Mountain

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Premodern Legal
Quest Magic Legal
Standard Legal
Tiny Leaders Legal
Unformat Legal
Vanguard Legal
Vintage Legal

Mountain

Basic Land — Mountain

: Add .

wallisface on Oops, all mountains!

1 week ago

Two thoughts:

  • I’m not sure what Ragavan, Nimble Pilferer is doing here - it doesn't really fit with what the rest of the deck is trying to do, and it’s not standard legal anyway. I’d swap it for Mountain personally.

  • Standard decks only need to be 60 cards big. I’d suggest dropping 40 cards to get down to that number, as it’ll increase the reliability of what you’re doing and give you better odds of drawing the cards that matter.

Other than that, this is looking super competitive!

austintayshus on Oops, all mountains!

1 week ago

have you considered Mountain ?

kisloski on Need some clarification

1 month ago

Hi, I need some clarification on one topic. I have this board state:

and now I cast Shock, no counterplay is in place and what happens?

Case 1: Fire Servant affects Shock first, making it deal a total of 4 damage and in result not triggering Ojer Axonil, Deepest Might  Flip.

or

Case 2: Ojer Axonil, Deepest Might  Flip affects Shock first bringing the damage to 4 and then Fire Servant doubles the damage bringing it up to 8 in total.

Can someone tell which one is true or maybe point me to a rule which states how to deal with kind of situation?

euqinU on Improve my Magus Lucea Kane …

1 month ago

Hello all, I'm a newbie MTG player that only have 1 day of play and the players that I've played with said that I should add a lot of dual lands, mana rocks and dorks in my deck, I don't have a lot of money for any of those 0 cost mana rocks so I'm asking if there's a way that I can improve my deck? I haven't built my decklist for it yet here and what mana dorks and rocks should I add to my Temur deck? Also how many basic lands do I run? Because right now it's got 8 Forest, 7Island, and 7Mountain

legendofa on Watermark - Simic

1 month ago

Unless you're trying to keep the arts for the paper list and the online list the same, just go ahead and put the watermark lands into these lists. Speaking just for myself, I coordinate land arts a lot more here than I do in my paper decks. Enchantment decks get magical sparkly lands, Vampire decks get the Dracula lands, doesn't matter (at least to me) that I don't have any paper copies.

legendofa on Is the art for Insidious …

1 month ago

I'm trying to make sense of the art for Insidious Roots. I have enough experience with plants to know that the roots usually go at the bottom. For the rest of the art, though, the white area makes more sense as a city skyline with spires and bridges, as seen on lands like Mountain or Island. And yeah, there are floating chunks of building, but the way the roots intertwine through the shape suggests that the black is negative space.

As far as I can tell, it's either very abstract and symbolic, or it makes more sense the other way.

Worrad75 on Pia-tiful Impulse Control

3 months ago

Keeping a record of the changes I make here.

took out Surge of Salvation for Island Sanctuary

This deck can take some time to assemble a lethal board, and we need a way to dissuade attackers. Surge is a fantastic 'gotcha' combat trick, but it doesn't do much for us if we exile it at sorcery speed. Island sanctuary allows us to trade our card for turn for security; it blocks ground creatures, we print fliers like crazy so flying attackers dont typically scare us, and islandwalk will never matter for us. The card disadvantage isn't nothing, but this deck has plenty of ways to generate advantage from exile.

took out Faithless Looting for Dragon's Rage Channeler

This is simply too much value to ignore. We have 50(!!) noncreature spells in our deck. FL is in there to help generate velocity when we get stuck with our hand, but DRC simply blows it out of the water in terms of card selection. Filling our graveyard is also semi-relevant, as we run Reconstruct History, and having an extra 3/3 flier certainly contributes to our gameplan of smacking our opponents repeatedly.

took out Cursed Mirror for Loran of the Third Path

This swap is somewhat based on goldfishing impressions, which means there's a chance it gets reverted with more reps in a real pod. Cursed Mirror gives us velocity as a ramp piece (albiet at 3 mana), while offering incredible upside to copy something like a Professional Face-Breaker, not to mention your opponents creatures. The issue lies in the makeup of our deck; as currently constructed, we have only 18 creatures, and 10 of them are legendary. This makes the Mirror's upside more of a "hope your opponents have something cool to copy" rather than it's more powerful use of "get one of your effects doubled temporarily" due to the lack of available targets on our own board. While Loran doesn't ramp us, she gives us both interaction and non-exile card draw, both areas that this deck is a bit light on.

took out Cosmic Intervention for Boros Charm

Cosmic intervention was initially included due to Pia's natural synergy with fortell cards. However, the closer you look at situations in which you are likely to need Intervention, you start to realize how next-to-useless that extra Thopter is. Additionally, one of the massive upsides to Intervention is re-enabling ETB effects, which we currently only have 2 of in the deck. Boros Charm on the other hand actually manages to save our board from damage/destroy effects, while also giving us more flexibility. We have a handful of large creatures/effects that benefit from double strike (14 points of lifegain off Sephara, Sky's Blade, anyone?), and if all else fails the 4 life can be meaningful, as this deck tends to deal death by 1000 cuts. Exiling CI off the top at sorcery speed feels like a whiff; exiling BC feels the world is your oyster.

Dropping a Mountain for Land Tax

This is a bit of an experimental swap, as it's possible we actually want to leave more lands in the deck so they can be exiled off the top. This will mean in games where we have LT in our openning hand (the ideal start), we will exile fewer lands and more nonland cards. We'll be playing the lands every turn to be able to play the extra spells, but we'll also miss out on the value of playing lands from exile. That being said, there is undeniable value to be had by being a bit greedy here.

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