Ifnir Deadlands

Ifnir Deadlands

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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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Ifnir Deadlands Discussion

amicdeep on The Impossible Deck

1 month ago

It's a solid start, but there are a couple of changes I would make, first, drop damnation, it's about 35% of your budget and only so, so in this deck. Next I would have a look at your removal packages (over the last year standard has done wanders for budget options)

I would seriously consider Bonecrusher Giant as a solid body and nice removal. It's a really nice hit by bloodbraid due to its duel nature

And Vraska, Golgari Queen it's a card draw engin late game and normally 2 abrupt decays. Which is always welcome.

I would also consider 2 copy's of Chevill, Bane of Monsters as he's solid card advantage and your offen going to be killing stuff.

As your not running dark confident or goyf your probably should be running 2 Tasigur, the Golden Fang as it's a solid mid game beater and late game card advantage engin.

Stone rain is ok but far from ideal in this deck, offen it's a do nothing card.

Putrid Leech , Mortality Spear , Terminate Are all cards I would consider

Also if your running blighting I'm a big fan of Chandra, Acolyte of Flame as she's basically a 2 snap casters mages. (She dose need some help for teh double red mana but it's with the range of workability)

On the subject of plainswalkers apart fro vraska (which is your best budget option) your other solid options are Domri, Anarch of Bolas , ramps, protects against control lists, it pumps and it removes stuff. He's probably the best option. After that there's also Liliana, Waker of the Dead (as close to lilly of veil as where going to get) and Nissa of Shadowed Boughs who is deceptively good over a long Grindy match, bringing back your best creature with counters, and being triggered twice a turn but evolving wilds.

Lastly I would also run a few utility lands. With Ifnir Deadlands , Hissing Quagmire , Raging Ravine and Treetop Village being the best options on a budget.

Hope some of this helps.

amicdeep on Budget Black Midrange (60$)

5 months ago

I like the concept. There are a couple of cards I'd add

Bad Moon. Solid anthem and viable with lurrus. I'd try this proberbly as a 2-3 of.

Kicker also allows you to semi cheat on the mana restrictions from lurrus Gatekeeper of Malakir and Nullpriest of Oblivion both work with lurrus (if now with unearth) (maybe a 2-3 of in total)

Another packages I would consider is Pain Seer + Smuggler's Copter Either apart or together they are a pretty serious draw package.

I think the land base could also be honed a little. The best 2 lands by a long ways are Ifnir Deadlands and castle lockwain I'd run 2 of each I would also include a couple field of ruin for land removal Barren Moor, Hagra Mauling  Flip and if your budget works with snow basics Frostwalk Bastion could all also be in the conversation.

Finally no matter the direction I would also include some of the cheaper and effective choice spells 1 cling to dust 1-2 Inscription of Ruin 1-2 never//return

Bloodchief's Thirst also makes a solid fatal push replacement.

If you where looking for something to cut foulmair Knight and 1-2 vampire of the dire moon would be my first choices.

dominionloser123 on Hapatra EDH

10 months ago

You could consider adding a Desert package (Desert of the Glorified, Desert of the Indomitable, Grasping Dunes, Endless Sands, and possibly a few of the more minor ones) in order to enable Ifnir Deadlands. If you do, I might consider cutting Opal Palace as your colorless landcount is perhaps a bit on the high side.

Nesting Grounds seems fun in this list.

Cut Golgari Guildgate, Foul Orchard, Jungle Hollow, and Vivid Grove. They're taplands with no upside, and there's plenty of better options out there.

Tectonic Edge doesn't really fit the current meta, since nobody's running any of the broken lands that would actually warrant getting destroyed.

Your swamp count is only at...9, if you count the budget fetchlands and Urborg. That's a bit low to make Tainted Wood work.

Generous Patron, Seshiro the Anointed, Yawgmoth, Thran Physician, Skullclamp, Moldervine Reclamation, and Driven / Despair are your only ways to accrue much in the way of card draw. It's over the minimum threshold I'd set to run Reliquary Tower, but I'd keep in mind that the Tower is rarely going to do much for you, so cutting it wouldn't be the worst.

SynergyBuild on None

10 months ago

For recursive lands: Mystic Sanctuary (Dumb Good), Witch's Cottage, Mortuary Mire all work once, but with flickerable effects it's all fine, and you can sacrifice Buried Ruin, Petrified Field, Sequestered Stash. Hall of Heliod's Generosity/Academy Ruins are insane in the right decks, and Emeria, The Sky Ruin is busted in the late game. Mistveil Plains sort of works as recursion, and is repeatable, but is best with tutors and tutor chains. Even Unholy Grotto works amazingly in zombie decks!

(Nonbudget versions would be like Volrath's Stronghold)

Some other draw engines I didn't mention prior are Sea Gate Wreckage, Throne of the High City, Grim Backwoods, and sort of Desolate Lighthouse.

