|Commander / EDH||Legal|
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|Time Spiral "Timeshifted" (TSB)||Rare|
|Promo Set (000)||Rare|
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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.
|Have (6)||releasethedogs , Narueled , , agardels , AlbinoLion , jhTheMan99|
|Want (14)||zn.tportlock , widell , LastCall , EdwinSmithIV , xafeara , Jspeed , JannieB , flipdipple , redarrow4403 , Clones16 , QBrick , boneSANITY , Vialheart , Xelgion|
Gemstone Mine Discussion
6 days ago
Kjartan those are all better choices than the Watery Grave s, Gemstone Mine works well with loam also and confluence is more flexible, I’m sure there are games you have to just play out your creatures but that’s probably because of static gy hate like Rest in Peace and green is more important to hit then to cast Nature's Claim or Assassin's Trophy and get your engine going again
1 week ago
With that mana base, your check lands are usually going to enter tapped, particularly in the critical early stages of the game. The odds that you (a) have a shock land on the field, and (b) the shock land is an appropriate type for your check land are not great.
Instead of running the 10 tri lands, consider some of the following:
Aether Hub - an inexpensive land that provides fast colour fixing in the early game (when hitting your colours matters most), and still provides mana in the later game.
Exotic Orchard - another budget land that, while a bit unpredictable, can usually be sufficient in a multiplayer game.
Gemstone Mine - colour fixing that sticks around a few turns.
Meteor Crater - your curve is a bit high, so you might want to forego this one, but I figured I would put it on your radar.
Reflecting Pool - another land that can usually get you the colours you need. Works particularly well if you have other rainbow lands.
Tarnished Citadel - emergency colour fixing for 3 life, with the option to simply tap for colourless if you do not have specific colour requirements.
4 weeks ago
I'm currently short Arid Mesa , Botanical Sanctum , City of Brass , Gemstone Mine , Tarnished Citadel , Thran Quarry , and Volcanic Island . Volcanic Island aside, it's not too unaffordable but for the time being it's a bit hard for me to justify spending because I don't get many chances to play Animar. My LGS doesn't have a cEDH crowd and the combo speed of the deck, as it currently is, is already a bit much for the people who usually play there.
1 month ago
Solemnity is just a really good hate card that shuts off a lot of other decks, like A LOT. It can enable Celestial Convergence immediately but bricks Divine Intervention and Gemstone Mine , but only hitting 2 cards out of your entire deck is still extremely reasonable to just entirely hose some decks.
1 month ago
And then the idea that you have going here. I’ve seen some pros speculating on the new set, and while it may not have a lot of power in standard, I feel like glass of the guildpact has a lot of potential in modern. The availability Modern brings with cheap multicolored creatures has good potential, and while I don’t know if this is the optimal build yet, it’s a step in the right direction.
As far as your lands, I’m afraid to say the fetch/shock mana base is kind of imperative. Think of yourself as an Agro deck, like you said in your description; the only reason five color humans doesn’t lose a lot of life playing is creatures is because it has access to things like unclaimed territory and cavern of souls. And while you’re executing a similar game plan, because of the anthem affects in your deck you almost have the capability to get bigger creatures faster, or at least in the same way. So having the optimal land available at the time that you need it is pretty imperative to staying on tempo. Apart from that, I guess you could just try and make your lands fit your curves and your color requirements as best as you can, and run things like 4x Mana Confluence or maybe even Gemstone Mine
3 months 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.
4 months 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.
JKRice on Kiln fiend
4 months 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.
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.
Section 2: Spells
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.
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.
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.
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
Gemstone Mine occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
BUG (Sultai): 0.1%
All decks: 0.08%
All decks: 0.1%