Spinerock Knoll

Legality

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

Printings View all

Set Rarity
Commander 2016 (C16) Rare
Commander 2015 (C15) Rare
Lorwyn (LRW) Rare

Combos Browse all

Spinerock Knoll

Land

Hideaway (This land enters the battlefield tapped. When it does, look at the top four cards of your library, exile one face down, then put the rest on the bottom of your library.)

: Add to your mana pool.

, : You may play the exiled card without paying its mana cost if an opponent was dealt 7 or more damage this turn.

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Spinerock Knoll Discussion

mmcgeach on Radha Aggro

6 days ago

@deakmana, Thanks for the comments!

Its cool to get some comments from an actual competitive perspective.

Re: Crop Rotation : The card disadvantage is real; and it might not be obvious from just reading this list, but it doesn't really need Gaea's Cradle, it's just sort of nice to have. Most of the time you want a Blood Moon effect anyway, so the Cradle gets turned off (and Scavenger Grounds, and Spinerock Knoll). Although Boseiju, Who Shelters All is an interesting suggestion.

Spinerock Knoll has been good so far. It's a nice way to get more gas at a pretty minimal cost; in many cases it doesn't even cost a card.

I'm never sad to see a one-sided wipe. Literally every competitive deck except maybe Jeleva and Teferi have creatures in play. I'm not sure if you've played any competitive EDH in the last 18 months, but there's these two commanders called Thrasios and Tymna... And those decks tend to be loaded with creatures. It's sort of a bummer that most decks actually do have a few creatures in play, frequently with stats like 1/3 or 2/2, which makes it hard to get clean attacks with the hatebears. Ezuri's Predation is just about as easy to cast as Mizzium Mortars, and is vastly superior. Not only is it disruption and mana destruction, it's nearly a game-ending threat!

re: Gamble. I tried this and cut it quickly. If you want to use it to get something you're not going to discard, then you have to do it off your opening 7. That means you're spending turn 1 playing gamble instead of a mana elf, which is just terrible. Or your spending turn 2 playing gable instead of a stax piece, which is also terrible. Then if you want to play it turn 3, you've got 3 cards left in hand. One of the benefits of this deck is that it doesn't use the graveyard... so if the tutor target gets discarded it's gone for good. In a lot of decks Gamble is good because it's a second copy of Entomb. As you can see, the opposite is true here.

Incidentally, Chrome Mox has a similar problem: basically its likely that you don't have enough spare cards to come back from the card disadvantage. The general doesn't provide card advantage, so we're not reliably ramping into something that refills the hand.

I've tried Orcish Lumberjack. It's really bad to play a turn 1 dork that might not actually make mana, which happens, if you don't have a forest. It can be strong tho. Perhaps its worth using. Have you tested it in this list?

Re: By Force. Could you talk about why By Force would be superior in this list to Artifact Mutation, Vandalblast, Reclamation Sage, Bane of Progress, Release the Gremlins, and Caustic Wasps?

I've also tried and cut Skullclamp. It's just slow and not good. I don't have a reliable 1-toughness token producer (like in a Tana, the Bloodsower deck), and basically token-making isn't a great route to victory. It doesn't draw off commanders and the only thing that leaves is using it to draw off mana elves after the mid-game when you don't need the mana anymore. That's just not a winning plan, anyway.

Root Maze, Hall of Gemstone, Imperial Recruiter, and City of Traitors are all decent suggestions, Worth considering! Have you tried any of them in this list, or a similar one?

DespairFaction on Lathliss Tribal

1 week ago

Hey there, thanks for sharing your list.

I really like Archwing Dragon in this deck, I will need to add it into my list. Spawn of Thraxes also seems very reasonable and I also really like Hazoret's Monument and Vanquisher's Banner. I will need to check out a few of those for my deck lists.

A few cards that I might suggest cutting since they have always underperformed for me are Door of Destinies, Adaptive Automaton doesn't seem necessary since your dragons are plenty big, and Kindred Charge is really bad with legendary creatures so I would replace that one with World at War or Savage Beating. Dragon's Claw seems like a flavor inclusion, but it probably wont have much of impact.

A few things worth adding Knollspine Dragon, Spinerock Knoll, Valakut, the Molten Pinnacle, Conjurer's Closet.

