Howling 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
Commander 2016 Rare
MTG: Commander Rare
2010 Core Set Rare
Tenth Edition Rare
Ninth Edition Rare
Eighth Edition Rare
Seventh Edition Rare
Classic Sixth Edition Rare
Fifth Edition Rare
Fourth Edition Rare
Revised Edition Rare
Unlimited Edition Rare
Collector's Edition Rare
International Collector's Edition Rare
Limited Edition Beta Rare
Limited Edition Alpha Rare

Combos Browse all

Howling Mine

Artifact

At the beginning of each player's draw step, if Howling Mine is untapped, that player draws an additional card.

Price & Acquistion Set Price Alerts

C16

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M10

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Howling Mine Discussion

Thehyperduck on Ink-Treader Fog

1 hour ago

I sold her hahah

Post-rotation Will be awful unless We get a similar Howling Mine effect like Fevered Visions.

The other cards are replacable

goblinguiderevealpls on Nekusar, the Friendship Destroyer

3 days ago

Ive been tuning a competitive nekusar deck since he was first printed, maybe itll give you some ideas.. i used to run most of these cards but they are long obselete to me, especially the Howling Mine effects, they are generally bad. Yes they add 1 damage a turn with nekusar, but they also provide your opponents with multiple Phyrexian Arena draws per turn, and in my years of experience that almost ALWAYS draws them into answers for nekusar and pain, removing the damage and getting free card draw.

Nekusar wins easiest by chaining Wheel of Fortune effects in a storm-like fashion, most "upkeep draw" effects are too slow and usually get you killed before you can kill your opponents, especially with the hate he draws.

Nekusar's abilities support a spellslinger deck, this makes him VERY weak to creatures, so a lack of things like Damnation, Evacuation, Toxic Deluge and Blasphemous Act should be auto-include, as well as stuff like Rakdos Charm and/or Deadly Tempest, you are severely lacking in countermagic and protection as well :/ and your creature base is remarkably high for a wizard deck,

Hopefully my pet deck list gives you some ideas, ive been working on it for 5 years

Oloro_Magic on Taking Turns

5 days ago

You need 4 Gigadrowse it is one of the most important cards in the deck as it provides early disruption. I would also cut on the turns spells, you have too many and in turns you don't want a hand of all turn spells until you combo off. Cut Elixir of Immortality and go up a Howling Mine, with Card: Part the Waterveil decking out is not a huge concern anymore.

Additionally, as opposed to a playset of Inkmoth Nexus, run one copy as a way to kill with infect, in your mana base you also want Mikokoro, Center of the Sea and Oboro, Palace in the Clouds as one-of's. Move the Spreading Seas to the side and play Remand instead.

Oloro_Magic on Turns like Wildfire

1 week ago

So unfortunately Time Walk is banned in everything, I think you meant Time Warp.

I love seeing another player trying out turns, especially in the UR combo which has some interesting interactions. One thing I will point out though is that you need mine effects, 4 Dictate of Kruphix at the very least, and then maybe even Howling Mine, though I think with UR there is a serious opportunity to use As Foretold, a card that I have been testing in turns.

I would go down a Temporal Mastery as it is a dead card in had, and go down the World at War, add a couple As Foretold to double down on the free spell strategy, and you must make some room for a mine effect as you can't rely on top decking Ancestral Vision every time you need it, a mine effect will give you more options.

As far as the manabase goes, I think you need Mikokoro, Center of the Sea. In turns Mikokoro is a game changer as it can provide you with an extra draw and turns deck are mainly blue to start with.

Good luck with the deck!

DawnsRayofLight on Raze to the Finish.

1 week ago

Gelectrode (combo with Niv-Mizzet plus Curiosity)

Consecrated Sphinx

Howling Mine

Blasphemous Act

Jin-Gitaxias, Core Augur

some that come to mind, check other grixis lists on the site

Land base needs a lot of work, you have ton of lands to pick from

AtashiDesu on I Must Stax You a Question

1 week ago

Thanks for your feedback, MartialArt! I know it's not the most Stax-y of Staxes (and I do run an Oloro Light-Stax-Pillowfort EDH that can get pretty mean, and I was trying to build something different), I was mostly focusing on the interactions of the red punisher enchantments and the (mainly) white stuff that's prevents you from preventing the punishing, not hard-core Staxing.

My playgroup doesn't have many fast/aggro decks, so I'm not TOO worried about being overwhelmed by speed, but I could definitely speed it up a bit. The thing is, those Loci can get out of hand pretty fast (I've played games where each land drop for several turns was either a Locus or a Thespian Stage that became a Locus; three Cloudposts, a Thespian-Cloudpost, and two Glimmerposts on turn five gives 21 mana total. I could hardcast both Kozilek and Ulamog for that...). I know it's not guaranteed to have that great a hand a draws every game, but it's still pretty good. Unless you can suggest another land that can tap for 4+ mana that doesn't cost a firstborn child, those are sticking around (I find they work really well with Static Orb, since untapping two permanents can net me anywhere 4-10 mana easily). Boros Garrison also lets me return the Glimmerpost to my hand and replay it to gain back some of the life I've lost to punishment enchantments I couldn't avoid, as well as provided another multiple-mana-per-untapped-permanent outlet once Stasis Orb shows up (and provides the necessary colored Mana while at it).

