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Land — Mountain Forest
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3 hours ago
The problem with the article (and this has been pointed out all over the place over the years every time it gets posted) is that it assumes everything in a vacuum. It ignores that life is a resource.
For example, suppose I lose next turn to my opponent's infinite combo and the only way I can win is if I do so on my current turn. In that case, paying all but 1 of my life total to gain a even a 1% chance of drawing the card I need to execute my own combo is worth it. If I'm playing Storm and sitting at 4 life, paying 3 of that life to go grab a Steam Vents before I try to draw a card is worth it.
This is done at multiple instances throughout the game because I can only play one land a turn. So with the example of Storm in Modern, if I'm going up against another fast deck like Death's Shadow, Burn, or another combo deck, I can map out the number of cards my opponent can play.
So let's continue by taking a look at Burn. It can do 4 damage with Boros Charm. 2 damage a turn with Goblin Guide is one of its more efficient means of damage. Monastery Swiftspear does a lot of damage but is limited by the mana available. Atarka's Command likely does the most damage. A resolved Eidolon of the Great Revel is enough to kill me on its own. What's the fastest way that a burn deck can kill me, as a Storm player?
Hitting a land drop each turn is ideal for the Burn player. If they hit 4 lands and nothing but spells, they should be able to do 20 damage by turn 4.
So with 7 starting cards and then 4 turns being on the draw, they have 11 cards total. 4 of those are lands, meaning they get 7 of their burn spells. The absolute nuts is if they get multiple Goblin Guides and Atarka's Command. So:
Turn one: Goblin Guide, attack for 2 (18 life remaining).
Turn two: Cast another Goblin Guide, attack for 4 (14 life remaining). Cast Lightning Bolt (11 life remaining).
Turn three: Monastery Swiftspear -> Atarka's Command for 3 to the face (8 life remaining), pump the team, attack for 9 (0 life remaining).
That's 21 damage by turn 3, with the Burn player getting a strong draw. So if I'm on the play, and I know I take 21 damage by the Burn player's turn 3, that means the most life I can pay of my own is 10. That's because it's what keeps me alive at the end of turn 2. If I pay even 1 life, I'm dead on turn 3 regardless of what else I play. Because of this, any life I pay by turn 3 is irrelevant.
So if my opening hand has only 2 Misty Rainforest, but I need , then I'm going to pay at least 2 life to fetch a pair of Steam Vents. If I have to fetch and shock twice, I go to 14. I'm dead when my opponent gets their turn three, so I decide to combo off. Part way through my combo, I draw Scalding Tarn and Island. I can still play a land and I only need to get , so I can play the Island. However, since I know I'm dead the following turn, I may as well pay the life to use Scalding Tarn, even if it only improves my draw by 0.000000000000001%.
This is a long, convoluted example, but I hope it illustrates my point. Life is a resource. Games more often that not depend on certain life total breakpoints (in our Burn example, it goes 18 -> 13 -> 1). Using a fetch to thin out your deck in those cases makes the smallest percent worth it.
The times where the article is correct is when looking at a meta that does random amounts of damage each turn and you're playing Mono-Red Burn. It's better off to play nothing but basic Mountains, even if the option of fetches is there. That's because you'll never be in a situation where paying life to improve your chances will be relevant.
Even then, sometimes the shuffling itself becomes a relevant resource. Or you want to fill your graveyard (Grim Lavamancer being the go to example). But most of the time, it comes down to mana fixing. Because fetchlands can grab dual lands, they open up all 5 colors without any issues. If you rely just on dual lands, you may draw all of your spells, but only your lands. If those lands were Verdant Catacombs? It's no longer an issue because you can go get your Taiga or Badlands.
This becomes even more obvious against decks with few actual win conditions. Sneak and Show is going to attack me with either Griselbrand, Emrakul, the Aeons Torn, Ashen Rider, or all of the above. Scapeshift is going to kill me with Valakut, the Molten Pinnacle. Once you know the threshold for when these decks can kill you, crossing that threshold means any life you pay from fetchlands makes the deck thinning worth it.
Edit: I should mention, my point is that "Fetches are good for thinning your deck" is a correct statement. This is only clear if you take the time to think about why. But once you do, it's obvious and becomes second nature to most players.
2 weeks ago
So.... if you take out all those lands like Scrubland and Bayou and whatnot, this deck is less than $200. If you want this deck, but at a lower power level and MUCH lower cost, cut these:
1 month ago
Thanks for your comments! Glad it helped you get excited to create your own take on Mina and Denn! Let me know when your list is up then Ill have a look.
