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
2 weeks ago
You're pretty far along, so I'll be basing my advice on this: Food Chain Tazri
Plunge into Darkness, Mana Vault, Lotus Petal, Chrome Mox, Sylvan Library, Deathrite Shaman, and Carpet of Flowers are all pretty cheap right now, so you should pick them up before anything else. In the meantime Cabal Ritual and Cull the Weak can provide you with extra mana accel. Orcish Lumberjack and Tinder Wall also work if you have red, and you have enough forests for Arbor Elf to function. Cyclonic Rift and Abrupt Decay are also great (and cheap) board control in this build.
However the best thing you could be doing right now is improving your landbase. The quickest way to see results in a deck is to make sure you never have a land coming in tapped.
Get the cheapest lands first: Tarnished Citadel, Llanowar Wastes, City of Brass, Forbidden Orchard, Mana Confluence, Gemstone Caverns(!), Gemstone Mine, Thran Quarry, Reflecting Pool, Urborg, Tomb of Yawgmoth, Then the rest of your shocks, the cheap fetches, etc. Use checklands like Sunpetal Grove instead of ABUR duals, they're typically the best budget option, although more fastlands can be a viable option too. (All the following are trash that you should cut: Bad River, Flood Plain, Grasslands, Sandsteppe Citadel, Seaside Citadel. The tango-lands like Sunken Hollow are alright for now, but you should cut them as you upgrade.)
Remember to cut Amulet of Vigor, since it won't be helping you.
Once you get rid of the taplands you should also take the deck down to 32 lands. You have enough acceleration to afford it and it will improve your speed.
3 weeks ago
There allot to choose from but the better shock,dual and fetchlands comes with a price tag, but i think its the first thing you should invest in if you want to make the best out of this deck
1 month ago
Your list is cool and I can see has already made many improvements since the last time I saw it, here is some constructive feedback you may want to consider. For the most part I avoided recommending creatures because it appears you are going for a very limited creatures sub theme.
Planeswalkers you should consider cutting:
Ajani Unyielding (minus ability seems good, but it's really win more because you have very few creatures. This means it's only good if you already have a lot of planeswalkers on the battlefield. Plus ability isn't good because you have very few creatures and Atraxa already has lifelink and vigillance. I also don't like that it's a 4 drop because it shares the same CMC as Atraxa and you are more likely to want to play them on the same turn.)
Jace Beleren (Decent, but there are better card advantage engines. Double blue is also strict for a budget mana base, but this card is very good if you only minus and Atraxa is out).
Tamiyo, Field Researcher (plus ability is decent at discouraging attackers, but it is difficult to guarntee card advantage because you have so few creatures. I also don't like that it's a 4 drop because it shares the same CMC as Atraxa and you are more likely to want to play them on the same turn.)
Sorin, Solemn Visitor (plus ability hardly does anything because you have so few creatures and Atraxa already has lifelink. Minus ability isn't really worth the mana. I also don't like that it's a 4 drop because it shares the same CMC as Atraxa and you are more likely to want to play them on the same turn.)
Planeswalkers you are not running currently but should consider including:
Kiora, Master of the Depths (plus ability is ramp/mana fixing and has good synergy with mana dorks, minus ability is card advantage).
Tamiyo, the Moon Sage (very powerful plus ability, and with proliferation, she can ultimate quickly which is very powerful. Her minus ability can also generate a lot of cards against some match ups).
Karn Liberated (unconditional removal that you can repeat is a no brainer).
Your removal suite is good but the spells have too high of a converted mana cost on average. Higher converted mana cost is ok for spot removal, but if this is the case, the cards should be very verstaile (i.e. Sultai Charm)
Nonbudget Options:Abrupt Decay
Budget Options:Painful Truths
Glint-Sleeve Siphoner (I know you aren't trying to run a lot of creatures, but it's a solid option)
Non budget options:Phyrexian Arena
I recommend you review my list to get an idea of what a 4 color optimized mana base can look like, but there will be some slight differences because you are running superfriends. From your list recommend you consider to cut Gavony Township because it doesn't produced color mana and you don't run a ton of cretaures anyway (although you have some tokens from your planeswalkers).
