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Amonkhet Complete Review: Black

Patrick Chapin’s famous Complete Reviews are among the highlights of any new set! Today he takes a deep dive into the black cards of Amonkhet, and if there’s a card to get his creativity going, it’s Archfiend of Ifnir! What will he do with it; Liliana, Death’s Majesty; and the rest ahead of SCG Atlanta?

Amonkhet is in full swing, so it’s time to get to work mastering the new cards. What interactions highlight them the best? Where can they best be used? What cards gain and lose value as a result? What do Amonkhet Standard decks look like?

Today, I’d like to start with the black cards…

Archfield of Ifnir is one of the most fascinating cards in the new set. It’s a major threat that can completely take over a game if it lives a turn. It doesn’t actually even cost that much mana, which means we can sometimes cast it and cycle something immediately. It synergizes with tons of cards, both old and new.

While there are many different directions to go (Combo, Reanimator, Control), here’s an attempt to go the straightforward route, sort of like how you’d imagine an Astral Slide / Lightning Rift deck being set up.


Archfiend of Ifnir is absolutely devastating in a deck like this. Everything that cycles is now effectively a one- or two-cost, instant-speed, uncounterable -1/-1 (permanently). That being said, there are going to be spots where we are pretty confident our opponent has removal in their hand, just waiting for a target.

While Drake Haven has gotten way more attention, I’m actually kind of more excited about Faith of the Devoted. There are many spots where the first couple of activations of Drake Haven are just turning on your opponent’s Fatal Pushes, their Shocks, their Unlicensed Disintegrations. It can still be a powerful tool for taking over the mid-game, but I wouldn’t be surprised if we want even less than this. With both requiring a mana to trigger, we do get diminishing returns from stacking up lots of these enchantments.

How many times a turn do we have to trigger Faith of the Devoted to really dominate the game? I mean, even just twice is a Soul Feast each turn. They aren’t going to be able to last long under those conditions and the extra life will make it harder to kill us.

Curator of Mysteries is another aggressive flying threat that can have a big impact on our card flow when we actually cast it. That being said, we’re probably going to cycle it 90% of the time in this list. Given that we’re cycling it that often, it’s not hard to see why Horror of the Broken Lands is also a worthy potential inclusion. We’re not planning on actually casting it; but when we pick our spots, it is kind of cool that the Horror typically kills in two hits.

Censor is decent anyway, and while I’m not the biggest fan of Hieroglyphic Illumination, once we’re in the market for anything that cycles for a single blue or black mana, it easily makes the cut. Of course, depending on how frisky we’re feeling, we could lean into one-cost cycling cards even more.

While River Serpent can attack and Scarab Feast can occasionally interact with graveyard recursion, cycling for just one mana is really important.

Corrupted Grafstone gets a big boost from all these one-cost cyclers, and when you’re planning on triggering Faith of the Devoted and Drake Haven, every mana means so much. As such, Scarab Feast gets the nod over more traditionally desirable effects with cycling costs of two.

Cards like Unburden still have a purpose; I just think it’s best used in a more “normal” deck, like Mind Rot has occasionally been used.

Wasteland Scorpion seems like mostly a Draft card, but basically every creature that cycles for two or less can’t be written off. Depending on what the graveyard incentives we end up wanting to play in certain combo decks, basically every one of them has a spot from time to time.

Wander in Death is kind of cute when you’re getting back cards you cycled earlier, but this isn’t the deck for that kind of “modest value.” If we want to get extra mileage out of the creatures we’re cycling, straight-up reanimation is more appealing.

An in-depth discussion of Liliana, Death’s Majesty can be found here. Basically, though, she’s got kind of a Gideon, Ally of Zendikar meets Ob Nixilis Reignited thing going on, with a real Rise from the Grave vibe to her. If you tick her up, she’s just got so much loyalty. If you tick her down, you can get back an Archfiend of Ifnir you cycled earlier and sort of do a pretty mean Bloodbraid Elf impression. Two threats this dangerous in the same turn? That’s definitely noteworthy.


With Archfiend of Ifnir, Horror of the Broken Lands, and Curator of Mysteries, we’re definitely not short on potential Liliana targets, should we want them. Likewise, if we’re using a deck with Liliana, the Last Hope, we can now drop her turn 3 and be extremely likely to be able to go up a card from her -2, if we’re so inclined.

A lot of blue decks have struggled to reliably be able to turn Liliana, the Last Hope into a straight-up card drawer, making her more popular with green or white cards. Now, however, we’ve got tons of targets. For instance:


Notice how much this isn’t even a full-on dedicated cycling deck. After all, there’s nothing that says we have to go all the way to Faith of the Devoted. What if we just want to play a U/B Control deck that happens to take advantage of Archfiend of Ifnir?

While this list makes much less effective use of Pull from Tomorrow than some decks will, it’s just a really attractive card (for people attracted to Sphinxes and their Revelation). There are still a couple of fancy interactions, though. For starters, Pull from Tomorrow’s discard triggers Archfiend of Ifnir. It’s funny, but sometimes, just Pulling for zero can be game-winning.

Casting Pull from Tomorrow on turn 4 might not seem that impressive, but what if we discard Torrential Gearhulk?

Now our turn 5 Liliana can put a Gearhulk onto the battlefield, replaying a Fatal Push or Grasp of Darkness. That’s three big plays on the same turn, and a monumental momentum shift.

Commit//Memory is a really weird card. Everyone’s comparing it to Venser, Shaper Savant, but it kind of reminds me of Cryptic Command with how versatile it is. It’s kind of a Counterspell and a Cast Out. As such, it’s an excellent target for Torrential Gearhulk to Flashback; but weirdly, you can also use Torrential Gearhulk to cast the Timetwister side of the card, Memory.

