Lightmine Field

Legality

Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Rise of the Eldrazi (ROE) Rare

Combos Browse all

Lightmine Field

Enchantment

Whenever one or more creatures attack, Lightmine Field deals damage to each of those creatures equal to the number of attacking creatures.

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Recent Decks

Lightmine Field Discussion

Pieguy396 on WHITE KNIGHT

3 weeks ago

Hi! Looking good so far! The major changes I would suggest are adding 3x Rest in Peace and 3x Stony Silence to your sideboard, probably in place of the Lightmine Fields and 2x Paladin en-Vec. Ghostly Prison is probably your best bet against aggro, so I'd definitely replace the Sphere of Safety in the maindeck with them, and have another 2 copies in the sideboard. Blessed Alliance is also good, and while not a Knight, Thalia, Guardian of Thraben is probably your best bet against Storm. All in all, this is what I'd recommend for your sideboard:

Plus, of course, the Ghostly Prisons in the maindeck. Unfortunately, this will probably make your deck significantly more expensive, but I think these changes are really important. Hope this helps!

onehitterquiter on Zedruu the card draw *advice welcome

4 weeks ago

I would swap Assemble the Legion with Lightmine Field. Assemble the Legion never stuck around long enough to actually impact the game much every time I played it, and Lightmine Field can be donated and still provide an effect that benefits you.

You run a lot of Howling Mine effects, so Psychic Possession might be of interest to you. Also, donating Forced Fruition seems like it would be fun :D

Check out my Zedruu aura voltron if you want to see some weird Zedruu tech: Zedruu the GETWRECKED

luin on Looking for 4 Balanced Decks ...

4 weeks ago

Whoa thanks guys, very much appreciated!

Well my favourite combinations are W/B, R/W, G/U and U/B. I've always wanted to build a deck based on Experiment Kraj + Gilder Bairn combo, while the U/B deck could be control or something similar. Haven't an actual idea about the W/B and the R/W atm (I quite liked the concept of an exalted deck with Fumiko the Lowblood + Lightmine Field combo, though I'm not very sure about it). I generally prefer decks inspired by a combo (not an instant-win one, just a fun combo to play with) over aggro and straightforward tribal.

VietMoneys on Rivenor

1 month ago

Well, since the Brewmaster drug me over here, I suppose I'll chime in. You've got some awesome, flavorful decks, Rivenor. The Tetsuko one in particular looks like a blast to play. Just hope your opponents don't run Lightmine Field, ha ha.

I'll have to remember to bring my cards the next time I make it to Montreal. Upvotes all around!

luther on It's High Noon

1 month ago

I understand you are going for creatureless, but there are 2 creatures that would speed up your game by so much through card draw Puresteel Paladin and Sram, Senior Edificer. You may also want to look into ways to prevent a mass of tokens from swarming you to death, such as Lightmine Field or Silent Arbiter (<--once again I get if you don't want to use a creature)

Hyrs on Help My Narset Deck

1 month ago

Narset Suggestions:

This isn't super sorted, but I tried to keep similar effects together, sorted by cost as well.

General Tip - Since Narset can only cast things whenever they could be cast, instants are a big advantage

About Wraths - You won't want to cast them with Narset out, but it's better than dying(probably get 4-6)

Things to cut:

any equipment - equipment is okay, but since you don't get the equip cost for free you want to focus on low equip costs, or things that protect narset

about aura's - normally they're just card disadvantage but narset probably offsets that

bounce lands - (like Boros Garrison) are usually a little awkward and slow, in three colors you're better off with basics

Aether Gale - tricky since it needs six targets and that won't always be possible

Sea God's Revenge - bounce that only targets creatures usually isn't worth it in EDH, probably better to have hard removal

Breath of Fury - while decent if you have the creatures (and you have some token generation) it's probably not consistent enough, just run sorcs that give extra combats

Dissipation Field - often gives too much value to opponents, maybe even being a lure (lightmine field might be a decent replacement)

Dismiss Into Dreams - you're not targeting that often, and if you are it should be removal anyways

Assemble the Legion - Seems to slow to be effective

Throne of the God-Pharaoh - Need to go wide for this to be really effective

Suggestions:

_cheap$$(around or less than a dollar): _

Swords to Plowshares(removal) - excellent creature removal, cheap if you happen to draw it

Crib Swap(removal) - still exiles a creature outright, but 3cmc

Banishing Stroke (removal, tuck, utility) - expensive hard cast without narset/miracle but tucking is often better than destroying(worse than exiling)

