Gemstone Mine

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Commander / EDH Legal

Printings View all

Set Rarity
Time Spiral "Timeshifted" Rare
Weatherlight Uncommon
Promo Set 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

precociousapprentice on Queen Marchesa: Politics, Aikido, and Control

1 week ago

Beebles, thanks for taking a serious look at the deck. I appreciate the feedback, since this is a work in progress, as evidenced by the huge comment thread and the various updates.

Sphere of Safety - Enchantments are one of the things that just seem to stick around more than other permanents. There are only 8, but I end up collecting them, and three of my most tutored for cards are enchantments, so they often come out. There once was a few more enchantments, and I am not sure of my threshold below which I would get rid of it, but you are right, I haven't really considered removing it. I was just recently thinking that I would put more Ghostly Prison type cards in if I could, and Sphere of Safety is just an overcosted and typically weak version of Ghostly Prison. Academy Rector would potentially fit the bill, in that I would be able to search for that Ghostly Prison, but Aurification may be counter to my strategy. Unlike No Mercy, Aurification leaves them with defense, and I dont want other players to have defense, if possible. I have considered Lightmine Field, but that is only worthwhile against swarm attacks. I will keep in mind that replacing Sphere of Safety with Academy Rector may actually work out nicely, and would lower my curve ever so slightly, and would even be another creature for my recently added Worship. I appreciate the suggestion.

Boros Fury-Shield - This was a card that I did consider early, and have not returned to it since, for no really great reason. I excluded it early for a few simple reasons. It is a fog that only affects the damage done by a single attacking or blocking creature. This seriously limits its ability as a fog. Every other fog I added could stop all damage aside from Deflecting Palm, and the ability to redirect any damage source makes it far superior. The ability to redirect damage is essentially shared by every other fog in my list aside from Dawn Charm, and the other modes of Dawn Charm make up for this. It sort of behaves like a highly conditional Backlash or Delirium, and maybe I should think of it that way. In that case, it actually could fill a role in the deck. Thank you for the reminder. I may consider trialling it as another conditional copy of Backlash or Delirium.

Lotus Vale and Scorched Ruins - These cards are there for much more than as a way to mitigate the damage from Price of Progress. They work somewhat subtly in the deck, and the real reason has to do with another synergy that you did not mention as well as a psychological reason. The risk has been mitigated in my meta by an overaggressive (others said abuse) of targeted land destruction by myself. After a fun bout with a Life from the Loam deck that abused Strip Mine and its various friends, when I tried playing Strip Mine in a few other decks, including this one, and there were enough complaints that we agreed that land destruction is not fun, and we basically all agreed to take it out of our decks. No one enjoys non-basic hate or color specific hate, either, so no one plays them. I understand that this is a very specific meta that I play in, but this mitigates the risk, and there is little risk in playing these lands at this point. The value of these cards has to do with keeping my land count low. This helps with Acidic Soil and Price of Progress, but also makes Tithe, Gift of Estates, and Weathered Wayfarer stay active. These three cards draw me a ton of cards, which I can pitch to Key to the City or Solitary Confinement. These three cards are a decent amount of my non-Monarch card draw. Solitary Confinement is my most tutored card, and extra cards in hand are really valuable. Trimming my lands with Lotus Vale and Scorched Ruins, as well as the Ravnica Karoos and Gemstone Mine all lead to lower land counts, and ensures these synergies with both my offense and my card draw, while leaving me with the same potential mana as everyone else at the table. This is where it gets subtle and tricky. When people look around the table for threats, number of permanents plays into threat assessment. Appearing to have fewer lands makes me appear as less of a threat. It is super easy to overlook the fact that I can often get 7+ mana from 4 lands. Scorched Ruins is actually Ramp, and is a little like a Sol Ring in disguise. When people actually count, they are not fooled, but it is surprising how often people just glance at your lands, unless they are looking for responses to their plays. Not playing Blue means I get less scrutiny than some, and this lowers my threat level. Altogether, the cards in the deck have many synergies as well as subtle psychological effects that the whole package together is much more powerful than the basics that could replace them.