Normally, the danger with a card like Memory is that your opponent gets first crack at using the new cards when they untap. However, if you Torrential Gearhulk on turn 6, on your opponent’s end step, you then get to untap with a Gearhulk and a full hand (plus an eighth card for the turn). It can be really easy to overestimate Timetwister effects, but I think we’re going to see a lot more of this one. The opportunity cost is just so low, since we’re interested in Commit anyway, and this Torrential Gearhulk interaction is weirdly powerful.

Liliana, Death’s Majesty can be the backbone of an even more dedicated reanimator deck, if we are so inclined:


While we can just hang out, cycling Archfiends, Horrors, and Cerodons and then reanimating them, this list also has the ability to get Ulamog or Kozilek into the graveyard with Tormenting Voice, Cathartic Reunion, and Collective Brutality. Reanimating an Eldrazi turn 5 might not give us the double exile trigger or hand refill trigger, but they are both extremely powerful threats that win very quickly. Kozilek’s “discard to counter spells” ability even triggers our Archfiend!

Once we’re reanimating, it sure would be nice to get a certain young lady in there…

Nahiri, the Harbinger makes for an excellent curve into Liliana, Death’s Majesty, particularly if we cycle on turn 1 and Corrupted Grafstone on turn 2.


This list is trying Emeria Shepherd, a reanimation target suggestion by Zvi Mowshowitz that can take over a fair number of battlefields while still being much more castable than the big Eldrazi.

The Winged Shepherds give us extra bodies to reanimate, giving us more options than Horror of the Broken Lands or Desert Cerodon would.

Gideon of the Trials is just an excellent card in its own right, but it also makes for a great lead into the Nahiri / Liliana line. It’s great to get to hold off whatever threat we want without spending mana each turn, setting up for a big Fumigate.

While Liliana, Death’s Majesty is typically going to really incentivize us to play with some creatures to potentially reanimate, that doesn’t have to be plan A or B. For instance:


Liliana, Death’s Majesty and Gideon of the Trials add a substantial amount of power to W/B Planeswalker decks, but Sorin, Grim Nemesis also benefited a fair bit from Amonkhet.

Sorin’s +1 ability scales proportionately to the printed converted mana cost of our cards. Archfiend of Ifnir, Winged Shepherd, and Cast Out all cost a lot, despite typically being cycled for very little mana. More than a third of the time you activate Sorin, you’re going to be going upstairs for four or more when you draw the extra card.

You’re probably going to have to be very into putting -1/-1 counters on your creatures to make Baleful Ammit worth it, especially since it’s not a Zombie. It’s not an embarrassing rate, so maybe there’s a place for it in some Hapatra, Vizier of Poisons deck. However, it wouldn’t be in my first build. The body’s a little inconveniently set up, and we’ve just got so many good options.

Blighted Bat is basically just a Draft card, though it is interesting that it’s a flying Zombie, as they are a tribe that doesn’t traditionally fly.

When things are going right, Bone Picker is a 3/2 flier for one, like Delver of Secrets. When they’re not as good, Snapping Drake.

That’s great potential, well worth working on. The natural starting point is some kind of a W/B or G/B deck with sacrifice outlets. For instance:


This style of deck sure does seem to re-emerge a lot these days.

Bontu the Glorified is less impressive than Rhonas the Indomitable or Hazoret the Fervent, but it’s still a four-power menace threat that gives us lots of options. It’s kind of a reward for using sacrifice outlets, can be a sacrifice outlet itself, gives us some reach, some lifegain, and some card flow. It isn’t really exceptional at much, but it does so many things, they can start to add up.

Maybe we should be playing Doomed Dissenter, but there’s only so much space, and I kind of think all of the other two-drops are doing more for us. After all, it really is just a less fancy Sultai Emissary. Maybe if we had more Zombie synergies.

Start//Finish might be interesting in some kind of version of this deck, but I think you’d probably have to both value tokens (with a bunch of Anthems) and the option to buy a kill spell later. The card seems fine on rate, but it might be awkward in practice, as you need to be taking advantage of a lot of different things to want this.

Depending on what the format ends up looking like, we could easily be in the market for more copies of Festering Mummy. Remember, a -1/-1 counter is a meaningful upgrade over just -1/-1 until end of turn.

Dread Wanderer is outrageously strong, a really big influencer in the format. Tormented Hero was a very similar design, being a one-cost 2/1 that entered the battlefield tapped. Unlike Tormented Hero, however, Dread Wanderer actually has an amazing ability. In fact, it and Lord of the Accursed give Zombies enough tools to be truly Tier 1, in my estimation.

Lord of the Accursed isn’t the powerhouse Dread Wanderer is, but it’s fine if we’re dedicated to Zombies. The menace ability doesn’t get used all that much, but the option can sometimes force our opponents to have to play in ways they’d rather not.


Make no mistake: Zombies won’t be just some fringe strategy. There is enough support now, and Diregraf Colossus and Dark Salvation are going to be simply incredible.

Diregraf Colossus is a very impressive tribal lord now that there’s a good mix of Zombies. If it lives, the battlefield advantage it provides gets very silly quickly. Remember, it makes the 2/2s even if the Zombie you cast is countered.

Dark Salvation can be a one-mana removal spell, but is more commonly played for three or five mana, killing an opposing threat while efficiently advancing the battlefield. Dark Salvation’s template is very bizarre, but one consequence is that you can play it into an empty battlefield when facing an opponent without creatures to target.

Plague Belcher is an exciting threat that requires a little finesse to really maximize. You gotta put the -1/-1 counters on something. Here are some ways to get more than the sum of the parts: