a deck for you, but I hope I helped a lot.

It's a legit strategy, but needs to be precisely honed and even than may be too slow.

Control / removal is better than LD, but LD does work. Modern prides itself on non-basic lands.

That's where you attack.

As for EDH? Against 3 other opponents, you'll be so vastly overwhelmed it's not even worth it.

Demarge on Single-Player Fog

3 weeks ago

Celestial Colonnade- by far the best land for a controlling wu deck, mostly to add to the non budget list.

Field of RuinGhost Quarter- the deck can be really soft to man lands, the deck isn't too demanding of mana, and slowing down tron can buy you the time to lock them out, Tectonic Edge might be a budget option (not sure of it's price atm).

Temple of Enlightenment and Irrigated Farmland can both be cheaper value lands to consider.

Sphinx's Revelation really doesn't work too well in here as the deck is rather light on land, my first thought would be Search for Azcanta  Flip, but a more budget option could be Jace, Architect of Thought, Gifts Ungiven, maybe even Think Twice.

Some other fun ideas for the deck can include Feeling of Dread- a Fog in most boards that says "draw another Fog" while also working with scepter.

Blessed Alliance- pretty sweet effect options that's good for both killing creatures and healing you for burn, also can be put on a scepter.

Gut Shot just because there's no mountains in the deck doesn't mean you can't "bolt the bird".

decks like this always reminds me of the time I could run 8 board wipes and have my only wincon be a Psychic Spiral (course back then ran 27 lands).

Mullac on UW Historic kinda..?

3 weeks ago

I would always recommend some dual lands, Irrigated Farmland or Glacial Fortress just to make sure you don't get stuck on mana. Some more early-game cards would be good, such as Opt or Censor or Seal Away can really help. Honestly i'm not too sure on how the new Jace fairs, but I'm assuming you play it similar to UW control, with some creatures. Hoped this helped a tad :)

TriusMalarky on New Perspectives/Approach

1 month ago

Definitely go up to 2 or 3 Approach at least, and because of the fact that New Perspectives works so well with Cycling I'm assuming at least 15-20 of your cards can be Cycled(using Cast Out, Hieroglyphic Illumination, and the lands such as Irrigated Farmland, etc.)

The thing is, if you are running 4 each of Cast Out, Censor, and Hieroglyphic Illumination, and running 22 lands(taking 2 out for 2 more Approach) you have an almost guaranteed chance to get the lands to get a t6 New Perspectives. Running Curator of Mysteries and Compelling Argument also add more 1-mana Cycle effects, maybe using 1-2 Opt if you have space, Countervailing Winds because it's a decent counterspell, and depending on your colors using Archfiend of Ifnir, Shefet Monitor, and Haze of Pollen(as well as the Amonkhet Cycling duals) can give you an easier path to victory. On the side, Archfiend and Curator are alternate win cons as they are decent sized flyers for the mana.

On the side, I'd run 1-2 copies of Abandoned Sarcophagus as it can let you utilize cards like Cast Out and Haze of Pollen that you cycled earlier in the game to get another handle on the game. Also use that one card that cycles and gives you 2 life, that can help seal the deal against your opponent.

I personally might consider using the M19(if you're playing Standard with this deck, which I assume you are) card that mimics Sphinx's Tutelage. 1, maybe 2 copies add yet another win con that can easily crush your opponent with a New Perspectives on the field.

PhyrexianPreator on TempestDelverThing

1 month ago

The good news about splashing white is that you have two dual lands that don't cost you life unlike Hallowed Fountain. Irrigated Farmland helps with the whole card advantage aspect of your deck. Prairie Stream can com into play untapped since you have lots of basics. Effectively with the use of fetches you can have fixed mana for 1 life at a time.

Last night at my lgs, the guy with the jeskai deck added in Phyrexian Metamorph as a meta call due to all the big creatures.

lewyniemcz on Mono-white Monument? (2nd at FNM!)

1 month ago

I've played a lot of Oketra's Monument decks since it was released and it looks very similar to mine from M19. I'd like to give you some ideas I've learned while playing it during FNM's and Showdowns.

Aviary Mechanic is insane in this deck. It allows to replay Cloudblazer, Militia Bugler for huge card advantage, bogunce Irrigated Farmland if you are flooding and if you have 2 in hand and Monument in play it pretty much allows you to make Warrior tokens for for as long as you have mana for it. I strongly believe 4 is a must in this deck.

Also Aven Wind Guide allows to gain this much needed reach in some matchups. Giving tokens flying was key in many matches, either to finish off opponent or defend against Heart of Kiran, Rekindling Phoenix, Glorybringer or Tempest Djinn. 1-2 of is very nice to have.

I've discovered that Dusk is rather nonbo with Benalish Marshal and it's more of a sideboard option. The same goes for Sunscourge Champion. Thopter Arrest is great removal option for mainboard as well.

RazortoothMtg on Animatou's Miraculous Blinking Beasts

1 month ago

I think Ashen Rider, while 1 more mana, is probably always better than Angel of Despair (unless you have Yennett, Cryptic Sovereign in play I guess, but she doesn't seem great here anyway). Rider exiles and stops people from Murdering it, requiring exile to deal with it if they dont want their board messed with.

My list has been experimenting with a minor superfriends theme. I don't know if you want to go that direction, but with Aminatou, the Fateshifter, Oath of Teferi, and any other PW, you can activate that other PWs abilities 6 times in one turn. For example, with Elspeth, Sun's Champion, you could -3 to wrath the board, then +1 for 3 soldiers. Aminatou uses her -1 to blink Elspeth, resetting activations. +1 twice for 6 more soldiers. Do it again. +1 twice more to end up with a clear board and 15 1/1 soldier tokens. Also, if you have multiple PWs out, The Chain Veil becomes disgusting (but not infinite). Activate chain veil, -1 Aminatou to blink the chain veil, activate again, -1, activate, -1, etc, essentially reading ", Remove a loyalty counter from Aminatou: You can activate PW abilites an additional time this turn." With any other planeswalker, you can likely immediately ultimate them or just accrue insane value by activating multiple times in a turn. At worst, it still acts like Oath of Teferi, letting you activate Aminatou multiple times a turn.

Another card in my list that I've been really enjoing is Thalia's Lancers. In your list it already grabs Brago, King Eternal (likely the best card in the deck), as well as Yennett, Venser, Shaper Savant, both PW you currently have, Oath of Teferi (and The Chain Veil if you add that), and Gonti, Lord of Luxury. And if you decide to add it, you can add a toolbox of effects for it to search for: A wrath in Urza's Ruinous Blast, lands in Minamo, School at Water's Edge and similar, more PWs, etc.

I would also suggest adding the one mana cycling lands, e.g Barren Moor (or if you don't want those, there are also the Amonkhet cycling dual lands, e.g Irrigated Farmland). They may not seem like much, but casting Terminus, Temporal Manipulation, etc at instant speed is very strong. Put it on top with Aminatou and pass the turn, holding up a cycling land to miracle it off the top, similar to Sensei's Divining Top, and they have little downside.

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