Gemstone Mine

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Time Spiral "Timeshifted" (TSB) Rare
Weatherlight (WTH) Uncommon
Promo Set (000) Rare

Combos Browse all

Gemstone Mine

Land

Gemstone Mine enters the battlefield with three mining counters on it.

, Remove a mining counter from Gemstone Mine: Add one mana of any color to your mana pool. If there are no mining counters on Gemstone Mine, sacrifice it.

Price & Acquistion Set Price Alerts

TSB

WTH

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Gemstone Mine Discussion

SynergyBuild on Never make a manabase again?

1 month ago

Never get the reveal lands, much too inconsistent unless you are 2 colored. Pain lands are budget value 101, amazing in decks from the most casual to most competitive. Bounce lands are Okay, If you are WR the scry land is okay, but the rest are kind of bad, because they are too slow. Slow fetches are generally weak unless you are a very budget 4/5-color control deck, used with cards like Canopy Vista.

The Tango/2 Basics Needed lands are sweet BTW, if you are 2-3 colors. All of the lands you linked are sweet, as are City of Brass, Mana Confluence, and occasionally Gemstone Mine or Forbidden Orchard (political win!) dependent on the deck and budget.

Basics are the best budget land, really, and up to 3 colored decks can run 2/3s of their lands as that as long as Niv-Mizzet, Parun isn't their main gameplan.

bushido_man96 on How Can I Break Atraxa?

1 month ago

Your problem in trying to go faster is you have a four color commander. I think most of the builds that really "break" her tend to be linked superfriends builds, but I'm not completely sure.

I think what will help you the most is to run serious amounts of card draw and mana ramp, in the forms of both dorks and rocks. Your dorks need to give different colors, so the likes of Birds of Paradise and Utopia Tree are great. Quirion Elves give you the option when you play them to choose what other color you need most at the time. Land tutor spells that work really well with dual lands, like Farseek, Nature's Lore, and Skyshroud Claim give you great fixing ability, along with the fetch lands, if you can afford them. Zendikar Resurgent will give another effect like Mirari's Wake. Rishkar, Peema Renegade also makes any critter with a counter on it into a mana dork. Solid creature in this deck. Also, Cryptolith Rite. Play it.

Pir, Imaginative Rascal gives you another Atraxa-like effect. I'd consider playing with some of the old-school Spike cards to get more critters with counters on them in play.

Solid card draw options include Rhystic Study, Rishkar's Expertise, Shamanic Revelation, and Inspiring Call is a pretty awesome surprise against some board wipes (I see you have this one in your list).

Now, the main way you can speed up Atraxa is by upgrading your mana base, which is the single easiest way to drive up the price of a deck. Old-school duals are the way to go, but not everyone has that option. Barring that, get some cards like City of Brass and Reflecting Pool, and a Gemstone Mine is a card without a drawback if you have Atraxa out. Basically, the fewer lands you have that come into play tapped, then the faster and more efficiently you can utilize your mana. The cheapest way to improve Atraxa, in my opinion, is to build it like an old fashioned "5-Color Green" deck, but in this case it will be 4-Color Green. So green will be your base color, which gives you access to all the mana dorks you'd want, and the sorcery speed cards that let you fetch the lands to fix your mana. Also, you get Zendikar Resurgent, which is card draw and mana ramp in one card, and Cryptolith Rite and Rishkar, Peema Renegade. Green also has good card draw spells, like I mentioned above. So build a green shell for the deck, and sprinkle in what you need from the other colors to focus on your plan.

I hope that helps. I really like taking the precons and molding them into something more my style. They're a great spring board. I hope this helps out some. If not, there are plenty of awesome folks on here that will have some good information to offer.

Happy building!

JKRice on Kiln fiend

1 month ago

This was the first modern deck I ever built, so I have some suggestions

as you probably already know, the way to win with this deck is to get to 20 damage or ten infect counters. This means you have some thresholds to meet. The following suggestions will help you meet those thresholds in the most efficient way possible.

