Sandstone Needle


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

Printings View all

Set Rarity
Mercadian Masques (MMQ) Common

Combos Browse all

Sandstone Needle


Sandstone Needle enters the battlefield tapped with two depletion counters on it.

Tap, Remove a depletion counter from Sandstone Needle: Add (Red)(Red) to your mana pool. If there are no depletion counters on Sandstone Needle, sacrifice it.

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Sandstone Needle Discussion

Debo on Purphoros, Forger of Goblins [[Primer]]

4 months ago

Hope your deck isn't retired! I like it a lot. Throwing some card ideas at you. I would like to pick your brain on why you wouldn't include these... mana cost, theme?

ETB bounce Norin the Wary

Enchantment Warstorm Surge

Land ideas Dwarven Ruins Sandstone Needle Kher Keep

Sorcery Kuldotha Rebirth Tempt with Vengeance

Kaleo42 on Waiting for Godo - cEDH primer

7 months ago

Apologies for the delay, I had to write this twice.One time mana sources make a lot of sense since you do need 11 mana to play your commander and equip all in the same turn.Basalt Monolith, Grim Monolith, Lion's Eye Diamond, Mana Vault, Pyretic Ritual, Desperate Ritual, Seething Song, Lotus Bloom, Lotus Petal, Treasonous Ogre, Vessel of Volatility, Simian Spirit Guide

Rite of Flame is too weak and Mana Seism may be a bit too deep.

Good RocksChrome Mox, Mox Diamond, Mana Crypt, Mox Opal, Sol Ring, Coalition Relic, Gilded Lotus, Thran Dynamo, Everflowing Chalice, Mind Stone, Fellwar Stone, Metalworker

Ok rocks to cut if you need more slots.Worn Powerstone, Jeweled Amulet, Fractured Powerstone

EquipmentHammer of Nazahn, Helm of the Host, Lightning Greaves all good but how do you feel about Sword of Feast and Famine + Aggravated Assault backup strategy? Sword of the Animist is a good equipment for this strategy as well but depending on the table may not be fast enough.

Draw and tutorsSensei's Divining Top, Daretti, Scrap Savant, Tormenting Voice, Wheel of Fortune, Imperial Recruiter,

I do not like Gamble without reliable graveyard interaction and I generally dont like Winds of Change especially if your opponents have any graveyard interactions.

Love the counter package, no Dualcaster Mage?Fork, Burnout, Pyroblast, Red Elemental Blast, Reverberate, Ricochet Trap, Glorious End, and of course Possibility Storm. Not a big fan of Veilstone Amulet in cedh but the makeup of your local meta will make or break this card. Active Volcano is probably too much.

Extra turns can be a big surprise win for this strategy. Love them. Final Fortune, Last Chance, Warrior's Oath

Artifact hate seems good but missing Vandalblast. By Force, Shattering Spree, Trash for Treasure.

Moon effects are strong but another meta call. Blood Moon and Magus of the Moon

Maybe too many colorless lands? I think you could cut one land overall but I understand you want to hit each land drop. Ancient Tomb, Buried Ruin, Cavern of Souls, City of Traitors, Command Beacon, Crystal Vein, Dwarven Ruins, Gemstone Caverns, 25xMountain, Sandstone Needle, Scorched Ruins, Sequestered Stash

Equipment assists seem good for faster hands but kind fragile. Brass Squire and Magnetic Theft

Dire Fleet Daredevil is a good card.Goblin Welder, Slobad, Goblin Tinkerer, and Welding Jar are all good.

Kuldotha Forgemaster is a good way to tutor the equipment into play.

Sphere of Resistance is a fantastic protection card but can make it easier for others to combo if you leave it out.

elfric on Orb Kontrol

9 months ago

have you tested Sandstone Needle and Saprazzan Skerry? i like them over wasteland and stripmine. they power out turn 2 blood moon and are kinda a cheap way to ramp AND hold mana open the same turn for interaction during the early turns.

red-elemental blast... hm you have both these in here but i think you could cut 1 for Dispel as that catches Flash and Ad Nauseam.

again nice alter for the commander (and some cards). that is Jubei Kibagami?

JagDogger2525 on The Perfect Kill it with Fire

1 year ago

I really want to have Boros Charm and Deflecting Palm yet I would have to splash White in - would have to include Sacred Foundry and Arid Mesa.

Chain Lightning - I completely glanced over that

I should include Fireblast, Barbarian Ring, and Flame Rift

Monastery Swiftspear and Sandstone Needle - I am not sure how to feel about them. Monastery should be good since it is turn 1 with haste, it is just me thinking about creature destruction decks with cards like Oblivion Ring and Path to Exile - Needle, I had the blue in my EDH deck, Saprazzan Skerry via Braids of Lands and Artifacts, it was great for doing what it needed to. I should try it now that I think about it.

cgoober on Atraxa's Best Friends

1 year ago

I've never tried commander but this deck looks cool - proliferate is one of my favourite mechanics. I tried to put something together in pauper where i was taking advantage of the different types of tokens (depletion counters, infect, -1/-1, -0/-1 etc) it didn't come together so great and it's on the backburner right now...

