Strip Mine

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Highlander Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Strip Mine

Land

: Add .

, Sacrifice Strip Mine: Destroy target land.

Mikemaster0262 on The Fungus Among Us

2 months ago

With the mana curve peak at 3, I think you could afford some land hate like Wasteland or Strip Mine. I also think Triumph of the Hordes would be a solid wincon. Nice couple with Overwhelming Stampede or could be a direct replacement for it if you only have room for one.

jamochawoke on Uurg eats everything

2 months ago

This is a super fun little combo deck! But it can get shut down pretty easily. I'd suggest putting some key Commander pieces in that you're missing... and thankfully there's a TON of things that work with a land-based deck archetype like this in those colors.

First off, you need to complete your Cultivator combo with Splendid Reclamation for getting all those lands out of your own yard in a very big way (Cultivator probably becomes the biggest thing in your game at this point)!

Centaur Vinecrasher or Multani, Yavimaya's Avatar are superb alternate or additional beatsticks for Cultivator with tons of synergy with your commander that also dig themselves out of the graveyard after they get immediately removed like in my games!

Terravore is nice if you never hit Cultivator in your games (or it gets hated out).

Constant Mists basically you get eternal fog in a deck like this whenever you want if it doesn't get countered.

Entish Restoration, Dig Up, and Beseech the Queen for synergistic tutors.

Kagha, Shadow Archdruid, Elvish Reclaimer, Grisly Salvage, World Shaper, Circle of the Land Druid, Stinkweed Imp, Winding Way, Life from the Loam, Scapeshift, and Satyr Wayfinder for digging through the deck faster while also rotating lands. Life From the Loam is ESPECIALLY GOOD for its dredge ability in this deck so you can keep casting it. Scapeshift is the single most powerful cycler you could run but it's very $$$ and doesn't synergize completely with this deck (it's more for landfall decks, but it can still work with this too).

The utility lands Witch's Cottage, Mortuary Mire, Memorial to Folly can help get your creatures back out of the 'yard.

The utility lands Witch's Clinic, Rogue's Passage, Ghost Quarter, Strip Mine, Wasteland, Field of the Dead, Thespian's Stage, Restless Cottage, Boseiju, Who Endures, and Takenuma, Abandoned Mire would all help your deck's overall resilience and ability to deal with threats.

Either Abundance or Rishkar's Expertise could be a game-ending bomb for you. Rishkar's is great if your commander has enough power. You can draw a ton of your deck, likely hit a tutor you cast for free, then if your hand is flooded with lands you discard down to 7 putting all those lands in your 'yard making your commander even bigger! Abundance isn't as synergistic, but is basically a creature tutor spell for Cultivator Colossus if you decide to not run any other beaters or utility creatures.

Assassin's Trophy for instant-cast targeted removal of EVERYTHING.

Tear Asunder and Abrupt Decay are less-good Assassin's Trophy but at least Decay can't be countered.

Casualties of War for when you need to get rid of a lot of different pests that turn.

Return to Nature for instant-cast targeted removal of Enchantment/Artifact or Graveyard card.

Drown in Filth for a land-synergistic targeted removal that gets around indestructible.

Terror Tide for land-synergistic boardwipe that also gets around indestructible.

Nurgle's Conscription, Froghemoth, and Bojuka Bog for some enemy graveyard hate.

Rain of Filth for a MASSIVE spike in mana for that turn.

Worm Harvest for generating a TON of tokens off of the lands in your 'yard.

Titania, Protector of Argoth or Rampaging Baloths for much, much bigger tokens.

Gitrog, Horror of Zhava and The Gitrog Monster for super frog-land-pseudocycling synergy!

Brawn since you're putting things in your 'yard anyways you might as well give your commander and other beatsticks Trample for free! Trample has saved me so many times in games. No reason not to run it in this deck tbh.

Erinis, Gloom Stalker, Ayula's Influence, and Old Rutstein for more synergy with your commander's ability.

Life / Death for making an army out of your lands or pulling something out of your 'yard.

The planeswalkers Nissa of Shadowed Boughs and Vraska, Golgari Queen can give you alternate win-cons while also being synergistic with your commander.

If you don't need more combo stuff and just need another big beatstick alternate for the Colossus it's hard to go wrong with Yargle and Multani's power (plus the stained glass alt-art is sick!). But unfortunately it doesn't come with the cool yard recovery abilities of the other beatsticks I mentioned and doesn't have trample or evasion, but it does have more power than Emrakul!

