Dwarven Mine

Dwarven Mine

Land — Mountain

(: Gain .)

Dwarven Mine enters the battlefield tapped unless you control three or more other Mountains.

When Dwarven Mine enters the battlefield untapped, create a 1/1 red Dwarf creature token.

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper EDH Legal
Pioneer Legal
Pre-release Legal
Standard Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Dwarven Mine Discussion

Gallagher on Illuna, Apex of Omniscience

4 days ago

Super sweet deck. I had the idea to do a Illuna + Omniscience deck, googled it, and found your list. I've got a couple suggestions though.

  1. I think you could use more incidental token production to give you mutate targets. Cards like Lazotep Plating , Emergent Sequence , Growth Spasm , Alrund's Epiphany or Stolen by the Fae could be great ways to create tokens for you to mutate onto, outside of man lands or GSZing for Dryad Arbor or Crop Rotating for Khalni Garden. The more expensive man lands like Lumbering Falls, Wandering Fumarole and Raging Ravine feel especially clunky here as 10 mana to activate them plus mutate is pretty steep. Another angle could be adding a Dwarven Mine , and maybe a Sheltered Thicket and second basic mountain to go along with it, so that your Mire, Mesa, Tarn and Foothills can produce a creature token as well. Kher Keep could be good for this too as it's a repeatable effect.

  2. It seems to me that you don't have enough ways to deterministically win once you get the Omniscience down. Intuition, Gamble and Mystical Tutor + a cantrip, seem like your only ways to reliably find Ignite Memories, and Intuition only gets into your graveyard. You definitely need at least 2 Regrowth / Reclaim effects so that your Intuition always gets you what you want. Bala Ged Recovery  Flip, Mystic Retrieval , and Experimental Overload (since it can make a token too) are all cool options there. Playing those cards to support Intuition also allows you to play Gifts Ungiven and put together similar packages with it. Probably the best card to use to go off with Omniscience is Petals of Insight since it makes the storm count infinitely large and finds you your Ignite Memories all in one card. You could use cards like Solve the Equation or even Eerie Procession to find the Petals since it's an arcane spell. There's also Merchant Scroll which doesn't get you to the sorcery Petals directly, but it can find Firemind's Foresight , which then finds Intuition along with maybe some interaction. Brainstorm, Ponder, Preordain, Faithless Looting and Frantic Search all seem fine here as they're useful both before and after you get your Omni down. Spells like Time Twister and Time Spiral seem less good though, as there's a fair chance you could fizzle after casting them even with an Omniscience out. Enter the Infinite , Praetor's Counsel , Insurrection , Volcanic Vision , or Mnemonic Deluge also work as finishers if you want to do something bigger and splashier with Omniscience out.

  3. Lastly, Sea Gate Restoration  Flip, Valakut Awakening  Flip, and Silundi Vision  Flip all could be sensible additions to the mana base that double as ways to start go off with Omni. Not to mention Bala Ged Recovery that I mentioned before as part of the Intuition/Gifts package. Once you start playing any number of those spell lands, it probably then becomes a good idea to include a Gruul Turf or similar land to open up the line of Crop Rotating into a bounce land to return a spell land to hand. Once you're on this land package, Hour of Promise starts to look pretty appealing, as it can find bounce + spell land to start and Omniscience chain, or any number of various creature lands if you need something to mutate onto.

sboy4 on DRAGON TURNS

2 months ago

Love the deck, the colors feel a little clunky. I know that they should all be mountains for Dwarven Mine but you might want to consider either changing the manabase a little or adding more red to the manacosts.

TheoryCrafter on Ghired: All Tokens Welcome!

2 months ago

Have you considered Any combination of Emrakul's Evangel , Nomads' Assembly , Sylvan Offering ? Emrakul's Evangel pretty much makes all your base 1/1 creature tokens into base 3/2 tokens--boosting the usablily of Elemental Bond. Nomads' Assembly doubles the number of creatures you control for two turns. Sylvan Offering gives you one big creature and a bunch of little ones.

Also, with so many tokens getting onto the battlefield you may want to consider finding spots for Essence Warden , Soul's Attendant and Soul Warden . The life gain from the three alone will keep you alive as you build your army.

If you're interested in an alternate win card, the enchantment Epic Struggle would definitely be up your alley--especially since it can get around prison decks. Speaking of enchantments, Leyline of the Meek will boost your creature tokens and Cindervines will deal damage to your opponents until you need to destroy someone's artifact or enchantment.

Speaking of damage, Zhur-Taa Druid deals damage to an opponent each time you tap it for mana.

Extra graveyard interaction cards you can use are Scavenging Ooze for controllable graveyard hate and Repopulate to reuse all your non-token creatures.

Field of the Dead should be an add in due to all the different named lands you have in your deck. Other lands that can create creature tokens for you without sacrificing the lands include, but are not limited to, Khalni Garden and Dwarven Mine . If you don't mind some sacrifice the Dark Depths / Thespian's Stage combo is the best.

Happy Hunting!

Grubbernaut on Creativity Combo

2 months ago

Is there any consideration to restructuring the mana base to add Dwarven Mine ?

Blobby_Bobby on Anarchy Burger

3 months ago

X-Factor11105 thank you so much for the suggestions! I'm going to go over them in depth amd make some decisions, but wanted to say I always knew Dwarven Mine wasn't great, it's a holdover from the early, early incubation stage of the deck where I was thinking of going heavy dwarves. Obviously that was ultimately scrapped. I like the play-from-graveyard-double-damage of Injury though. Looking to find a slot for Isochron Scepter at the moment. I appreciate the thoughtful commentary!

X-Factor11105 on Anarchy Burger

3 months ago

Let's stop praying for wheels and start making the draw happen!

-1 Temple of the False God +1 War Room .

You have plenty of mana here and a low-enough curve not to worry about needing the 2 CMC for the (bad) condition of TotFG. Go draw some cards!

-1 Dwarven Mine +1 Valakut Awakening  Flip

No seriously, go get more cards! Both of these can ETB tapped, and the upside of Awakening is WAY higher than Dwarven Mine. You'll be happy you're making this swap!

-1 Insult +1 Wheel of Misfortune

Go get more cards! Also, damage someone!

-1 Slagstorm +1 Valakut Exploration

Go get more cards AND damage someone, all in one turn!

-1 Fire Diamond +1 Hedron Archive (whichever you prefer)

Add some more mana to your pool and give yourself more mid and late-game cards!

-1 Burn from Within +1 Runaway Steam-Kin

I just love Steam-Kin in every mono-R deck that wants to cast a whole bunch of instants. Have fun with more explosive turns!

Xianling69 on The Flame Keeper

4 months ago

i agree with codesnowman13, and would also recommend removing the Dwarven Mine. making a 1/1 on turn 4 is pretty underwhelming in commander, and you run the risk of throwing off your curve in the first 3 turns.

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