Gemstone Caverns

Gemstone Caverns

Legendary Land

If Gemstone Caverns is in your opening hand and you're not playing first, you may begin the game with Gemstone Caverns in play with a luck counter on it. If you do, remove a card in your hand from the game.

Tap: Add (1) to your mana pool. If Gemstone Caverns has a luck counter on it, instead add one mana of any color to your mana pool.

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Trade

Have (2) Azdranax , GeminiSpartanX
Want (2) Mindslayer , Ouranos139

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Legality

Format Legality
Commander / EDH Legal
Legacy Legal
Tiny Leaders Legal
1v1 Commander Legal
Canadian Highlander Legal
Oathbreaker Legal
Modern Legal
Casual Legal
Block Constructed Legal
Custom Legal
Highlander Legal
Duel Commander Legal
2019-10-04 Legal
Limited Legal
Leviathan Legal
Vintage Legal
Unformat Legal

Gemstone Caverns occurrence in decks from the last year

Latest Decks as Commander

Gemstone Caverns Discussion

TONYBRUHSCY on Ad Nauseam *Post SSG Ban*

2 weeks ago

It needs some accelerate like Gemstone Caverns to make it faster

Caerwyn on Fan-created cards printed by WOTC

2 weeks ago

Just doing a quick look at the MTG Wiki:

The mechanic Overload arose out of a mechanic designed by Ken Nagle in the first round of the Great Designer Search 1.

Ethan Fleischer's Evolve Mechanic from the Great Designer Search 2 found its way into the game.

Shawn Main created a mechanic in the Great Designer Search 2 that would be renamed and placed in the game as Battalion )

Looting becoming part of Red's Color Identity has its birth in the Great Designer Search 2.

You Make the Creature contest resulted in the creation of Spiritmonger .

You Make the Card contests resulted in the creation of: Forgotten Ancient , Crucible of Worlds , Vanish into Memory , and Waste Not .

The Winners of the Magic Invitational were allowed to design a card that would feature their likeness. From that, we got:

  1. Olle Råde's Sylvan Safekeeper ;
  2. Darwin Kastle's Avalanche Riders ;
  3. Mike Long's Rootwater Thief ;
  4. Chris Pikula's Meddling Mage ;
  5. Jon Finkel's Shadowmage Infiltrator ;
  6. Kai Budde's Voidmage Prodigy ;
  7. Jens Thoren's Solemn Simulacrum ;
  8. Bob Maher's Dark Confidant ;
  9. Terry Soh's Rakdos Augermage ;
  10. Antoine Ruel's Ranger of Eos ; and
  11. Tiago Chan's Snapcaster Mage .

The 2005 Magic Invitational had a vote for a fan-submitted card. Tsuyoshi Fujita's winning entry would eventually become Gemstone Caverns .

Magic 2015 had a number of cards created by famous Magic fans. These cards are:

  1. George Fan's (Plants vs. Zombies) Genesis Hydra ;
  2. Penny Arcade's (of the Penny Arcade webcomic and creator of PAX) Avarice Amulet ;
  3. Markus Persson's (creator of Minecraft) Aggressive Mining ;
  4. Richard Garriot's (creator of Ultimata) Shield of the Avatar ;
  5. David Sirlin's (designer on Street Fighter II) Master of Predicaments ;
  6. Rob Pardo's (lead designer for WoW) Xathrid Slyblade ;
  7. Isaiah Cartwright's (lead designer for Guild Wars 2) Warden of the Beyond ;
  8. Justin Gary's (winner 2003's National Team Championship in Worlds) Spirit Bonds ;
  9. Stone Librande's (lead designer Diablo III) Goblin Kaboomist ;
  10. Brian Fargo's (Founder of Interplay Entertainment, which made the original Fallout games) Yisan, the Wanderer Bard ;
  11. Mike Neumann's (creative director for Borderlands) Chasm Skulker ;
  12. James Ernest's (creator of Cheapass Games) Hot Soup ;
  13. Edmund McMillen's (indie game designer) Cruel Sadist ; and
  14. Brad Muir's (game designer of Double Fine, which made Psychonauts) Ob Nixilis, Unshackled .

I think that should answer your question. There also have been a number of players who were hired directly as a result of their play in tournaments or performances in things like the Great Designer Search, so, in a sense, could be considered fans turned card creators. However, once they become part of the design team, they are no longer merely fan creators, so I am not sure they would be responsive to your question.

Mortlocke on The Queen's Egg

3 weeks ago

Hey abierto, Mystic Remora has generally been a mediocre performer for me as I rarely get to fully capitalize off of the usual suspects of early ramp and rocks hitting the board. As for why I don't run painlands and/or the Horizon lands? Honestly...they kind of slipped my mind. I never sat down and seriously considered them, but after closer inspection I can't help but agree that they are indeed the superior option over filter lands. I've been running filter lands for so long and their expedition variants no less. So my inner timmy just made me complacent in thinking i've chosen the best option.

I'm going to make changes and incorporate the Horizon lands as I acquire them. I won't have as much disposable income in the near future as I just commissioned an artist to make a custom deckbox for my Zacama deck. I'm nothing but excited for it as it's an idea i've had for awhile, and i'm just lucky that I found an artist with the talent willing to take on the task. Oh and before I forget - I'm truly at a loss regarding Gemstone Caverns . It's mechanics are just so odd to me, and I really just don't know what to think of it. If you were me, what would you swap in?

abierto thanks again for your words - you'll definitely help me refine this deck to evolve even further!

abierto on The Queen's Egg

3 weeks ago

Hi Mortlocke! Good to see you've added Carpet of Flowers , not that happy for Mystic Remora , which is a huge card. I was taking a look at your manabase, and I've noticed you're playing filter lands instead of pain lands. Why?