Crow_Umbra on Puro Pinche Party [Primer]

3 months ago

After your comment Profet93, I looked the deck over and decided to make a few updates:

Profet93 on Kira the Thief

4 months ago

Also, why no flexibility in your mana base?

Strip Mine/LD lands seem invaluable. One Homeward path and you're out of luck. Not to mention EDH is full of problematic utility lands

Forkbeard on Runadi, Behemoth Caller: Beef Chief

4 months ago

Alright, I've made some changes based on some recent thoughts I've had about this deck, some cards I've been meaning to add + I've incorporated a few of your good suggestions Profet93, cheers:

In:

  • Ancient Tomb
  • Garruk's Uprising
  • Heroic Intervention
  • Kenrith's Transformation
  • Last March of the Ents
  • Monster Manual
  • Return of the Wildspeaker
  • Sanctum of Ugin
  • Thought Vessel
  • Tribute to the World Tree

  • Out:

  • Archetype of Endurance - I've had success Tooth & Nailing this lad + Platinum Emperion into play for a soft lock, but I agree that the redundancy for the cost is really unnecessary + is not core to the game plan.
  • Dryad Arbor - Kept it in here for that rare but sweet GSZ tutor for turn 1 ramp, but Ancient Tomb is the superior choice by a wide margin, lol.
  • Eldrazi Conscription - Win-more and unnecessary.
  • Endless Atlas - As mentioned, better draw exists in green.
  • Green Sun's Zenith - Removed as my green targets are limited and I think I have enough tutors already.
  • Platinum Emperion - An expensive to cast, unnecessary defense card.
  • Strip Mine - Swapped in Sanctum of Ugin for this. I think the tutor potential might be more handy than land removal.
  • Vorinclex, Voice of Hunger - The douche of all douches, this guy is so expensive and is such a kill on sight boi - because he hoses the whole table & typically just makes me the enemy/target, it usually dies to removal. Like, immediately.
  • World Breaker - Swapped out for the more efficient removal spell, Kenrith's Transformation
  • Zhulodok, Void Gorger - I've had a chance to play this guy a couple times now and he's just too clunky in a non-fully colourless build

  • The average CMC is still atrocious here but that's ok, I think some of these changes will help smooth things out a teensy bit. This is my big dumb stompy funsies deck and I don't necessarily need it to be supremely optimized with the perfect curve etc. I do think the revised ramp, draw & removal suites look a wee bit better after these changes and I'm excited to see how it plays.

    eliakimras on Omnath, Locus of Douchebaggery

    8 months ago

    I play Obuun, Landfall Ancestor, and I came to realize the best removal in landfall is the one that can be used on myself to net more landfall triggers:

    • Ghost Quarter is a Strip Mine that can be used on your own lands. Since you run a heavy recursion + extra land drops package, you can recur both in no time.
    • Dire-Strain Rampage is another one. Unless instant speed removal is crazily needed, I would run it over Nature's Claim, for it can net you four landfall triggers and two lands in the graveyard, and has the extra benefit on being double-use removal whenever needed, even if milled or discarded.

    If you don't mind lands entering the battlefield tapped, you might consider Riveteers Overlook, Cabaretti Courtyard and Brokers Hideout. They are easy double landfall triggers that immediately set themselves up for recursion. There also are Obscura Storefront and Maestros Theater, but I believe the green ones are the most important, since they can lead on turn 1 to guarantee a green spell on turn 2 without losing tempo.

    • I since removed Command Tower, Exotic Orchard and lands like that, because I need my lands to either fetch others, be fetched or have an amazing utility (like Field of the Dead), and my deck runs smooth like butter ever since :-)

    ASalesman on Unesh, Ultimate Guide (Tribal)

    8 months ago

    GHoag no worries, I appreciate the questions because it makes me revisit the deck with another perspective. I think You are probably right about Bloodline Pretender, generally. A niche situation where Amoeboid Changeling is better is if you know a deck that you are playing against has a specific type. But yeah that is very niche, and bloodline pretender will be better usually.

    I have noticed that Burnished Hart/Myriad Landscape feels slow, I have enjoyed seeing either in my opener before. Perhaps I am hanging on to them too much and I should test branching out from them. Solemn Simulacrum feels a little bit better usually. Changleings are great for having cheap sphinxes for sure. I was pretty much out of MTG for all of Kaldheim so I didn't know about Mistwalker, but that one is definitely great to have. It's nice that it benefits from the full 2 mana cost reduction of Unesh, because usually the changelings only benefit from 1 mana cost reduction. The flying keyword and extra toughness on Mistwalker is just awesome.

