Mountain Valley

Mountain Valley

Land

Mountain Valley enters the battlefield tapped.

, Sacrifice Mountain Valley: Search your library for a Mountain or Forest card and put it onto the battlefield, then shuffle your library.

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Printings View all

Set Rarity
Commander 2018 (C18) Uncommon
Vintage Masters (VMA) Uncommon
Mirage (MIR) Uncommon

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Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Highlander Legal
2019-10-04 Legal
MTGO Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Mountain Valley occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

Mountain Valley Discussion

Mortlocke on Ghetto Flightless Ghidorah

1 month ago

I think you can make some improvements in your mana rocks. The Borderposts you currently have in the deck are pretty awful compared to the likes of Fellwar Stone, Talisman of Conviction, Talisman of Impulse and Talisman of Unity. Speaking of rocks, why in the name of the Threefold Sun do you not have Sol Ring? Additionally, you could get a Chromatic Lantern in there as well. All of the previously mentioned aren't pennies, but are still quite affordable.

As for lands, I understand you don't want to break the bank BUuuuuuut have you ever looked into the Mirage Fetchlands? Specifically Mountain Valley and Grasslands are relevant to this deck. Also, there are some dual lands that fit within your budget - the Battle Lands cycle from Zendikar. From that cycle, consider Cinder Glade and Canopy Vista.

I think that's it for now, but your deck definitely could use a few upgrades to be more consistent.

SideBae on Angels, Demons, and Dragons, oh my.

2 months ago

I agree with multimedia: Two-mana mana-rocks are really important in EDH, as long as you're not in green. My first instinct here is to add more of them, and upgrade the three-drop rocks to two-drops. Three-drops like Commander's Sphere and Chromatic Lantern aren't as good, since they don't allow you to cast your general turn three. Consider some adding some of the following: Talisman of Conviction, Talisman of Hierarchy, Fellwar Stone, Talisman of Indulgence, Arcane Signet, Everflowing Chalice, Mind Stone...

I like Crackling Doom, since to be good 2+-for-ones are necessary in EDH (since you have 3 opponents). Fire Covenant and Kolaghan's Command are also fairly powerful, the former more than the latter. Wear / Tear is also a RW staple.

There're some lands I think you missed. Savai Triome is almost strictly better than Nomad Outpost and could probably replace one of your basics. Mana Confluence, City of Brass, Reflecting Pool, Forbidden Orchard and Exotic Orchard are also funny, though the first few are kinda expensive. If you have $10 and want to get spicy, Shizo, Death's Storehouse can replace a basic Swamp and will give your general more evasion. I also think you can cut one to three lands if you put in more artifact-based ramp, since this'll make your deck faster. Slow-fetches like Rocky Tar Pit, Mountain Valley and friends are also on the table, since they can get Smoldering Marsh and Savai Triome (if you run it).

Alternatively, you could consider the "moon" plan. Blood Moon and Magus of the Moon can be back-breaking against a lot of decks, and if you design your deck right you can still run them in a three-color deck. Running snow-covered lands and Arcum's Astrolabe can help, and your signets/potential talismans are all good ways to smooth out your colors. Ruination is similar. If you want to go hard (I like pushing my decks to be as good as possible), consider Armageddon and Ravages of War: those can end a game if your general is out, since you can prevent a response.

Depending on your meta, you may want to consider cards like Cursed Totem. If you're playing against a green player (who is playing dorks, which they 2,000% should), this will shut down Elvish Mystic etc. and slow them down like crazy. It also shuts down Jace, Vryn's Prodigy  Flip shenanigans and other abilities.

Maze of Ith is similar to Reconnaissance; you can use it on your own dudes, too.

Depending on your deck budget, you may want to consider Demonic Tutor, Vampiric Tutor and/or Gamble. They're all better than Diabolic Tutor.

Depending on your meta, consider running Boil, Red Elemental Blast and Pyroblast. My meta is very blue-heavy and I suspect most are, so at least Red Elemental Blast is generally a safe bet.

Some other demons/dragons/angels to consider: Sire Of Insanity, Archfiend of Despair, Razaketh, the Foulblooded...

Deflecting Swat seems like a good way to protect your general from spot-removal.

Last card I can suggest is Cataclysm. It's good for wiping the board once you've landed your general, and making people lose their lands serves as protection for her. Also note that it totally wipes planeswalkers.

Good luck!

Haima13 on Korvold, Aristocracy

5 months ago

My spoilers in the comment above arnt working for me so im trying something different. "If you want to sift through some cards you can look at each section, but I would recommend just looking at the first grouping to start with, as I went a bit too far with the other lists. Those lists are fine to just look at ideas or "good cards" but there are far too many to call them suggestions.

Headtext for first 3 entries. Show

Enters tapped but sac's for free Show

Doesn't enter tapped, cost mana to sac Show

The expensive ones Show

Cards that do similar but arnt lands Show

Haima13 on Korvold, Aristocracy

5 months ago

If you want to sift through some cards you can look at each section, but I would recommend just looking at "The short list" to start with, as I went a bit too far with the other lists. Those lists are fine to just look at ideas or "good cards" but there are far too many to call them suggestions.

Headtext for first 3 entries. Show

Enters tapped but sac's for free Show

Doesn't enter tapped, cost mana to sac Show

The expensive ones Show

Cards that do similar but arnt lands Show

triproberts12 on Copy That Sir!

5 months ago

Oh, and sorry this is coming in bursts. I'm just noticing one thing at a time. The other thing that will vastly improve this deck is getting some of the tap lands out. Unfortunately, any dual land touching blue is absurdly expensive, so I won't lecture you on how a fetch/shock/ABU dual manabase is always correct. There are some budget options, though:

Shocks were reprinted relatively recently, so investing in Blood Crypt, Steam Vents, and Watery Grave now will improve your deck's speed, and if you run the slow fetches Bad River, Mountain Valley, and Rocky Tar Pit, the mana should be very consistent, as well. Drowned Catacomb, Dragonskull Summit, Choked Estuary, and Foreboding Ruins also like more basic land types. Grixis Panorama and Ash Barrens are nice, because they can come down untapped or fix!

Temple of the False God is garbage. Being stuck on 3 lands and Temple until turn 6 will slow you down. Yep.

As for tapped lands, Temple of Deceit, Temple of Malice, and Temple of Epiphany are in-print now, so they'll be good replacements for whatever vanilla dual lands are left.

OP_Sigma on The Queen's Egg

6 months ago

hey k_drake, both have completely different playstyles and they're great in their own way.

First, I'd invest in mana base.

You could try getting some shock lands or cheaper versions (but still fetchable) lands like Cinder Glade and Canopy Vista . Plus there are some cheap fetch lands that enter the battlefield tapped, Flood Plain , Grasslands , Mountain Valley , Rocky Tar Pit and Bad River to name a few.

Cards like Prismatic Omen , Chromatic Lantern , Manaweft Sliver and Gemhide Sliver are must have.

Feel free to link your decklist, it'll be a pleasure to take a look and help a fellow Sliver player.

I personnaly play The First Sliver (The Birth of the Swarm - [EDH]), it can lead to very explosive plays but is less consistent than the Sliver Overlord.

You should try them both since you already have those cards.

Have a good day!

Drakorya on Shifting Tides

7 months ago

A budget manabase in 5 colours is hard. multimedia's advice above is pretty good. Another option is using the cheaper dual-type lands, like Cinder Glade and Sheltered Thicket , with the Mirage fetchlands ( Bad River , Flood Plain , Grasslands , Mountain Valley and Rocky Tar Pit ).

The problem with using these is they all enter the battlefield tapped most of the time.

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