Mountain Valley

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Penny Dreadful Legal
MTGO Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2018 (C18) None
Vintage Masters (VMA) Uncommon
Mirage (MIR) Uncommon

Combos Browse all

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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C18

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Recent Decks

Mountain Valley Discussion

Kogarashi on Not sure if this was ...

2 days ago

The choice of which land to bounce is made as the Golgari Rot Farm's ability resolves, not when it's put on the stack. Therefore when the bounce ability resolves, you will have to choose between the Rot Farm and whatever land you tutored with Mountain Valley.

TypicalTimmy on Not sure if this was ...

2 days ago

I had Mountain Valley on the battlefield, untapped. Entered on Turn 1, and now we are on Turn 2.

For my second land, I played Golgari Rot Farm.

Since I have to put the sacrifice trigger on the stack, I did targeting Mountain Valley to be returned to my hand.

In response to this, I sac'd MV to tutor out a land.

Was I able to keep GRF out, even though the land I selected to be returned to my hand was no longer a viable option? Or would I have lost GRF for doing so?

Thanks. This was in the Lord Windgrace deck, by the way.

Guerte on [[Primer v3.3]] - OM_RATH!!! (2018 Update!!!)

1 week ago

Odysseus_97/VexenX: Another thing to consider with Mountain Valley vs Evolving Wilds is the timing of them. Both have the same timing as far as mana usage, as you will take a turn off before you have access to said mana. However, one can net you two tokens in one turn while the other will only net you one.

VexenX on [[Primer v3.3]] - OM_RATH!!! (2018 Update!!!)

1 week ago

Odysseus_97: You gave me quite a bit to think about, thanks for the comment!

  • Grow from the Ashes: This seems fine, but not better then my other ramp, and I really don't need any more right now.

  • Spire Garden: I don't even play Command Tower so this isn't needed. Taiga and friends are only played become I can fetch them.

  • Terramorphic Expanse: This could get a spot, but I don't want to lower my basic land count. Do you think there is another land I can take out?

  • Wayward Swordtooth: I think this deck has a good share of "play more lands" abilites, at least for how many slots I am willing to give. If you don't have Oracle of Mul Daya then you should play this!

  • Rampaging Baloths: This is a good question. To explain why this is not played, we have to ask why Om_rath himself is so good. The main reason is because it does not just require you to swing in order to win, but you honestly rarely do. Plus he is amazing removal in a pinch. However, Baloths does none of this. You just get a beast with no evasion that does nothing unless you have Craterhoof Behemoth (but is slow even then for 6 cmc).

  • Courser of Kruphix: Same as Wayward Swordtooth.

  • Tilonalli's Summoner: This is ok, but REALLY conditional on other cards in play. If you have a sac-outlet is is pretty good, but completely horrible otherwise. Plus it dies really easy. You should NEVER swing with it more then once, and is just a slow Tempt with Vengeance in the best case.

  • Heroic Intervention: Kinda temping, just to protect Om_rath at instant speed. Might be worth trying.

  • Krosan Grip or Beast Within: I know we hurt for non-creature removal, but I bank on not caring in most games. If Om_rath is your primary commander and you get hated out a lot, then you will likely want to play these. However, I only pull out Om_rath every couple weeks, so no one plays hate cards for it.

  • Green's Sun Zenith: I have never been in a state where I think to myself "I really want to Tutor more right now!"

  • Animist's Awakening: This misses way to often. I use to play it back in the day.

  • Pir's Whim: This is both weak ramp and removal. Not really what I am looking for.

  • The Mending of Dominaria:VERRRY slow...

  • Ghost Quarter/Tectonic Edge/Field of Ruin/Temple of the False God: More lands I would use if I didn't need so many basics to make the deck flow.

  • Triumph of the Hordes: REALLY MEAN, and not my style. Play it.

  • Blasphemous Act: This baby is 100% necessary. I can honestly say it has won more games then any other card in the deck, second only maybe Craterhoof Behemoth.

  • Mountain Valley: Only marginally better, but I might look into getting an alter made of it.

It is important to to note that all of these cards are ok in this deck!!! If you have then and are on a budget, run them! None are unplayable by any means, I am just running what I think to be a more optimized list. The beautiful thing about commander is that a deck does not need to be "optimized" to be good (and more importantly, fun!).

Thank you again for the comment! I will be trying to update my The Scarab God deck tonight, and The Ur-Dragon tomorrow. (They are my most voted lists, but all of mine are kind outdated right now...)

Odysseus_97 on [[Primer v3.3]] - OM_RATH!!! (2018 Update!!!)

1 week ago

Oh, and Mountain Valley might be a little bit better than Evolving Wilds?

Hi_diddly_ho_neighbor on Lets speculate on the confirmed ...

3 weeks ago

Those reprints would be nice, but Chromatic Lantern got its reprint in 2016's commander product so it never really stood a chance. However, I am actually pretty stoked to see Rocky Tar Pit and Mountain Valley reprinted as they can be hard to find sometimes.

The whole set looks interesting, but I don't think I'll be purchasing any complete decks. Unless it turns out that some crazy reprints slipped through the cracks, I'll likely just pick up a few singles.

Also, there are already three green magi: Magus of the Candelabra, Magus of the Library, and Magus of the Vineyard. I think the distribution is 4 , 4 , 5 , 3 , and 4. So green is still behind, but it has a few.

LaShrew on Omn Nom Nom

3 weeks ago

I think your deck relies too heavily on Omnath’s Landfall ability to make elementals, so I would recommend taking out some of the ramp spells and artifacts and putting in a few more elemental creatures and elemental generators. I would suggest:

Additionally, these would increase the or enable the damage dealt by Omnath’s abilities:

You have a lot of ramp spells, but there are defiantly some better ones you might want put in instead of the some of the ones you have are:

Bounce lands and sac lands would work really well here as well:

I would also recommend:

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