Section 1) Creatures

1: although Guttersnipe and Delver of Secrets  Flip are strong choices, there are better alternatives. I would suggest taking them out, especially since neither of them are auto-buffed by your spells like kiln fiend.

2: Monastery Swiftspear is one of the better cards in a kiln fiend deck, as it is auto buffed by your spells and has haste. You can sometimes get a turn 2 kill with swiftspear, something that doesn’t happen with guttersnipe or delver. I would reccomend four of them.

3: Immolating Souleater can be extremely good with this deck. If you pay 18 life to Maine him a 10/1, then play either Tainted Strike or Assault Strobe, you kill them.

4: Elusive Spellfist is a great card depending on the meta. Currently, with very board heavy decks like humans at the top of the meta, this is a strong choice.

5: Thing in the Ice  Flip would be a decent sideboard card, since you want to sling a ton of spells in one turn.

Section 2: Spells

1: I would take out Faithless Looting, Lightning Bolt, Mana Leak, Opt and Serum Visions. Even though these are good choices, you want a turn 2 - turn 3 kill, not consistency with your draw

2: Mutagenic Growth is your best buff spell, growing kiln fiend by 5 and monastery swiftspear by 3 for zero mana. This + assault strobe + Tainted Strike on kiln fiend is a win. Two of these + assault strobe or two of them + Tainted Strike on kiln fiend is a win. Three of them + assault strobe or three of them + Tainted Strike on monastery swiftspear is a win, which is possible on turn 2. This is the best card to help you reach your damage threshold.

3: Tainted Strike is an amazing card, growing kiln fiend by 4 and swiftspear by 2, while giving them infect. This along with Assault Strobe should be the main win conditions.

4: Because of the damage it gives you for the efficiency in mana, I would have four Assault Strobe and only two Temur Battle Rages. This is because it will accelerate your win by one turn, allowing you to beat out decks like storm or bubble hulk.

5: Manamorphose is surprisingly good in this deck. It grows kiln fiend by three and monastery swiftspear by one, while fixing your mana and replacing itself in your hand. This essentially means you have a 56 card deck, giving you more consistency in drawing into a threat or a win condition.

6: Blossoming Defense is a great card, saving your creatures at instant speed and buffing them. However, I would add two more Apostle's Blessing instead of this if possible, because it potentially makes your creature unblockable.

7: Gut Shot can function as a pseudo-Mutagenic Growth, pinging them for one and growing your creatures. I would only reccomend 2 or less.

Section 3) Lands

Obviously much of what I have recommended doesn’t fit with your manabase. These are some budget and nonbudget options for your lands.

1: I wouldn’t reccomend this, but if you want to be a complete troll, put in Gemstone Caverns. This allows you to kill someone on your first turn, because monastery swiftspear has haste and Mutagenic Growth is zero mana, meaning you only need one mana to play Tainted Strike or Assault Strobe after three mutagenics.

2: Gemstone Mine is a good choice, as the downside won’t matter because you will probably kill them turn 3.

3: Mana Confluence/City of Brass could give you the mana consistently you need to play 3+ colors. If you do run these, I wouldn’t reccomend playing Immolating Souleater.

4: the pain lands (Karplusan Forest/Yavimaya Coast etc.) are great budget choices in the deck. Again, don’t run these with immolation souleater.

