Jwar Isle Refuge
Jwar Isle Refuge enters the battlefield tapped.
When Jwar Isle Refuge enters the battlefield, you gain 1 life.
Tap: Add U or B to your mana pool.
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Jwar Isle Refuge Discussion
2 days ago
1 week ago
Your deck can't run Akoum Refuge, Bloodfell Caves, Dismal Backwater, Jungle Hollow, Jwar Isle Refuge, and Scoured Barrens, because they all have mana symbols outside of your commander's color identity. Color identity also applies to mana symbols in the card description as well.
If you really are set on lots of life-gain for cheap I'd recommend Ivory Tower and Bloodchief Ascension since having a hand of 50 lands is 45+ life gain with Ivory Tower and your commander already puts quest counters on bloodchief ascension since it forces your opponents to lose life per upkeep.
2 months ago
LearnedHand, you could use this combo to give Carrion Feeder infinite power and toughness, yes, since you wouldn't have to spend any mana to do so and so you could swing with him to win. Sacrificing Gravecrawler and bringing him back would indeed proc Diregraf Captain's activated ability as well as Plague Belcher's. These are two viable win conditions that you can build upon.
One other thing I noticed is that your landbase is in need of a touch-up. Dismal Backwater and Jwar Isle Refuge are slow and won't really help you here. I suggest dropping them, getting some Drowned Catacombs or Sunken Hollows, or whatever other lands (shock lands if you can afford them), and definitely add some Islands. Dual lands only go so far.
3 months ago
The way the 4-of rule works is that for any given named card you may only include up to 4 copies of the card combined within the total 60 card deck and 15 card sideboard (unless it is one of the basic lands).
So you could include 4 copies of Dismal Backwater and 4 copies of Submerged Boneyard if you wanted to, but having 5 copies of dismal backwater wouldn't be allowed as you have more than 4 copies. At the moment you're fine as other than basic lands the most you have of any one given card is 4. Sorry if i worried you there, was just trying to explain sideboards not point out a problem wit the current deck.
5 months ago
Okay, let's get you a kick ass deck
So because it's a zombie deck, I would make it tribal and take out Thraben Foulbloods, Sanitarium Skeleton, Dukhara Scavenger, Mindwrack Demon and Corpse Hauler. They don't get benefits of zombie lords and can be replaced to make your deck run smoother.
Lucky for Zombies, there are some boss zombie lords that will make your walkers into a nightmare to deal with. Diregraf Captain, Undead Warchief, Mikaeus, the Unhallowed, Cemetery Reaper, Gravecrawler, Liliana, the Last Hope, Lord of the Undead, and maybe Relentless Dead are all thorns in your opponent's side.
You've got a lot of commons/uncommon creatures that cost 5+ mana that aren't really doing you too much good. Lamplighter of Selhoff, Ghoulsteed, and Gravedigger can all be replaced with a cheaper Ghoulcaller's Chant, Raise Dead or Disentomb.
For your lands, things are looking pretty good. Dual lands can be insainly expensive, and that's your choice to spend what you want, but I would replace Submerged Boneyard with Jwar Isle Refuge because who doesn't like gaining life? Also, I would get rid of Blighted Cataract, because 6 mana for 2 cards is probably better off being replaced with something that doesn't use your entire turn.
For enchantments, I think Aspect of Gorgon is better replaced with Ring of Xathrid. Grave Betrayal would work great with some more removal, and Call to the Grave has become super. I would replace Lunar Force with Counterspell or Dissolve- Better to choose what you want to go through rather than have it be random.
I would also add a Tome Scour in so you can mill yourself and work with your commander.
I know if feels like I'm building a deck for you and completely remodeling but I think that with these changes, you can really pull off some great gameplay at the EDH table. Good luck!
7 months ago
Just a friendly reminder: you are going to have a fairly hard time casting your blue spells if your mana base is only Swamps... Put in some Islands and dual lands like Jwar Isle Refuge, Dismal Backwater, etc. While we are on the issue of mana base, a typical Commander/EDH deck usually contains around 8-10 mana rocks. I would suggest putting in Chromatic Lantern, Gilded Lotus, Coldsteel Heart, Darksteel Ingot, etc. (I bring this up because I see only 3-4 mana rocks in your deck.)
Unfortunately, all to most of the cards I was going to suggest are already in here, so I cannot be of much help here.
For another P/T is equal to the number of cards in graveyards creature, you can also run Sewer Nemesis.
Jace Beleren works as well.
Lich Lord of Unx can work if there are more zombies. For that, you can try Liliana, the Last Hope (whose price seemed to shoot up in one night), Grimoire of the Dead and/or Endless Ranks of the Dead, all of which also get along well with Undead Alchemist.
7 months ago
Changes made today are added the Thopter Foundry and Sword of the Meek combo, Omut thanks for the suggestion. Sphinx of the Steel Wind was cut and replaced with Steel Hellkite because Hellkite has better synergy with Grand Architect and is cheaper. Made some lands changes as well adding Darksteel Citadel, Azorius Chancery and Arcane Sanctum.
I like that Citadel is an artifact land, I can find it with both Glint-Nest Crane and Trinket Mage if I need a land. It also has better utility with many cards in this deck including Breya, Kuldotha Forgemaster and Thopter Spy Network because it's an artifact.
I didn't think I could fit the Sword/Foundry combo into this deck without cutting Eldrazi Displacer and Time Sieve which I didn't really want to do, but I made it work. All changes today added a whopping $2 to the deck.
7 months ago
I also cut Underground River and Darkwater Catacombs replacing them with more budget options Jwar Isle Refuge and Dimir Aqueduct. Making these lands changes reduces the cost of this deck enough to let me keep Krark-Clan Ironworks while also adding Time Sieve. Pretty happy about this.