Cool deck - any of these fit? (don't know the format)

Hickory Woodlot
Peat Bog
Remote Farm
Sandstone Needle
Saprazzan Skerry

Scribeaki on krenko, aggro boss

1 year ago


It all depends how you want to play your deck - straight up goblin horde, combo-focused, a mixture of both, or something else entirely.

Suggestions -

Moggcatcher, Goblin Recruiter and Goblin Matron are excellent for tutoring up handy goblins, and there is a traditional combo between the Recruiter and Goblin Ringleader which lets you draw a number of goblins at once.

Stingscourger can be useful, especially if your local meta includes things like Platinum Angel or other things you need to remove before you can win.

Thornbite Staff - this equipped to Krenko, with a sac outlet in play = infinite untaps & goblins.

Thermopod may be worth considering - fairly high mana cost, and not a goblin, but it fills the same role as Skirk Prospector and is handy as backup.

Ways of removing permanents can also be handy - Spine of Ish Sah and Scour from Existence are both high mana costs, but sometimes you just need to destroy something rather than deal damage to it - very useful for dealing with things like Propaganda and Crawlspace.

Tuktuk Scrapper is handy for artefact removal.

I'm also fond of Sol Ring and Sandstone Needle - I've used this combination several times to get Krenko down on turn 2.

Suggesting cards you might consider for removal is always trickier, as it always comes down to personal preference and knowing your local meta, but I would suggest cutting -

Coalition Relic - too slow for what it does.

Alhammarret's Archive - there isn't much card draw or life gain in your deck, so it could be a dead draw much of the time.

Furnace of Rath - risky, because it can also hurt you, and if you're playing Krenko you'll be going so wide and with so many goblins that double damage seems redundant.

Rage Reflection - if you're playing Krenko you'll be going so wide and with so many goblins that double strike might be redundant.

Mana Geyser - getting enough mana to cast this can take a while, and by then it is usually redundant if your board state contains as many goblins as it should!

Temple of the False God - it always seems like a good idea, but the number of times I've had this in my opening hand and been unable to activate it for another 4-6 turns is ridiculous.

Anyway, hope there might be some things in here you find useful, but please ignore anything that isn't.

Have fun, and I wish you many, many, many, many, many, many, many, many, many goblins.

AKI on

1 year ago

I would definitely recommend Goblin Recruiter, as it combos perfectly with the Goblin Ringleader you already have.

I would also strongly recommend Goblin Chirurgeon, as he lets you sac half your goblins to save the other half from most board sweeps.

You already have Skirk Prospector, who I find to be one of the most vital cards in my own Krenko deck. The sooner you can generate lots of mana, the less likely your commander is to get killed so many times you can't affrd to cast him. With that in mind, I might suggest other mana accelerators such as Treasonous Ogre and Thermopod for red, and Ashnod's Altar and Sol Ring for colourless.

As far as suggestions for things to remove - that's much harder, and depends on how you want to play your deck. But... I would be tempted to replace Forgotten Cave and Smoldering Crater with Sandstone Needle for pseudo ramp (this on turn 1 can = 3 mana on turn 2) and Buried Ruin because there are lots of sweet artifacts in your deck that WILL get blown up - Thornbite Staff is a prime target!

I would also remove the Goblin Rabblemaster because it can really suck to have no control over whether you attack or not, and I feel that his upside is outweighed by the downside.

I could ramble on for ages, but I'll leave it there for now and simply wish you good luck and many, many, many goblins.

Scribeaki on

1 year ago

I have a few suggestions for other cards, but please ignore if they don't fit your play-style or local meta:

Thornbite Staff - this + any sac outlet can create infinite goblins once equipped to Krenko. (But paints a big target on your head as soon as you cast it!)Puppet Strings - similar to Magewright's Stone, but costs a little bit more mana.

My own Krenko deck is designed to go off as soon as possible (or else he gets blown up many, many times), so I include a lot of mana ramp:

Thermopod - very high mana cost, and it isn't a goblin, but really helps when they blow up your Skirk Prospector. And it's a slug.

Treasonous Ogre - another non-goblin, but if you're willing to risk the life then he can give you up to 13 mana early in the game.

Sol Ring - effectively makes Krenko cost RR.

Sandstone Needle - it enters tapped, but can help get Krenko out on turn 3 when combined with Sol Ring.

Simian Spirit Guide - An extra red mana as early as turn 1. Nice. (Forms part of a god-hand combo in my deck that could end the game on turn 2, but it's verrrry unlikely to ever happen!).

Ashnod's Altar - Okay, it's only colourless mana, but lots of colourless mana can still be really useful.

It is purely my own personal preference, but I would suggest that there is no such thing as too many haste enablers in a Krenko deck. Hammer of Purphoros, Ogre Battledriver and Fervor have all done sterling work for me over the years.

And lastly - Krenko is one of those commanders who can be built either casually, semi-casually, or really seriously nastily. It is all down to personal choice and your local meta, so please do ignore anything/everything I've just mentioned if it doesn't work for you. Have fun killing everybody with goblins!

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