5: fastlands (Botanical Sanctum, Copperline Gorge etc.) are also good in budget, as the downside won’t matter because of the speed of your deck. Also, you can run these with Immolating Souleater because they don’t ping your life total

Well i hope that helped but I’m fine if it didn’t

clayperce on Gruul Balls to the Wall

2 months ago

M_Malcom,
This looks really fun but I have two big recommendations:

  • With an Average CMC (as I type this) of 2.36, you need 23 Lands (source: the table at the bottom of this article by Hall-of-Famer Frank Karsten). Your 4x SSGs count for ~1/4 of a Land each, but you'll still need to find room for a few more. I know it feelsbad to cut Creatures or Spells for Lands, but give it a try ... I think you'll be amazed at how much more smoothly the deck runs.
  • The deck will also run much more smoothly with different Dual Lands. Cinder Glades are especially meh here, since they enter tapped in he early turns when we need them most. And Game Trails aren't much better. If your budget allows, Wooded Foothills and Stomping Ground (reprints coming in Ravnica Allegiance, so prices will drop in late 2018/early 2019) are by far the best, but less expensive options include Copperline Gorge, Karplusan Forest, and maybe even Gemstone Mine.

Good luck with the deck; draw well!

SynergyBuild on Atraxa Counters

3 months ago

I quite like the deck, do you think some minor landbase changes like Gemstone Caverns, Gemstone Mine, Tarnished Citadel, and Ancient Tomb could find a spot?

SynergyBuild on Sek'Kuar combo

3 months ago

Also to use Hermit Druid, you must not have any basic lands in your library, even the snow-lands. I'd drop them along with Cabal Coffers for Gemstone Mine, Scalding Tarn, Misty Rainforest, Arid Mesa, Forbidden Orchard, and Marsh Flats

greatdevourer on This Machine Kills Tyrants

3 months ago

Phyresis seems weak, unless we look at some other options. Consider creatures with great abilities that would work with Phyresis and be great without it.

Here's something to consider, instead of Glorious Anthem effects what about more tools to make the deck more aggressive. Yes, +1/+1 for your creatures does help with the combat phase, but consider that you only need to attack for 10 points of 'damage'.
Here's some thing to look at:
Glory
Genesis
Brawn
Valor
Wonder
Fauna Shaman

True-Name Nemesis
Triskelion
Aven Mindcensor
Parallax Tide
Parallax Nexus
Gemstone Mine
Ash Barrens
Inkmoth Nexus
Reflecting Pool
Cascading Cataracts
Contagion Engine

Another attack vector:
Crucible of Worlds
Strip Mine
Exploration

Pretty expensive but worth it:
Prismatic Omen
Noble Hierarch
Bloom Tender
Mox Diamond
Survival of the Fittest

SynergyBuild on Inalla combos "competitive"

3 months ago

First off, I accidentally linked a player, so Murmaider | Thrasios Combo is what I meant. For a 200-300 dollar upgrade, the first thing I would get are better lands, I know that they are unexiting, but a good untapped lands can push a deck to win a turn or two earlier. The things I would get would be like City of Brass, Tarnished Citadel and Mana Confluence as life rarely matter, and some other cards like Forbidden Orchard or Gemstone Mine as well because they rarely hurt. Demonic Tutor, Green Sun's Zenith, Worldly Tutor and Summoner's Pact are great tutors for the deck that can help out very well. You can also drop Body Double and Carrion Feeder for a single Deathrite Shaman, which does the trick.

A few cards that are ubiquitous among EDH decks I simply couldn't fit into the tight budget like Preordain and Sol Ring, so slotting them in would help smooth out the deck. Other cards I would suggest would mostly be more tutors, card draw, and lands, but a couple exceptions could be Lotus Petal, Cabal Ritual, Fatestitcher over Dregscape Zombie, and minor things like that.

The full cost of all of these suggestions equals $130 on tcgplayer, and should serve to win you games nearly a turn and a half faster than the estimated turn 5.6 win, to around 4.1 win on average, with faster hands winning turn 3, godly hands winning turn 1 or two, and slower hands winning turn 5. The deck doesn't need to mulligan too often given the abundance of tutors, but it still needs some protections against hate, removal, and countermagic, but the original deck did all of that pretty well.

If you want to spend $70 to $170 additional dollars on upgrading the deck. I would recommend simply upgrading the landbase, or moving the combos over to the ones listed on Murmaider | Thrasios Combo.

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