Anyway really enjoyed the list. I like that you got 28 creatures in yours, I only got about 20 in mine, but id like to get the creature count around 22-23. Let me know if you end up adopting any of these changes.

GarmaReborn on Zurgo World Smasher

2 months ago

Warrior Creatures to Consider:

Non-Warrior Creatures:

Equipment to Consider:

Artifacts to Consider:

Enchantment:

Sorcery:

  • Vandalblast
  • Rout
  • Chandra's Ignition -really great boardwipe for this deck, if zurgo has lifelink you will get that life and also anything that dies will give him counters. You could have zurgo, cast this, and then more than likely one shot a player
  • Read the Bones
  • Open the Armory
  • Disrupt Decorum tapped out won't link this for some reason

Instants: (sticking with four or less Cmc for sunforger shenanigans)

Land:

Notes:

Mardu is great for control, so its best to have plenty of removal spells. I would not have Spinerock Knoll since it might be too slow. Windbrisk Heights might be better than Spinerock tho. Like what if you need to play that spell but can't get 7 damage off. Also, Graveblade Marauder seems too situational to leave an impact. When you start adding/removal stuff to the deck, make sure to keep it low cmc as you can since you don't have much in terms of ramp in these colors; be sure to keep as mana rocks as you can for the same reason.

He_Who_Hungers on The Hordes of Keld

2 months ago

I think you have most of the must-haves included... But there are still some which you may consider.|

I maintain that Helix Pinnacle is one of the best mana sinks in the game, if not the most impactful until you actually get to the 100. Nevertheless, it might serve as an alternative win condition if your main plan should for any reason not work.

Other ideas might be Burn at the Stake, which is a creature sink more than a mana sink, but might help you finish someone off, since you're going to have a lot of them anyway. For the same reason I'd strongly recommend Nullmage Shepherd over Reclamation Sage. Omnath, Locus of Mana and Yeva, Nature's Herald are examples of cards which don't directly provide mana but give you more options to hold on to your mana or spend it at more opportune times. In addition, Mosswort Bridge en Spinerock Knoll both seem quite good in this deck.

Lastly, and not entirely to the point, for the name of the deck, you probably meant "The Hordes of Keld". Hoards refers to something like Hoarding Dragon ;)

Aeromonas on

4 months ago

Wiggyman, yes I have. The sequence was kinda awesome. At the beginning of the turn, I cast Savage Ventmaw. After, I went directly into combat with Xenagos' trigger. In the second main phase, I used the extra mana to cast Aggravated Assault. Because a player was dealt 7 or more damage, Spinerock Knoll triggered allowing me to cast World at War for free. Game end. haha

Grifoneis on

5 months ago

You need the better cantrips for starters like Serum Visions and Sleight of Hand, maybe a few Past in Flames for more recursion to draw and play more like traditional storm decks. I like the Spinerock Knolls with the burn package though. You're gonna want better dragons too like Bogardan Hellkite and Furyborn Hellkite. You could use a few dual colored lands like Spirebluff Canal and Shivan Reef if you want to avoid fetches and shocks. You're gonna want a set of Manamorphose for the extra draw and mana fixing, it's a prefect card for storm, it looks like you're keeping this on a budget though so I can see why avoiding a $6 card is preferable.

justinspruiell on Goldnight Army

6 months ago

lautyn69 that looks much better. Is your friend using the Precon? If so he already has a deck with the staples, you have some but could use a few of the others.

I think I would get rid of Nevinyrral's Disk it is slow and your oponent has a whole turn to get rid of it in red and white you don't need it. Replace it with Wrath of God or Rolling Thunder.

For lands consider Windbrisk Heights and Spinerock Knoll as I'm sure they will be useful. Temple of the False God, Evolving Wilds, Terramorphic Expanse are classics. Then to help you get in for the double damage you seek Rogue's Passage.

Boros Keyrune is pretty budget and would up your ramp (I try to follow what the command zone says and have at least 8).

For more suggestions I would have to know what you wanted the deck to do. Your in boros so obviously attack, but it's how and how you want to win. I think this is a heck of a commander for voltron and just take out someone with commander damage. Let me know and I'll see what I can suggest.

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