Iron Hills
This land enters .
: Add or .
, , this land: Put two on target Dwarf you control. Activate only as a .
Grade C Grade from the win rate
Win rate when drawn 55.0% −1.2 vs average 23,466 games
Win rates and picks
- 55.8% 46,773 games
- Average pick ()
- 9.4
By deck
- Dwarves & Equipment 55.4% 17,620 games
- Goblin Army 54.8% 1,843 games
- Draw Two 55.2% 1,005 games
Win rates from , 323,114 games. This card is compared with the set average (56.2%).
Reviews
It has no unplayable uncommons, and only two commons I like to avoid (Smaug's Fury and Iron Hills Stalwart).
If that is going to pay off, expect Iron Hills Blacksmith at two mana to be a big part of it. This card is both pay-off and setup rolled into one. The Axe isn't exactly amazing, but it does turn the Blacksmith into a two-power Double Strike Creature. Double Strike gets out of hand very quickly. This card can take over games with just a little bit of help and protection.
How to draft it
Roles in each deck
Dwarves & Equipment Gets you the color you need
Iron Hills, the red and white dual land, enters and taps for or . For , tapping and sacrificing it puts two +1/+1 counters on a Dwarf you control, as a . A tapped land slows an attacking deck a little, so run one or two at most, in place of basics.
How to play it
Learn the Dwarves & Equipment deckPlay it on a turn when you don't need all your mana, ideally turn 1 with no 1-drop. it only with lands to spare and a Dwarf worth growing, such as one wearing .