Basic Land — Mountain

: Gain .

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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

Latest Decks as Commander

Mountain Discussion

StopShot on anyone know good blink infinite ...

6 hours ago

Felidar Guardian + Flameshadow Conjuring + Mountain

Doesn't need to be a Mountain. Command Tower or Arcane Signet can also work.

  1. Cat enters battlefield
  2. Blink red-mana-source
  3. Use mana to activate the conjuring
  4. Haste cat token enters -> conjuring does not activate
  5. Haste cat token etb blinks the original cat
  6. Repeat steps 1 through 5 as many times as you want
  7. Swing for infinite haste damage

Ziabo on Korvold MK II

2 days ago

Does your mana flow ok? seem kind of low on the Rocks unless your mana base (not land base) is suited well enough.

Valakut, the Molten Pinnacle is really only worth it is you have a lot of mountains since it's ability is triggered off of Mountains entering and you only have 6 total.

IMO I'd add more Mana rocks to help with ramp and more ramps such as Rampant Growth or something equivalent

Akromathia on Werewolves 30$ budget build

3 days ago

I would:

  1. Replace Prey Uponwith Moonlight Hunt: Superior speed, and superior damage output, without risking the loss of a unit. And I would also add 1-2 more copies to the main board.
  2. Replace Shockwith Lightning Bolt / Lightning Strike: Better damage output for (almost) the same mana.
  3. Lower mainboard Moonmistto 2 or 3 and replace them with Moonlight Hunt. The 1 or 2 other copies would be side boarded.
  4. Replace Ulrich of the Krallenhorde  Flip with Huntmaster of the Fells  Flip: Cheaper, almost as stronger and has greater impact on the battlefield (removal + life gain + token generator vs buffer + removal).
  5. Replace Wolfbitten Captive  Flipwith 2x Mayor of Avabruck  Flipand 1x Lambholt Pacifist  Flip.
  6. Replace 1x Geier Reach Bandit  Flipwith 1x Daybreak Ranger  Flip.
The Lands need some heavy rework. Having 22 is a good number, but you need to improve your chances to hit duals.
  1. 4x Game Trail
  2. 4x Rootbound Crag- Evolving Wilds or similar.
  3. 8x Forest
  4. 5x Mountain
  5. 1x Kessig Wolf Run (maybe make space for another)
Would you like some side board suggestions? Hope it helps, have a good day.

TypicalTimmy on Chain of Command

1 week ago

Also I am confused as to how you start with all 50 cards that are Common on the battlefield? Does this imply that you can't have any instant or sorcery spells?

And what about lands? Can you just have 50x basic lands and literally start the game off with 50 mana?

After the 1st player moves through their 1st turn, wouldn't each successive player automatically lose as when they go to draw, they literally have no library to draw into since they have all 50 cards on the battlefield? So their libraries have 0 cards, right?

Or do you start with 50 non-land common creatures on the field but you still have a library?

There are 156 Common creatures with Trample in the game. Play a Mountain and cast Burst of Speed.

What if someone does 1x Groundshaker Sliver, 1x Blur Sliver and 48x Predatory Sliver? You'd then have to literally ban Slivers.

There would be so many Turn 1 instant wins for whomever goes first that it's literally not worth building into. I'm sorry, but that's the truth.

dingusdingo on Urza Power Scepter

1 week ago

AlwaysSleepy Alright dog this is getting tiring and trivial to speak with you

"I did not say it was good against Fish."

"General comment about the state of the format, and how it's changed a lot since Oracle. Urza isn't a considerably quick deck, the nature of mono blue limits its options speedwise, and while the card quality blue has is on average, very high, mono blue normally is not as consistently fast as decks with black - though with certain draws it can be."

"Okay so now EDH context. Urza isn't the fastest deck at the table. Especially with Oracle Hulk being the strongest deck now - this puts stress on Urza to hold up interaction consistently as opposed to develop mana for a few turns and attempt to combo."

"With Oracle Hulk being the prime metagame singularity, cards with failure modes in decks being taxed to interact is incorrect."

