Mountain

Legality

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

Combos Browse all

Mountain

Basic Land — Mountain

(: Add to your mana pool.)

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Mountain Discussion

Flooremoji on Storm hunter

1 day ago

A perfect shuffle is 1 Wandering Fumarole 1 Reliquary Tower 1 Lightning Storm 1 Treasure Hunt and a combination of Mountains and Islands.

Neotrup on What happens if raptor hatchling ...

1 day ago

Because they left a Mountain up, Player 1 could also cast Dual Shot in response to the Hostage Taker targeting Raptor Hatchling. This would cause Player 1 to create the 3/3 Dinosaur token, and cause Hostage Taker's ability to fizzle as it's target is dead. Had they not left the Mountain up, they'd have to kill it on their turn, forcing the described outcome where Player 2 gets the 3/3 Dinosaur token.

Ghosty on The Best Way to Cheat 5+ Mana T1 (The Toasty One)

2 days ago

What's the point of Stomping Ground here? Can't see any consumer of
Mb just Mountain or Swamp instead?

sylvannos on Wouldn't mind some advice on ...

3 days ago

You're already playing what's basically a Delver deck. You only need to make a few changes to have a pretty solid list. I'd change the following:

-4x Temple of Epiphany

We need to cut some lands to improve the speed of the deck and lower the curve. Temple of Epiphany always comes into play tapped, so it's the most obvious candidate.

-2x Cryptic Command
-2x Disallow
-3x Enigma Drake

These just cost too much mana in comparison to some more efficient cards you could be using.

-2x Goblin Electromancer
-2x Guttersnipe

These don't help you fast enough and get nuked by every removal spell in the format, not to mention their mana cost.

-1x Mana Leak
-1x Magma Spray

These are good cards, but not necessarily stuff you want in excess. Mana Leak falls off after turn 3 or 4. Magma Spray is useful for dealing with Kitchen Finks, but 2 maindeck gets clunky when facing off midrange and control. As a side note, you may want to swap out Magma Spray completely for Pillar of Flame. You lose the ability to play it as an instant, but it means you can shoot planeswalkers or just burn people to death.

So what do we add?

+2x Thing in the Ice  Flip
+1x Delver of Secrets
+2x Opt

You'll want multiple copies of each of these every game, so we should bump the number of each to 4.

+3x Young Pyromancer

This helps with the game plan of building up incremental value vs. your opponent's spells. Counter something? Get a 1/1. Draw a card? Get a 1/1. Unfortunately, Gitaxian Probe got banned, so this isn't a 4-of anymore like it was. Still, a really solid card.

+4x Monastery Swiftspear

This is probably stronger than Delver of Secrets as far as turn 1 plays go.

+4x Vapor Snag

Gets rid of big threats so you can counter them back on the way down. Alternatively, can be used to save one of your creatures from getting bamboozeled.

+1x Dispel

Really powerful to have in the main, whether it's protecting your creatures or stopping your opponent from killing you via Lightning Bolt. We don't want too many, however, because some decks it can be really clunky against.

-1x Mountain
+1x Desolate Lighthouse

Desolate Lighthouse is really good if the game starts to drag on and you need a specific win condition. It dumps extra lands, Mana Leaks, etc. to help find threats/answers to close out the game.

As for your sideboard, I'd switch it around to look more like:

2x Ceremonious Rejection
1x Deprive
2x Dispel
2x Grafdigger's Cage
1x Izzet Staticaster
3x Molten Rain/Blood Moon
1x Negate
1x Squelch
2x Vandalblast

If you have the budget, you may find Snapcaster Mage + Thought Scour is better than Thing in the Ice  Flip + Opt. Adding another color also goes a long way.

Hope this helps!

sylvannos on Burn Decks and Fetch Lands

4 days ago

You can't not have red shock lands. Naya Burn really needs its red mana, while being able to still cast multicolored cards.

City of Brass is also a no-go, because you will end up paying more life than if you play fetches and shocks. Sometimes you also just go and get basic Mountain when you already have a Sacred Foundry and Stomping grounds in play. If you're having to pay several life each turn from City of Brass/Mana Confluence, you won't be able to race other burn decks, Death's Shadow, and so on.

Drop 2 Grim Lavamancers and add in 2 Monastery Swiftspear. Grim Lavamancer is really good, but you won't ever want more than 1 out at a time because that's about all you'll be able to activate. Monastery Swiftspear is the second best turn 1 play after Goblin Guide.

Argy on Rivals of Ixalan Spoilers

4 days ago

The_Baneslayer try again - not a bro.

Mountain + Black Lotus + Channel + Fireball = gg from the Mage

chadsansing on Time is of the essence

4 days ago

Also wondering if Plea for Power might be cool to test.

I do think tightening the land-base some would be helpful, as suggested. Perhaps go own to 1 Island, cut the artifact lands for more Mountain and Swamp cards, and cut some UB and UR lands for more Mountain and Swamp cards or BR lands that don't come into play tapped. The issue isn't lands' ability to be fetched (or any individual land's ability to tap for this color or that) so much as it is having a deck that predictably provides you with the mana to cast the spells you are most likely to draw by color.

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