Mountain

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Frontier Legal
Vintage Legal
Penny Dreadful Legal
Pioneer Legal
Commander / EDH Legal
Noble Legal
Hero Legal
Magic Duels Legal
Brawl Legal
Block Constructed Legal
Standard Legal
Arena Legal
Oldschool 93/94 Legal
1v1 Commander Legal
Canadian Highlander Legal
MTGO Legal
Vanguard Legal
Leviathan Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Limited Legal
Heirloom Legal
Modern Legal
Highlander Legal
Pauper Legal
Pauper EDH Legal
Legacy Legal
Archenemy Legal
Casual Legal
Oathbreaker Legal

Combos Browse all

Mountain

Basic Land — Mountain

: Gain .

Latest as Commander

Mountain Discussion

Sedohr on Rioting against Humans

2 days ago

Sorry I haven't been updating this deck as much anymore, I've been focusing more on an aggressive Black/White deck with creatures that gain +1/+1 counters when gaining life and another black/white token deck for arena. I haven't put either up here yet since I have been working out the wrinkles, but will probably add the lifegain one soon as the winrate is becoming better with recent changes.

Domri's Ambush is really nice and I should add them to this deck. Not sure off the top what I'd replace, potentially the Barge In though. The extra +1/+1 counters are always nice, and since it just deals damage vs having creatures fight it makes sure my creature is healthy for the combat phase.

Gruul Spellbreaker looks to fit the deck theme very well while being strong too. It has Riot and is non human to stack with Grumgully, the Generous and Rhythm of the Wild . Having trample makes sure I'll be able to do player damage even if they use sacrificial defenders. The hexproof then helps make sure I can make my attacks on my turn without the opponent being able to directly target for control spells or debuffs. I'll probably replace this with some of my mentions in the previous comment. Such as taking out one Grumgully, the Generous , a Gruul Guildgate and/or a Mountain , a Jaya's Greeting , and a Domri, Anarch of Bolas

Damek57 on Zacama, Primal Calamity EDH

3 days ago

Deck Update 12/11:

I reduced the mana count by 1. But in return added a little more cost reduction and do not see too much of an impact from this particular change. Removed Karametra, God of Harvests , Archangel of Thune , and Aurelia, the Warleader due to them being a bit pricey and slow. Added Wilderness Reclamation , Shifting Ceratops and Atla Palani, Nest Tender in their place. As these cards are faster and synergise a bit better with the deck. Forerunner of the Empire was replaced by Marauding Raptor as it fits into the tribal portion of the deck better and has again more synergy. The Immortal Sun was dropped due to being to pricey and slow as well. Replaced by Urza's Incubator , a cheaper cost reduction. Thornscape Familiar replaced by Knight of the Stampede . This is due to Knight being a bit better of a cost reducer. Rhythm of the Wild added due to being a better weapon against control and has the option to make the dino's bigger or have haste.

rob_shifflett on Demons and Dragons and Lands, Oh My!

6 days ago

Not enough lands. 38 lands at a minimum for a LANDS strategy. While turn one dorks/rocks are strong, they lack the survivability of lands. I advise cutting any dorks that tap for a single color. The rest are self explanatory.

Cuts: Llanowar Elves Elves of Deep Shadow Fyndhorn Elves Elvish Mystic Priest of Titania Fellwar Stone Chrome Mox Lotus Petal

Adds: Mountain 2x Swamp Oracle of Mul Daya Mina and Denn, Wildborn World Shaper Courser of Kruphix Horn of Greed

Sedohr on Rioting against Humans

1 week ago

Yeah after the last update adding planeswalkers I removed 3 more creatures, and it does feel a little tight in play if I don't get enough momentum quickly or they clear the board. I might remove one of the Gruul Guildgate and/or a Mountain for another creature or 2 for starters. I was then considering dropping one Jaya's Greeting to bring it to 3x, and potentially one of the Domri, Anarch of Bolas for 2x total to replace with creatures. Lastly I was also considering removing a Grumgully, the Generous to bring the total to 3x and open up the deck for other creatures.

I was looking for creatures that can help with mana ramp since End-Raze Forerunners are my most expensive cards and can be a finisher for the game. For that I was browsing standard cards and found a few that might fit in.

Leafkin Druid Is nice since it's a 0/3 and has decent toughness if needed to block, and can tap for a green mana to help ramp up. Bonus if I somehow get 4+ creatures on the field it gives 2 green instead. This doesn't help if I need red mana, but most of the cards in the deck don't require more than 1 red mana anyways.

Paradise Druid allows me to pick either color instead of just green, and has 2 power if I wanted to use for attacking instead. The hexproof part would likely only affect it when I first drop before riot is in play since it would likely be tapped for mana or attacking after.