Temple of the False God also doesn't make colored mana, and doesn't do anything early game. Ancient Tomb is much better, but I'm not even running that one. If you were to run a colorless land, I would recommend Ghost Quarter or Wasteland.
I understand that you can proliferate Dreadship Reef but I don't think it's good because you have to pay mana to add counters to it, this makes it slow. Mirrodin's Core seems much better. Gemstone Mine you should be running for sure.
Feel free to check out my Atraxa list. It's different than your list because it is control and isn't superfriends, but I would imagine we both can learn from each other's lists and I'd love to hear any feedback you have.
1 month ago
+1 for description and the underplayed commander. Your recent update says you won a tourney of sorts, was it 1v1 (30 or 40 life)? I'd be interested to hear what commanders you played against. I understand the want for artifact mana, but I feel that 29 lands (maze doesn't count) is just under what you would want. Admittedly I don't know if that many decks run Back to Basics, but if that comes up I'd wager you should drop some of the lower power lands for basics, such as Port Town, Prairie Stream, and Gemstone Mine. I also don't know your feelings on off color fetches, but those could help break a top lock. I also think you should look at the money inclusion of Mana Crypt which your general mitigates by naturally gaining life. Creature wise, I think Phantasmal Image, maybe even Glen Elendra Archmage would serve you a bit better than Rite of Replication and Azorius Guildmage. Also given the love of equipment in the deck, Humility could do a lot for you.
Drop: Port Town, Prairie Stream, Gemstone Mine, Rite of Replication, Azorius Guildmage, Aquire
Add: Island, 2x Plains (or fetchlands as possible), Thought Vessel (Mana Crypt if possible), Phantasmal Image, Glen Elendra Archmage
2 months ago
Whatever you think is worth getting 9 mana and two planeswalkers in turn 2 wyatt0781, haha
Yesterday I had an absolutely sick start:
Turn 1: Inventors' Fair, Chrome Mox (imprint Pendrell Mists, Grim Monolith, Voltaic Key, untap Monolith.
Turn 2: Gemstone Mine, Mox Opal, 5 mana from Monolith/Key + from mox and Mine for Nissa, Vital Force, untap Gemstone Mine and play Tezzeret, Agent of Bolas.
Turn 3: Sphere of Resistance, Power Conduit
Turn 4: Armageddon, game over!
Would you rather donate a part of your liver or half of your lungs?
2 months ago
I don't have a Blackcleave Cliffs at the moment so was looking for a substitute... Settling in on Gemstone Mine. The way I see it, it ALWAYS comes into play untapped, It gets us any colour, and the limit of 3 uses doesn't REALLY matter when we expect to be comboing off at that point. Thoughts?
Friday Night I played 3 matches with this deck and won every round, including a turn-3 win against a very tuned Ydris-Storm deck. Overall I'm loving it and am having excellent results
2 months ago
Yes, you can name Gemstone Mine. As
Epochalyptik told already. I just wanted to correct one thing. If triggered ability triggers from triggered mana ability, it isn't mana ability. It has to trigger from activated mana ability.
For example if you have Caged Sun chosen green, Life and Limb, Conspiracy chosen saproling and tap Caged Sun for mana, only first trigger will be mana ability, but rest triggers are not mana abilities and can be responded to.
2 months ago
You can name any card.
Be aware that Pithing Needle's ability excludes mana abilities. Activated abilities of the named card can still be activated if they're mana abilities.
A mana ability is any ability that (1) doesn't have targets, (2) isn't a loyalty ability, and (3) adds mana to a player's mana pool. If it's a triggered ability, it must (4) trigger from another mana ability.
Gemstone Mine's second ability is a mana ability (and its first ability is a static ability). Neither ability will be affected.
Fetches can be shut down, however, as their abilities are not mana abilities.