Gemstone Mine

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper 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.

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Gemstone Mine Discussion

colton815 on Mono B Obliterator

2 weeks ago

you could have put your deck description in the section that was made for it instead of commenting. Gemstone Mine is strictly better than Gemstone Caverns. theres no point to Evil Presence because none of your creatures have swampwalk. Languish will just kill off all of your own creatures. instead of running 2 copies of a bunch of different cards, just pick the best ones and run 4 copies. Go for the Throat will generally be much more useful than Doom Blade

cmcdonald137 on Turn 2 Infect

1 month ago

Gemstone Mine would go perfect in this deck.

MrSilk on Ultimate Lucky Charms

1 month ago

Ghosty So I'm attempting to do that with the Vivid Groves, but I heavily considered Gemstone Mine, Aether Hub and Tendo Ice Bridge as possible candidates as well. I decided to go with Vivid grove because it'll atleast grant me a green when the counter is taken off of it and I still have the chance to play a superpowered Banefire with it too.

I may switch up the mana base, likely starting with Rogue's Passage if things aren't working out with one of the mana sources that I was thinking about above. Thanks for the suggestion!

Ghosty on Ultimate Lucky Charms

1 month ago

Gemstone Mine to fix your mana?

Lowenstein on Riptide project

1 month ago

I would agree with Snap157 on Unclaimed Territory, even thought it is a weaker Cavern of Souls It's for sure, in my opinion, better than Gemstone Mine for this deck. Also, Swan Song is alright, have you playtested and had good results with it? I think just straight up Spell Pierce may be better.

Trompi on Colorless EDH Land List

2 months ago

Colorless is a type of mana that has no color.
Therefore, Ancient Ziggurat, Exotic Orchard, Gemstone Mine, Glimmervoid, Lotus Vale, Mana Confluence (and Crumbling Vestige on the first turn) can't produce colorless mana.

Also, Vesuva enters the battlefield tapped, Urborg, Tomb of Yawgmoth doesn't produce colorless mana either and if I were to be a nitpicker, Temple of the False God does not tap for 1 colorless (so it shouldn't be included, according to your destcription).

Anyway, thanks for the list! I found it very helpful.

Sgtpopnfreash on Sen Triplets Ultimate Domination (HOD updated)

2 months ago

Ok so I have a lot of suggestions that would make this deck more competitive because its pretty far off at the moment. I'll go by each section.

First artifacts, you should take out everything you have except for Sol Ring and Sensei's Divining Top. Yes even Chromatic Lantern, especially Chromatic Lantern. Spending 3 mana on a rock that only produces 1 mana is too much of a tempo loss in a competitive game and its effect is unnecessary which I will explain when I talk about lands. Instead add some fast mana acceleration. Cards like Mox Opal, Mox Diamond, Chrome Mox, Mana Crypt, Mana Vault, Grim Monolith, Talisman of Dominance, Talisman of Progress, Dimir Signet, Azorius Signet, and Orzhov Signet. You should strive to run as much of that ramp package as you can afford.

Second lands, with a solid land base you should have no need for a card like Chromatic Lantern even in Sen Triplets. Lands like Forbidden Orchard, Exotic Orchard, Mana Confluence, City of Brass, Reflecting Pool, Gemstone Caverns, Gemstone Mine and Command Tower along with Mox Diamond and Mox Opal should be able to provide all the green or red mana you should ever need in a game. You also are running far far too mana lands. With a decent ramp package running anywhere from 29-34 lands should be more than enough.

Third instants, you are running a lot of control style interaction with counterspells and one-off removal which is sort of fine but a lot of it is simply not viable in a competitive setting. Cryptic Command is super versitile but 4 mana as a response is brutal. Needing to leave up 4 mana for an answer will cause you to not be able to play anything in the early game. There are plenty of 1 and 2 mana counterspells that you should run instead. Disallow and Render Silent have the same problem, its just too expensive on turn 2 or 3 when you are trying to play a signet or talisman to ramp you should be able to have mana for an answer as well. Pull from Tomorrow and Flash seem like super weird choices and IDK why you are running Orim's Chant and not Silence.

Fourth sorceries, the only thing here that i notice is that the triple white kind of makes it unplayable most of the time even when you do have the condition met. With all the other creature wipes I would cut it. Also no Toxic Deluge? Unburial Rites is also way expensive when you have reanimation effects like Exhume, Dance of the Dead, and Necromancy.

Fifth creatures, no this one is messy. you have WAY too many reanimation targets, you need to cut some fatties. In competitive re-animator you only need like 1-3 fatties because they should be so powerful that once they are reanimated they just win you the game essentially. You do not want to have one in your hand ever in an ideal world so you really want to limit the number of reanimation targets in the deck. The only ones i see that are worth running are Jin-Gitaxias, Core Augur and Elesh Norn, Grand Cenobite. You could add an eldrazi titan if you wanted as well. The others are simply weak in comparison.

Those are my thoughts on the cards you are currently running. Now for the second awkward part of this deck. The majority of your card advantage I notice is over time. You have a lot of engines like Phyrexian Arena and Rhystic Study and not many 1 off draw spells like Night's Whisper. That is fine in a stacks strategy when you can slow the game down enough to get the value form them but you arn't really running any stacks effects. This deck should probably run cards like Aven Mindcensor, Sphere of Resistance, Torpor Orb, Cursed Totem, Pithing Needle, Aura of Silence, Seal of Cleansing, Nihil Spellbomb, Tormod's Crypt, Phyrexian Revoker, Blind Obedience. The problem is there arn't that many hard stacks cards that don't hurt your gameplan as much as everyone else. The deck needs a lot of cleaning up and some cohesiveness in its strategy to be considered competitive.

TheMagicKid on garytheman

2 months ago

Ok, I added Ancient Tomb

You should play Glacial Chasm in atraxa would be super funny!Hickory Woodlot, Saprazzan Skerry, Remote Farm, Peat Bog and Gemstone Mine would work great as lands since of atraxa's proliferate.

Also Mishra's Workshop would be amazing for the Green Blue Artifact Deck! OH shit just looked up the price, I don't think its even Modern legal and it's $6,000 for a playset, lmao nvm...

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