    Lotus Field could be a great sub for Myriad Landscape, as it benefits from all of the untap effects and isn't slow. HOWEVER if you are playing against single land destruction like Strip Mine (which is pretty common in cEDH), it will be a target. A little bit riskier, but it could really pay off.

    Leyline of Anticipation, the effect is not particularly useful for creatures/artifacts. It can be great for playing Rite of Rep or thassa's oracle immediately after the other blue player taps out. But yeah these days I have noticed it mostly as a dead card and I want to play with that slot for sure. Something to be said about Vedalken Orrery here because it is easier to cast, and has synergy with Scholar of the Lost Trove. But it has its cons too, no pre-game effect and can't be pitched to force of will. I think the effect isn't worth how slow either card feels in your hand.

    Jeweled Lotus is extremely powerful for Unesh. In your opening hand, it lets you play Unesh early. If you draw it later, it is still helpful for getting Unesh back on the board after removal. Unesh does card advantage really well. Using a card slot for Jeweled Lotus is has been extremely valuable every time, because getting Unesh on the board makes up for the card lost every time.

    Well I definitely have some tinkering to do. Thank you for more of your perspective on the deck!

    Tur on Hidden Power - Crop Rotation

    1 year ago

    TypicalTimmy

    Thank you for noticing my intention, that is the key point of this argument!! Newer and casual players tend to disregard or ignore Crop Rotation, because they only see it for very expensive cards such as: Gaea's Cradle, Mishra's Workshop, The Tabernacle at Pendrell Vale, Serra's Sanctum, Bazaar of Baghdad, and Diamond Valley. (I.e. sacrifice a Forest and get Gaea's Cradle.)

    In fact, I own all of these cards and in only one single case is Gaea's Cradle the first priority for Crop Rotation. Here are a few examples using commander decks: (These do not include utility lands, such as Bojuka Bog, Cavern of Souls, nor Homeward Path.)

    Commander: Lord Windgrace

    Lotus Field is great for ramping with Lord Windgrace minus three ability. Cabal Coffers is fantastic for ramp. Field of the Dead provides a win condition and blockers.

    Commander: Mina and Denn, Wildborn

    Because of Fiery Emancipation, Valakut, the Molten Pinnacle became ridiculously overpowered. Nine damage every time a mountain enters the battlefield. Furthermore, the Scapeshift combo causes you to win the game.

    Commander: The Gitrog Monster

    Dakmor Salvage is the combo engine for The Gitrog Monster. Therefore searching for it, the sacrificing it to The Gitrog Monster is crucial for the deck.

    Commander: Gargos, Vicious Watcher

    Hall of the Bandit Lord provides haste to the hydra tribal. Reliquary Tower is necessary for cards such as Soul's Majesty and Greater Good. Nykthos, Shrine to Nyx is pretty nice with the triple green devotion from Gargos, Vicious Watcher.

    Commander: Carth the Lion

    Field of the Dead is way too good in Carth the Lion, because Garruk, Cursed Huntsman emblems immediately with Carth the Lion. Making at least one 5/5 zombie with trample every turn is very strong.

    Commander: Maelstrom Wanderer

    Sanctum of Eternity allows you to put Maelstrom Wanderer back into your hand, allowing for the on-cast trigger to happen again. High Market not only taps for mana, but allows you to send Maelstrom Wanderer back to the command zone.

    Commander: Sythis, Harvest's Hand

    Unfortunately, for this deck Serra's Sanctum is the best target for Crop Rotation, however Nykthos, Shrine to Nyx is a close second best target. With Sythis, Harvest's Hand you have to commit heavily to the board, so your devotion is going to be high. Field of the Dead gives blockers before you can stabilize with Sphere of Safety, Solitary Confinement, and Ghostly Prison.

    Commander: Marwyn, the Nurturer

    Unfortunately, for this deck Gaea's Cradle is the best target for Crop Rotation, however Wirewood Lodge is a close second best target for untapping Marwyn, the Nurturer. In fact, I found myself frequently choosing Wirewood Lodge over Gaea's Cradle because it does not draw as much threat for Strip Mine effects. Wizards of the Coast is frightfully aware of this fact and has made many cards to compensate by using creatures and enchantments: Priest of Titania, Itlimoc, Cradle of the Sun, Elvish Archdruid, and Circle of Dreams Druid.

    Hope this helps clarify my stance!

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