Madblind Mountain


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Commander / EDH Legal

Printings View all

Set Rarity
Shadowmoor Uncommon

Combos Browse all

Madblind Mountain

Land — Mountain

(Tap: Add (Red) to your mana pool.)

Madblind Mountain enters the battlefield tapped.

(Red), Tap: Shuffle your library. Play this ability only if you control two or more red permanents.

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Madblind Mountain Discussion

TheHamster on Bad Luck Brion

1 week ago

Madblind Mountain is also great. At least in my meta where some people take hour long turns, if you are just sitting there doing nothing you can always just activate it to shuffle your library to give you something to do with your hands as well hahaha forgot if it was suggested or not but Martyr's Bond would also be pretty swanky in here (a little over your $5 budget range but should be easy enough to find one to trade for) to add gravepact efffects to your flings can be pretty brutal.

Suns_Champion on Bad Luck Brion

1 week ago

TheHamster, bushido_man96 welcome back friends!

Interesting cards... will probably pick up Madblind Mountain because it's cheap and see how it goes. I may also add more "mass tuck" effects to go along with it. Know any of those?

Blood Moon and cards like it aren't present in my meta currently... but I'll keep it in mind.

TheHamster on Bad Luck Brion

1 week ago

for some reason i always end up back here for more swanky suggestions aha this round i got Madblind Mountain for you. Albiet strange at first glance but pretty nifty when you think of the applications, say you just Terminus/Hallowed Burial it lets you shuffle your creatures back throughout your deck instead of having them all stuck on the bottom. (or if an opponent fateseals you or something which is less common) also commons with the next suggestion of Mistveil Plains which is a way for you to recur in this deck most Boros decks have some issues with the recur factor. which then you could use Madblind to shuffle it up higher then just the bottom of you deck. Since they retain basic land type they count towards landtype mattters effects as well.

GoodLuckGuy on Grenzo, Goblin Summoner

3 weeks ago

Lands? It's mostly going to depend on your budget, I'll suggest some affordable options: Evolving Wilds, Terramorphic Expanse, Canyon Slough, Foreboding Ruins, Shadowblood Ridge, Smoldering Marsh, Spinerock Knoll, and Madblind Mountain.

the_earl_0f_grey on Skycaptain Kari Zev, Captain of the Sky!

1 month ago

Due to the nature of the deck's orb play CMC is everything. Until Chandra I was avoiding mana costs over 3 or 4. As much as I love your Ragavan heavy style I rarely get the chance to set up catapults and siege weapons in advance and don't intend to outpace my opponents in terms of mana production and heavy costs. My red decks always intend to make my opponents play my game, as I won't win theirs. Although another look did give me some things I need to incorporate such as Keldon Necropolis, Madblind Mountain, and reconsider the Sword of Kaldra.

Next ones going in are most likely Hammer of Purphoros, Grafdigger's Cage , and Krark-Clan Ironworks.

WargRave on Mayael The Anima (Optimized)

3 months ago

No offense, but I wouldn't call this "optimized". What did you do to optimize it?

It's missing two fetchlands, and Canopy Vista and Cinder Glade aren't good in a deck with 6 basics. Madblind Mountain and Rupture Spire are also...mysterious choices. Madblind Mountain is worse than just basic Mountain, and Rupture Spire is certainly worse than some untapped utility land like Kessig Wolf Run, Wasteland, or Homeward Path. It's not like more color fixing is needed at this point, Rupture Spire just gives massive tempo loss for no reason.

There's a bigger problem than the land base though. The mana curve is way too high and the mana ramp way too low. I know Mayael cheats things in, but you still need 6 mana, and you can't always count on her surviving. If she doesn't stay alive, the deck just doesn't work because too many cards can't be cast.

Here's the first sample hand I generated: Wurmcoil Engine, Archetype of Endurance, Platinum Emperion, Vorinclex, Blightsteel, Spinerock Knoll, Terminus. OK, that sounds like an outlier, surely its a fluke. Nope.

Seriously, click that playtest button, play out 10~20 hands, and see how many just do nothing of significance until turn 6 or later. 10% of hands would be far too many. It's more than that. It seems to be more than half, honestly.

Look at the tier 1 lists here to get a better idea of what "optimized with no regard to price" looks like.


5 months ago

For competitive play, sideboard 4 copies of Madblind Mountain. You can't lose now.

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