I will add some more mana rocks, though, since those aren't limited to one per turn and can help ramp faster. Mind Stone is cheap and also draws me a card once it's further in the game and it's not needed so much; I'll probably toss in a playset of that.

Angelic Arbiter is mainly there to interact with Antagonism/Angel's Trumpet and Impatience (only allowing opponents to do one, causing them to always take damage each turn). She is really pricey, but that's what the Quicksilver Amulet is mostly for (or for throwing down a surprise Stuffy Doll to block a big attacker...).

I suppose I could take it out and replace it with something like Peacekeeper... if no creatures can attack, it makes it that much harder to kill me, and Angel's Trumpet will interact well with that. Having to pay 1W every turn to keep it going sucks, especially if I've got Static Orb out, but then Boros Garrison will pay for it itself and the other permanent can be something like the Cloudpost to get me multiple mana...

Either way, dropping Arbiter negates the appeal of Quicksilver almost entirely (not really worth running just to ninja out a Stuffy Doll for a surprise blocker, and without the two creatures that cost multiple colored Mana it's not so necessary to help convert my colorless Locus mana to creatures).

I will cut Michiko and Farsight, though; I wasn't too sure about putting them in to begin with (although I considered adding a damage-reducer to lower the amount I can take and make their trigger less dangerous, like Divine Presence)

As for Sign in Blood, Phyrexian Arena, and Pox... I don't want black in the deck (and BB-BBB cost on one permanent is waaay too much for a splash, especially when I'm trying to take advantage of lots of colorless Mana), so those are out. Maybe something like Howling Mine (I know it helps them too, but hopefully they will have a harder time taking advantage of the extra card).

I'll go looking for more cards to slow them down (maybe something like Thorn of Amethyst or Lodestone Golem to increase costs, and mainboarding a copy or two Suppression Field for the same reason...). Maybe toss in a Torpor Orb and/or Cursed Totem to cripple creature-based decks a bit more, too.

The main thing is, I wanted the build to be not typical Stax, but punisher Stax. I'll keep troubleshoot it to improve, but I really don't want to stray from the concept (otherwise it's just plain old Stax that everyone has seen...)

Again, thank you for taking the time to look at my deck and offer help! It really is appreciated, and I'm going to do my best to take the advice as much as I can without compromising the core of the deck!

-Atashi

DespairFaction on I am Lord Schramm, Father of Giants, Son of Angels

1 week ago

Hey I am a long time Aurelia player. I have a deck that functions similarly to yours, you can check it out for some ideas here http://tappedout.net/mtg-decks/aurelia-angel-tribal-1/.

First off you need a lot more lands. I would run 39-40 for a deck like this. You never want to miss a land drop.

Anyways here are my recommendations to add:Furnace of Rath, Dictate of the Twin Gods Manabarbs, True Conviction, Aurelia, the Warleader.

For mana production and ramp: Thran Dynamo Gilded Lotus Quicksilver Amulet Belbe's Portal Hedron Archive Gift of Estates Land Tax Tithe Burnished HartFor Removal: Day of Judgment Blasphemous Act, Fault Line Earthquake Return to Dust Comeuppance.

Creatures: I like the idea of sticking to one tribe, I recommend working your way in that direction even if it takes a while to achieve. The suggestions above will work for any type of big creatures, angels, giants, dragons, eldrazi etc. High impact angels Reya Dawnbringer Emeria Shepherd Sunblast Angel Angel of the Dire Hour. Some high impact giants Hammerfist Giant Inferno Titan.

Card draw: Wheel of fortune is great but expensive so Runehorn Hellkite, and Reforge the Soul and Dragon Mage are budget options. Planar Bridge is great in a high mana deck, you can tutor for the permanent you want most. Otherwise group hug cards are also reasonable Temple Bell, Howling Mine Font of Mythos Horn of Greed.

Things I would cut:Both Archetypes - they get lost easily to board wipes. Fall of the hammer, suppression bonds, solemnity, fall of the hammer, blazing volley, disaster radius, breath of darigaaz, dawnglare invoker, bloodshot Cyclops, anya, prism ring, and saving grace. All of these cards can be replaced with better more impactful cards listed above.

I would also cut Blade of Selves and Conjurer's Closet since they are not well supported in this deck. You really want to be using a lot of enter the battlefield creatures, so this doesn't seem like the right home for those cards.

Anyways, let me know what you think.

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