
Iron Hills
AI draftAI-generated draft analysis — not yet human-reviewed. Treat with healthy skepticism.Limited summary
A strong RW dual land that fixes both colors early and converts into a permanent +2/+2 upgrade for a Dwarf late. It is an excellent inclusion in Dwarf decks, though entering tapped and sacrificing itself make timing important.
Roles
Archetypes
Gameplay notes
Plan around the tapped entry by playing Iron Hills on a turn when you do not need all your mana. Usually keep it as a color source until late, then activate it before combat only when sacrificing a land will not prevent an important follow-up spell.
Key synergies
Two +1/+1 counters turn the Blacksmith from a fragile 1/1 double striker into a 3/3; its Axe can then make it a 4-power double striker, greatly multiplying the counters' offensive value.
Iron Hills can permanently enlarge an equipped Dwarf before combat, and Dáin then gives that attacker double strike, effectively applying the extra power twice.
With another Dwarf present, the Company has lifelink; upgrading it from 2/2 to 4/4 makes both its attacks and its life swings substantially more threatening.