Some tutors like Tolaria West that MagicMarc mentioned would be Inventors' Fair, and Sanctum of Ugin.

Removal is plentiful on lands, but pretty specific. Blast Zone is a favorite of mine, and is dumb good. Ghost Quarter, Field of Ruin, Dust Bowl, Encroaching Wastes, Memorial to War, and Tectonic Edge all deal with lands. Arena, Barbarian Ring, Blighted Gorge, Cabal Pit, Desert, Keldon Megaliths, Keldon Necropolis, Mouth of Ronom, Rath's Edge, Grasping Dunes, Ifnir Deadlands, and Quicksand are good against creatures, and some walkers.

YamishiTheWickedOne on W/b bloodrock

11 months ago

If I added 1 more land, just make it a swamp. In multicolor vamps 3 basics seems to be the sweet spot. Unless you're for whatever reason not running as many utility lands.

Ifnir Deadlands might be ok here too.

amicdeep on $15 Jund

11 months ago

first off, really like leaning into the energy theme i like the deck fitting into a jund shell

may i suggest 2 Ifnir Deadlands

also the deck looks like it may have issues dealing with pws so maybe 1-2 of either Never/Return, Angrath's Rampage or Eliminate

lastly the deck could do a little more to us the gy, either Tasigur, the Golden Fang or if that out of budget even Hooting Mandrills (which can be pretty difficult to deal with on his own.

id also recommend another Chandra, Acolyte of Flame or 2 if the budget can fit it,(been running her as a budget snapcaster in a grixis tempo list and her with blightning, duress and rampage she dose a very good lilly impression (if a little more mana intensive)

AngusTheChap on Umori has more friends than me!

11 months ago

Looks really sweet! I like that Umori, the Collector gives you a good blocker to protect your walkers as well.

I can see you haven't really played with the mana base yet. I think I would spend some time and look closely at the lands, there's a lot one can do there. First of all there are plenty of spell-like effects that are good to have when you're restricted to only planeswalkers (stuff like Blast Zone, Khalni Garden, Ifnir Deadlands etc) and second they synergise really nicely with Windgrace. I think since you'll want to hit all your land drops and don't have much ramp you could probably up the land count a lot. It's hard to get flooded with Windgrace, so you can comfortably run well over 40 I reckon.

Arcaia on Tainted soil

1 year ago

Hi there,

Just going to jump in here to point out that Havengul Lich doesn't gain static abilities (like those of Nyxbloom Ancient), only activated abilities (such as both abilities on Cryptbreaker).

There are 3 reasons why someone would consider including Havengul Lich in their 99: 1) They want to be able to use activated abilities from graveyards for 1 mana. This requires a dedicated decklist. 2) They want to be able to cast creatures from graveyards at instant speed (creatures with Flash, or with Vedalken Orrery/Leyline of Anticipation/etc). This also requires a dedicated decklist 3) They want to be able to cast creatures from their opponent's graveyards. This also requires a dedicated decklist. I don't think your deck wants to do any of those things or enough of those things, so it doesn't really make sense to include it.

multimedia is also absolutely correct that your deck wants fetchlands, assuming that money is no concern (which is reasonable, considering you have all of the original duals), as not only will these cards get your duals, they can also be replayed by Muldrotha, the Gravetide and will thin your deck. In fact, all of his suggestions for improving the manabase are correct: lands that can enter untapped are generally better than those that don't. That doesn't mean don't use untapped lands, only that you should only use a few and that you should pick them wisely (such as Bojuka Bog, or cycling lands such as Forgotten Cave).

Furthermore, consider using Animate Dead, Necromancy and Dance of the Dead. These are enchantments that recur creatures, which lets you get around the limitations on Muldrotha of only being able to recur 1 card of the each type. On top of that, if the creature dies, the enchantment goes to the graveyard, which can then be recurred once more. On top of that, each can recur cards from another player's graveyard, which is useful in a pinch.

Finally, since you are in green you really shouldn't use ramp spells that A) don't put permanents directly into play or B) cost more than 3 mana. Realms Uncharted violates the first, and Hour of Promise violates the second. On top that, your deck contains no Desert Lands (such as Desert of the Glorified or Ifnir Deadlands), so you will never get the second part of Hour of Promise, effectively making it a more expensive Explosive Vegetation that isn't limited to basic lands. As multimedia suggested, Crop Rotation and the more costly-but-powerful Harrow are good replacements as Muldrotha can replay the sacrificed land afterwards, which gets around the cost of sacrificing land. Furthermore, Sakura-Tribe Elder is a must-include in Muldrotha decks, as it can become a Rampant Growth on every turn.

multimedia is also correct about cutting the Curse enchantments and Amulet of Vigor. The Curses are situational and limited in power, and Amulet of Vigor does not have enough synergies in the deck to be worth the slot.

Finally, here's a non-exhaustive list of zombies which are (in my opinion) some of the best options in EDH for your colors and why

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