Relentless Assault(extra combats) - Extra attack steps with Narset is dumb, do it

Fury of the Horde(extra combats) - extra attack steps (they're the best)

Boros Charm(protection, burn) - versatile, keeps narset alive

Return to Dust(utility removal) - Exiling artifacts and enchantments is better than not

Vandalblast(Mass artifact removal) - not an exciting card, but taking out only opponents artifacts cripples some decks

Sunforger(tutor/equipment) - only good if you have enough cards it can search for, is mana intensive but if you have enough cards it can fetch it'll be worth it

Lightmine Field(pillowfort/defense) - Narset can attack through it, and keeps token swarms off your back

Crawlspace(pillowfort/defense) - Against, stops large swarms, still you'll probably get hit by the two biggest creatures

Counterflux(counterspell) - strong counterspell, wins counter wars

Render Silent(counterspell) - Makes people sad, locks them out of whole turns

Insidious Will(counterspell, spell copy) - versatile, let's you copy stronger effects from narset as well

Reverberate(spell copy) - often is what you need it to be, can be a counterspell or raw value, great for piggybacking on green ramp

Wild Ricochet(spell copy) - copy a spell, twice!

Spelltwine(spell copy, recursion) - recursion is great since you're putting so much stuff in your graveyard

Call to Mind (recursion) - you have spells, may as well re-use the best ones

Mystic Retrieval (recursion) - same but with flashback!

Mirari(spell copying) - copying any instant or sorcery for three is a pretty good deal if you don't have to pay for the spell already

Clone Legion(wincon) - With how many etb creatures people run, this can be a game ender, or enough raw value to put you ahead

Blatant Thievery(card advantage, removal) - stealing things makes people mad, but it's very effective

Journeyer's Kite(ramp) - slower than rocks, but more reliable, a slow and steady way to get mana

Thaumatic Compass  Flip(ramp, utility) - like kite but only until 7 mana, then it's a nice form of creature protection

Brass's Bounty(ramp) - only good if you need a lot of mana one time

Chain Reaction(mass removal) - board dependent, and kills narset, sometimes you need more wraths

Day of Judgment(mass removal) - very strong

Final Judgment(mass removal) - against some decks destroying all creatures isn't enough, exiling is

_LANDS(can be boring, but are often a big part of how your deck performs): _

Command Tower - Must have in three colors

Mystic Monastery - Tapped lands aren't great, tri-color tap lands in your color are

Rogue's Passage(unblockable) - Being colorless is bad, being unblockable is good

not so cheap$$(around three or more dollars):

Path to Exile(removal) - a second StP, not all decks need it, but it is strong

Darksteel Plate(protection) - keeps your commander safer, isn't super powerful, cheap equip

Rite of Replication(wincon, value) - You still have to pay the kicker but this card is incredible

Waves of Aggression(extra combats) - take extra combats, plus you can play it from the graveyard

Wrath of God(mass removal) - it's the best, but day of judgment is as good 99% of the time

Austere Command(mass removal) - hit's only what you need it to hit, can ignore narset if necessary

Cyclonic Rift(mass removal) - one sided, but you have to pay for the kicker with narset, still can steal games

Blasphemous Act(mass removal) - often one mana

cdkime on Big Swing Pillowfort

2 months ago

If you want to build a pillowfort, consider the following cards:

  • Norn's Annex - While giving your opponents options is never ideal, you come ahead regardless of whether they pay mana or life. Normally, you'll want to pay the 4 life and drop this for , so it enters the battlefield as soon as possible.

  • Sphere of Safety is a great pillowfort card, but I do not think you have enough support to justify it at this time. Still, wanted to put this on your radar on the off-chance your deck becomes more enchantment heavy.

  • Lightmine Field is quite good, particularly as you are focusing on a few large creatures. It completely shuts down decks that go wide, and can be quite devastating for mid-range decks as well.

  • No commander deck should be without protection, particularly if you have a few key creatures you'd like to protect from removal. Lightning Greaves and Swiftfoot Boots are strong options.

  • Darksteel Mutation and Imprisoned in the Moon are two of the best spells for removing enemy commanders. Unlike other removal spells, the targeted commander never changes zones, so your opponent does not have the option of returning them to the command zone. They happily sit therea as a mediocre creature/land.

BS-T on War-Riders in the Sky

3 months ago

I'm not big on Shadows of the Past - I'd replace with Lightmine Field or Disrupt Decorum.

Fun ideas within the deck though, very sneaky!!

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