While you are correct that you aren't explicitly saying the deck is good against fish, do you see how your previous posts would cause a reader to assume that was your position? You talk about the deck in the context of fish hulk and then say "Oh I didn't say it was good against fish hulk". So why talk about it in the context of fish hulk? Or why bring up fish at all? Looks like you're defending the deck as viable against fish hulk. Yeah you can opine on "I'm looking past the list at a NEW urza list" but I'm posting these comments on this specific Urza list. Even a fully tuned Urza list isn't going to be very good in the meta. The color identity is too weak without Black or Green and will get outpaced by any UB or UG deck that has the option of Flash or forbidden tutors.

To address "Oh you can't just win by spinning the wheel". Let me quote you from myself

"About Urza and spinning the wheel, its reusable card draw + play the spell. It doesn't replace your regular card draw, and yes having high counterspell density does cause more bricks from activations."

Read: It doesn't replace your regular card draw. Do you really want me to finesse this point more? Artifacts make mana which lets you spin the wheel more which gives you more artifacts and permanents to spin the wheel more. Is getting 1 random card out of a 80-90 card deck going to win the game for you? No. Is being ignorant of an always available card draw outlet stupid? Yes. Once again, Urza activations make more sense in a deck with more artifacts. I'm not saying jam Urza and spin it with this garbage pile of 99 cards. I'm saying for a MONO BLUE DECK THAT STRUGGLES WITH GAS (ahahahahahahaha how the fuck are the brewers that bad?) having artifacts to spin the wheel gives you more cards.

To respond to your points though

  1. I don't really care what your intent is. The reality is this list is outdated and people are chomping at the leash to defend it. Even fully updated and fully optimized for February 2020 meta, there is absolutely no reason to run this list. It gets BTFO'd by any consultation or Flash list game after game. Its a bad deck, it is being worshipped by clowns like you and the other posters above. Defending something so mediocre so vehemently speaks to, idol worship?
  2. I'm saying even as a colorless ritual Workshop has merit. Once again though, advocating for more artifacts with the inclusion of Workshop. You are so intent on looking past the list towards a broader image of what an Urza deck is but you only view recommendations to Urza in the context of the list. It becomes an insane value land when you run more artifacts.
  3. Speed and timing. 2 cards delivered to pilot on turn 3 and 4 outweigh 3 cards going to opponent on turn 5. It is based upon opportunity cost and resources available. If you have more options sooner, you gain access to better plays and winning lines. I know there are a lot of brainlets on this website, but if you're brewing and talking competitive Magic and can't understand speed and opportunity cost there is simply no reason to delve further into this topic with you. Also thinking of howling mine as 3-for-1'ing yourself is a terrible perspective. If you draw a card, and each opponent draws a card, you are all advancing 1/99 of the way through your deck, which keeps you on parity. You have given a total of 3 cards to your 1 card, but this thinking ignores how your opponents interact with each other in the match. A pod isn't a 3v1 experience. Its a 1v1v1v1. Giving up a rotation of Howling Mine is 1-for-1-for-1-for-1'ing yourself. I have a much easier time giving each opponent 1 card than giving 1 opponent 3 cards. Opponents will interact with each other just the same as they interact with you. Once again though, any pilot with any thought process at all isn't going to just jam this on turn 1 or 2 without Urza available. Breaking parity and getting the draws FIRST makes a huge difference with this card, and allows you to feel more comfortable giving up a rotation of draws.

Either way, I'm bored of rehashing the same points with you and other drones. I want to speak to the people in charge of the list.

P.S. I play Mountain then Pithing Needle, go ahead.

rotimislaw on Omnath's Rage

1 week ago

Don't you have slow starts? I think 11 temples is too much... How about cutting 1x Temple of Abandon, 1x Temple of Epiphany and all 3x Temple of Mystery and putting basic 2x Forest, 2x Mountain and 1x Island instead?

The change shouldn't impact your playability, and could increase speed as well as synergize with Nissa, Who Shakes the World static when it comes to tapping more Forests for mana.

stupidmagikarp147 on Klothys Tempo

2 weeks ago

This is probably a stupid question, but why 3x Temple of Epiphany instead of 3x Steam Vents to help with having the mana for early threat-countering over a scry, then putting in the 4x Opt to get the scry and take out both Thryx, the Sudden Storm (this does nothing for you because it benefits CMC 5 or greater), 1x Mischievous Chimera and 1x Mountain to make the deck a little more consistent?

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