As far as reactivity goes, I would break it down into two categories: Instants, and interactive permanents. While instants make up the bulk of the deck, interactive permanents are super interesting. I have 22 instants, 17 of which are tutorable with Sunforger. You dont need that many, even as a Sunforger package. As a toolbox, Sunforger packages are usually 10+ cards. Less than that is probably underpowering it. Aside from that, I have never had a goal in mind for reactivity. I thought about how I could lose, and set about trying to overcome those conditions, hopefully in a way that wins me the game. I also thought about what sorts of game states are common, and went about trying to punish those game states. Finally, I thought about how to create exciting game state swings in ways that would not make me a global target. Some of this lead to some Mardu goodstuff, but many of these cards are somewhat uncommon. What evolved from this thought process is the deck you see. It now has 22 instants, 18 of which are truly interactive and reactive, as well as a couple of interactive lands, a couple of interactive artifacts, a couple of interactive creatures, and an interesting interactive enchantment. In essence, I have no threshold, and would not consider the underlying philosophy of deck construction used for this deck to be particularly interested in thresholds.

I like the idea of Electropotence, and agree that the synergy with Lifelink and Deathtouch would be great, especially for Assassin and Snake tokens. I think that Warstorm Surge, Baneslayer Angel, and Exalted Angel are too mana intensive for my tastes. Thanks for the suggestion of Electropotence, I may trial it, and it may prompt me to add more Deathtouch creatures again. Ogre Slumlord with Electropotence is a wrath and token bomb all at once. Interesting.

Thank you for the suggestions, and the discussion. It always helps. You have given me a few cards to consider, or even just reconsider, as the case many be. These kinds of discussions have been what has lead to this decks long evolution to what it is now, and will continue to evolve it. Thanks.

Zaueski on 4 Color Living End

1 week ago

I have already updated the sideboard in person, just not on here and I agree Faerie Macabre is the better choice. I'll update this list soon to better reflect that. Forbidden Orchard has actually proved to be 100% insane in testing as it guarantees that I can always have a target for Demonic Dread. As for the Gemstone Mines, yes they aren't super consistent but I'm very hesitant to replace them with City of Brass because of how weak I am to burn anyways. I've played about 20 games with this list so far and I've only been screwed by Gemstone Mine once. If there's a better rainbow land that gets printed it'll be the first to go, but as is, the consistency it gives has helped more than its hurt so far.

ZoakoTHEnotSogreat on Counters That Stay

1 week ago

Animation Module Complete the combo and ride a cascade of energy, +1/+1s, and Servos.

Beastmaster Ascension Crazy buff is crazy.

Gemstone Mine More any color mana land to proliferate.

Gonti's Aether Heart Blink your non-charge artifacts with Brago/Venser; crack for an extra turn when you need it.

Meren of Clan Nel Toth whom you considered, is miles better as a value engine vs Skullbriar the growing dumb beater.

Merciless Eviction Because you are in color and nuking all Planeswalkers is often important.

Peema Aether-Seer 3 Energy Min, typically higher ETB; Occasionally pull utility dudes/generals into unfavorable combat

Tezzeret the Seeker Untap clasp/engine/modules/rocks; tutor out modules and Panharmonicon.

Vivid Marsh The four vivid lands in color are probably better here than using tri-lands.

Whispersilk Cloak Archangel, Atraxa, Basker, Brago, Roc

The_Squirrel on loopholes

2 weeks ago

Well I really think you should add 4 Simian Spirit Guide and 4 Elvish Spirit Guide. Yes, you would need two of them in hand to cast your spell t1. BUT, you only need one of them to cast it turn two. They are a better fit than the Dwarven Ruins type lands in my opinion. With those, you have to have one in your hand t1. If your spell is countered or your creature is killed, you're also down a land. The guides are the best colored mana acceleration with CMC greater than two. You could do them and keep 1-3 Geothermal Crevice.

Your mana could be something like this:4 Simian Spirit Guide, 4 Elvish Spirit Guide, 4 Pillar of the Paruns (I'd never heard of this card. It's a great find that's prefect for your deck), 4 Mana Confluence, 4 Gemstone Mine, 4 City of Brass, and 2 Geothermal Crevice

I didn't realize initially how few black cards you have. Unmask wouldn't work. If you don't have that or Force of Will you'd have no protection what so ever, which would be very bad. You want to have at least 14 cards of that color to cast those cards, including the cards themselves.

If you added Shardless Agent and Ardent Plea, you would have 17 blue cards. I would replace the four Omniscience with four Force of Will. Force is expensive, but if you plan on continuing to play legacy, you'll want them anyway. I honestly think you should have 4 Unmask as well. You currently have ... one ... black card. Now you certainly could add 4 Griselbrand. That guy is as good as any to cheat into play. Maybe more Progenitus could work. I don't think he's a great card for you though. You could look into more black fatties.

If you don't go with either of those protection spells. Trinisphere may work.

Sorry for the ridiculously long post.