Then, about your questions:
I did consider Boundless Realms and played it at the start. I experiences some issues with the card in my build, which is why I no longer run it.
- It is not a ramp spell that helps with the consistency of the deck. It does not help to go from 3-ish lands to many so it cant be counted as a ramp spell in that sense. If I'd run it I would probably run it in addition to enough other cards that take us to the 7-ish lands consistently.
- Another issue is that it requires a high level of basics to work reliably. In my build I only run 12 basics (and will go to 11 if I ever get my hands on a Taiga). Lets say we play Boundless Realms when having 9 lands in play and 4 of those lands in play are basics; then Boundless Realms can only grab the remaining 8 from the deck which (is still awesome for 7 mana, don't get me wrong, but it) is making the spell less powerful. This gets worse as the game progresses. This means there is a narrow moment in the game (around 7-8 lands) that the card reliably delivers on its potential when running 12 basics. Afterwards it also makes other spells that search for basics completely useless, so youll have to balance the amount of basic-land-search spells with your basic land count. That did not match well for my build.
- A third consideration is that I think other similar cards that compete for the spot are simply better, i.e. Genesis Wave, Scapeshift and Traverse the Outlands.
Tempt with Discovery is a lot of fun, and will create memorable moments, but isnt going to get you what you want reliably. In some scenarios, no one will join you and you pay 4 mana for something that Crop Rotation does at instant speed. In most other situations, the whole table joins. The issue with that scenario is that there will be a few players smart enough to search for Strip Mine or something similar and destroy the one land you actually wanted to get (usually Gaea's Cradle or Glacial Chasm). So, definitely play that card if you enjoy that type of effect and the interaction it creates at the table. It surely is a fun and potentially powerful card. I preferred to use cards that get me the lands I want reliably.
Hope this helped a bit clarifying my thoughts on the cards you mentioned ;).
1 month ago
Okay, lets also address error number 2 as well. Playing Ruination with a Blood Moon in play will still absolutely destroy all non-basic lands, despite them only being considered mountains for mana production purposes. The land super-type is not changed by Blood Moon, otherwise the replacement text would specifically state "become basic mountains" - and as we all know, there are plenty of non-basic mountains available, including Plateau, Sacred Foundry, Taiga, Stomping Ground, Volcanic Island, Steam Vents, Badlands, Blood Crypt, etc. As such, the lands affected by Blood Moon have the sub-type replacement of Mountain, but remain non-basic lands otherwise (i.e. Darksteel Citadel would still be considered an indestructible artifact, despite producing red mana as a mountain, and count toward affinity, if applicable). They do not count as basics, and Gauntlet of Power will not impact their mana production either.
1 month ago
Yeah, Blood Sun is amazing. It shuts down ...
- All the new transform Enchantment Lands
- Valakut, the Molten Pinnacle
- Wasteland, Ghost Quarter, Field of Ruin, Tectonic Edge
- Maze of Ith
- Sanctum of Ugin, Eye of Ugin
- Cavern of Souls (kind of ... if Blood Sun is on the battlefield, Cavern can't name a Creature type, so can only tap for Colorless)
- Creature Lands
1 month ago
I dont see you having the funds for Taiga, Plateau, Arid Mesa, Savannah and some of the other lands. For these I would just add basics. Krosan Verge is a cheap sub. The next couple of cards to consider would be Taurean Mauler, Mirror Entity and Chameleon Colossus. You do have a Star of Extinction and other board-wipes, with Boros Charm. Hope these get you in the right direction.
3 months ago
Hey! Thanks for checking out my deck. I've taken a couple of the suggestions. Yours is a lot more creature heavy, much more aggressive than mine it seems. I like the take. What i suggest for you is mainly on the landbase. You have a LOT of powerful creatures to cast with intet, but the landbase slows you down on playing her and ramping out to get them out or intet herself in order to do it quickly or more efficiently i should say.
You run a bit too many tap lands. Each one slows you down by a turn. Turn 1 spells are turn 2, turn 2 are 3 depending on how many you have in the opening and etc. I know some of them have pretty decent abilities, but they run the risk of being destroyed by other lands or creatures. Izzet Boilerworks,Gruul Turf and Simic Growth Chamber are by far the worst. Unlike the other tap lands, these have a great potential to slow you down by 2 turns instead of one and actually don't help with ramp at all. They are good in decks that can abuse them but otherwise should be replaced by a basic or fetch. You run 3 of the original dual lands which you can fetch with them, Taiga,Volcanic Island and Tropical Island. Or just with regular shock lands.