Incubation Druid seemed like a mix between the previous two mentioned. It allows to tap for any mana (That I can make already) but has no power and less defense when comparing to the previous ones. On the flip side if it has a +1/+1 counter it makes 3 mana when tapped. Since I have a few ways to get counters on creatures when playing them, I could potentially have that trigger somewhat reliably. It also has the ability to adapt for counters, and since I'm trying to lean more towards mana ramp I will likely be able to pay the 3GG cost reliably later in matches if I dropped it early before I could get Rhythm of the Wild or Grumgully, the Generous out.

District Guide Is a 2/2 creature that also lets me fetch a land/gate from deck to my hand. This helps fill up my creature slots, while also helping with mana ramp to later game to make sure I can drop my expensive cards. I've been using this in a few of my mana heavy decks in arena with success, so this might be one I pick since it fills two roles without sacrificing field presence (while the others previously mentioned would have to be tapped to get me mana ramp)

Rosethorn Acolyte Was one I considered. The adventure would let me get red mana if I somehow can't get mountains in my early game, and the creature itself would allow me to tap it for mana ramp. It's a 2/3 though so I feel more like it should be on the field attacking or defending instead, and I feel at 2G it's a bit pricey for what it does. That said because it is a 2/3 I could still use it for attack/defense and only use the mana ramp when I need it, but I feel there are better 3 cost cards.

sergiodelrio on Red Deck W...ait, What?! (T2 Emrakul)

1 week ago

Rorolith first of all, thank you for actually playtesting it and giving some feedback!

Its funny that you mention it, because Legion's Landing  Flip, alongside Spiritual Visit and even Devastating Summons has been on my radar for this deck.

The upside is obvious, they cost 1 mana, and thus would enable more T2 Emrakul hand combinations, at least in theory. But this comes with some baggage. One problem is, that LL and SV cost white mana, which I might have T1, but might lose again once I Ritual. The other problem is, that the cards might not carry their weight, because I only get one thing from one card, as opposed to my other token producing spells giving me 2. Out of curiosity I will playtest offscreen with +2x Spiritual Visit , as I think it has the upper hand out of all the options, because it is instant and also has the splice ability, which can become relevant with itself and Desperate Ritual netting me some card advantage. For that I'll take out -1x Mountain and -1x Dragon Fodder . If I then conclude that this setup is beneficial, I'll change it here as well.

As for Emrakul, the Aeons Torn , 2 copies would actually be a lot worse here. See, you don't want to draw this card, and adding another copy just doubles the odds of drawing a dead card. Maybe an additional copy would make sense in the SB for some matchups, but idk. This is not something I'm looking into in this stage of tweaking the deck.

What I really desperately need is a sound Sideboard Strategy.

l7lancer on Pioneer Burn (competitive)

1 month ago

Chandra's Triumph should be replaced, it's IMO not even worth a Sideboard Slot.

Wild Slash is a straight upgrade to Shock , even though it's uses a corner cases of a corner case in this deck.

This deck looks like the Modern Prowess deck, but you've choosen Chandra ToD as top end. I'd play Bedlam Reveler instead or the Acolyte of Flame as a 2 of main and move ToD to the board vs control.

Risk Factor should be replaced with Light Up the Stage as it easily can be cast cheaper.

Recommended Mainboard changes:

-3x Chandra's Triumph -2x Risk Factor -1x Stoke the Flames -5x Mountain -3x Chandra, Torch of Defiance

+4x Wild Slash +4x Ramunap Ruins +4x Light Up the Stage +1x Bedlam Reveler +1x Chandra, Acolyte of Flame

Overall the deck looks like a promising starting point for a pioneer burn deck, but some tuning is needed! Keep it up!

Tenshi41 on Prepare for Glory!

1 month ago

Deck Changes:

  • Taurean Mauler : He big mean and super easy to block. Even though he is technically an angel, he lacks the power most other angles have. Very little way to give trample.
  • Godo, Bandit Warlord : Six CMC fetch an equipment and cheat it out to battlefield, seems good and has combo potential. However, is a dead card early game when needing equipment to protect and generate value. Maby? Still very torn over cutting this card.
  • Spinerock Knoll : Hard to activate and never have the mana open to activate it when needed. Most of the time it hit a low CMC card and it not very useful.
  • Rugged Prairie : More room for Basic/Fetch.
  • Clifftop Retreat : More room for Basic/Fetch.
  • Inkmoth Nexus : Only man-land in the deck to equip and swing almost never comes up and only killed with this little guy once. Low performance.
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