Hoke on Salt Sisters (Now with 80% more sodium)

3 weeks ago

Awesome deck! Really enjoy the creativity of it! After looking through it for a bit, id say the big thing would be to try and make Blood Artist a four of (extra damage through opponents dying tokens), and Gemstone Mine a four of (by taking out 2x Aether Hub 1x Gemstone Caverns 1x Swamp, since you have the Urborg).

Again, really cool deck concept and I am definitely considering building it! :D

Good Luck,

Hoke

jonmaior on loopholes

3 weeks ago

your right, counter spell is probably better than mana drain although it costs 2 blue. If you reach the point that you have to hard cast Maelstrom then you have probably lost. Maelstrom is in the deck so that you can swing on turn 2 rather than turn three with all of your big creatures if the cascade just disappeared I would still have it in the deck because of it giving my creatures haste. as for Gemstone Mine, i have my lands configured in the way that is most likely to win me the game on turn 2. I need 10 lands that come in taped on turn 1 but can tap for 2 mana on turn 2 and I need 10 lands to tap for a mana of any color on turn 2 if I want to cast Demonic Dread or Violent Outburst. it's really a matter of preference to which lands do these things because there are many lands that tap for a mana of any color it doesn't really matter what lands you use. in order to make the turn 2 win as cosistant as possible this land base is the best for the deck. (although you could use more budget lands like Crumbling Vestige if you wanted to save money but make the deck slightly worse.) thank you for your input once again n0bunga

Capt_telnet on Compleation

3 weeks ago

Nice, I also have an atraxa decklist. You might want to check it out, it could give you some ideas. I'm not sure how much play you've gotten with atraxa, but i've found that people really hate her, and tend to target her quickly (might just be my local meta) but having a way to get counters on her as she comes in is great. I see you already have Master Biomancer, but other cards with graft are a great way to get counters on atraxa. Cards like Plaxcaster Frogling, and Llanowar Reborn are FAN-TAS-TIC in this type of deck.

Also if we're talking about abusing counters, nothing beats Parallax Wave. As for other great (and very broken cards) in atraxa: Spike Weaver for infinite fog, Sage of Hours for infinite turns (its like Lighthouse Chronologist but your opponents can't stop you). Retribution of the Ancients turns counters into killing power. Odric, Lunarch Marshal, because your commander has FOUR KEYWORDS. And why not toss in Umezawa's Jitte to kill your opponent in no time with commander damage?

But I hear you saying: "this is to much mana, I can't cast all this!" WRONG. Atraxa has THE BEST four color manabase out of all the 2016 commanders. I see you have some of the vivid lands and one of the storage lands, grabbing the other two vivid's and storage lands from that cycle would be best. Vivid Marsh and Vivid Creek, Saltcrusted Steppe and Calciform Pools. You can also add lands that would normally only tap for 5 colors sometimes, but always tap for any color with atraxa. Like: Aether Hub, Mirrodin's Core and Gemstone Mine to name a few.

As for cuts? Cut all of the cards that don't have synergies with counters first, and then cards that don't Synergize that well after that. My picks for removal would be Bred for the hunt, commander's sphere, garruk wild-speaker, reveillark, zameck guildmage (sage of fables does this for colorless mana), and abzan falconeer.

Sorry for the long post, I did alot of brewing on my atraxa list. Let me know if you want more feedback.

n0bunga on loopholes

3 weeks ago

Sorry for the miscommunication, I meant Kozilek out of the deck in place of Emrakul.

Definitely keep Progenitus. It's a terrific way to protection mill strategies (as are your other Eldrazi Titans) and is generally tough to beat. It's a terrific game 2 side since your opponent will likely extract either Emrakul or Hypergenesis. But, if someone Extracts Hyper the game might be over.

Keep in mind, Kozilek only triggers from a cast, which when stacked to Emrakul doesn't fare nearly as well (that's why it barely saw standard play). Mindslavering someone is great. Imagine casting both Emrakul. Take another turn and mindslaver your opponent's next turn? Seems brutal.

I think the multiple cascading may be overkill. The real strategy are the classic Living End enablers (Violent Outburst, Demonic Dread) which automatically earn you Hypergenesis.

In theory it's going to work until you hit the other cascaders but Maelstrom will hit Urabrask, ending the loop. Cascade is a cast effect so it would only work with Omniscience and I hope when that's off, you have a game winning Eldrazi.

I was thinking maybe for lands, Gemstone Mine could be valuable over Dwarven Ruins? Makes mana of any colour and you aren't stalled a turn?

Also since this is Legacy hard Counterspell should probably go in over Mana Leak. If you had the funds, Mana Drain would also help net you mana as well.

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