Adarkar Wastes - Underground River - Sulfurous Springs - Karplusan Forest - Brushland - Caves of Koilos - Shivan Reef - Llanowar Wastes - Battlefield Forge - Yavimaya Coast

Filter lands are really suboptimal compared to pain lands: pain lands always give you a color if you need it at the cost of 1 life, which is nothing in EDH. Filter lands might add you colorless if you don't have the right land or mana producer. You can also think about horizon lands since those make you also draw, those are even better.

Horizon Canopy - Silent Clearing - Fiery Islet - Nurturing Peatland - Sunbaked Canyon - Waterlogged Grove

I've also noticed that you're missing Gemstone Caverns : this land is so good when it's in your starting hand, you can be 1 turn ahead of your opponents.

RedYeard on Jank Swans

3 weeks ago

Defense Grid does the job and works with Throes of Chaos . I've tried it and its solid. Maybe some number? Its a hard match-up no matter what. Even a few more Throes of Chaos could be helpful, since its potentially a spell every turn they have to counter. Grafdigger's Cage makes a difference against control and their Snapcaster Mage . Noxious Revival could be a good way to mess with a number of those interactions too. Its the "snappy, sanctuary, counter-spell" combo we're really worried about since its so broken. I mean we are blue.. so maybe just better counter spells ourselves. Narset's Reversal is extremely fun. I've definitely beat blue more than once playing: Narset's Reversal your Narset's Reversal over and over again until you run out of mana. Its probably the most fun way to win that counter war! :)

Some number of Leyline of Sanctity is probably correct for hand disruption metas.. which is where we were at before the most recent degeneracy. Now I think Dismember looks pretty good.

Looking at some of my old write up, Trinisphere would actually be pretty good against the current Cascade decks. Damping Sphere too. Side out our Throes of Chaos for that hate, since it affects us too.

We're incredibly consistent and only lose by one maybe two turns most of the time in a turn 3.5/4 modern meta.. If wizards prints a land that flips into a 7CMC planeswalker we're golden but they'd never do tha-

As a rule I wouldn't go below 39 lands when sideboarding unless you just drop the fast Seismic plan. We're almost like Rack and prefer to be on the draw since we can turn 2 Seismic Assault with Gemstone Caverns .

Balaam__ on 15% Gradient; Use Low Gear

3 weeks ago

I like your thinking process for deck design; it’s what I was trying to do only not quite succeeding at. I would absolutely want every card within to synergize and backup the main strategy as much as possible. I’m sure there’s a place for the Arbor Elf / Utopia Sprawl pairing, but I guess it’s not in this particular deck. I think I’ll be going back to Elvish Mystic and then removing Utopia Sprawl in favor of Llanowar Elves .

I think you’re right about the fetchlands too. I think my rationale was that since Modern green doesn’t have access to cards like Worldly Tutor or Sylvan Tutor , I was thinking that thinning the deck through fetching would sort of help out. I suppose it doesn’t quite work like that though. I’ve never been a fan of Gemstone Caverns —to me it seems like an ok plan if it works, but if you don’t have it in your opening hand it’s garbage. If you think they’re critically important, let me know, but if I don’t have to play them I’d rather not (I also don’t own any so there’s that too...). Now that I have more elveseses, I think you’re right about Cavern of Souls finding a home here too. Good call.

Lightning Greaves ...hmm...I don’t think I ever played that card before. It might be time...

Many thanks sergiodelrio for all the help so far, and I have much to Tinker ing to do with this deck now.

sergiodelrio on 15% Gradient; Use Low Gear

3 weeks ago

Alright, as promised here are some more in-depth thoughts of mine which will hopefully help you make some directional decisions for your deck:

First let's look at your general strat. It's awesome. Combo-y. You have 2 very crucial engines in this deck that even have synergy with each other (Piper and Shaman) plus an early game ramp subtheme. Now, according to my personal deckbuilding philosophy, each and every other card should either 1) Directly support your engine pieces 2) defend them or 3) be part of a plan B. Ideally, those other cards will tick more than one box. A card that doesn't really tick one of the boxes should be considered a questionable pick, or a sideboard option for specific matchups.

That being said, let's look at your base layer here, lands and 1-drops. While the Arbor Elf/Utopia Sprawl + Forest shell is a real thing, I'm not sure it is the best fit in the context of your deck. Since you're playing Fauna Shaman, you probably want most of your cards to be creatures, if possible, so they can be pitched to it as a soft synergy interaction. At the same time you're worried about your life total and looking to stall the game a bit. If Utopia sprawl (which is a REALLY bad late game draw) and Arbor Elf were Elvish Mystic s and Llanowar Elves , you'd still have rampy 1-drops, but you could pitch them to shaman and you wouldn't need to commit your landbase to the 'forest' Type. More cheap creatures also means more chump block. Less inter-dependancy but equal/more synergy! A propos landbase. If you're worried about aggro and your life total, why are you playing (so many) Fetchlands? Resolving 3 Fetches means free Lightning Bolt for the opponent. I know deck thinning is a thing, but other than that, fetching doesn't help your strategy, as you don't need to fix your colors, don't need to fetch a specific forest like Dryad Arbor , don't have a landfall or revolt, etc., theme. At the same time you're passing up the mono-colored deck's strong opportunity to play powerful utility lands, which I'd advise you have a look at yourself (many great options like Cavern of souls, Gemstone Cavers, but be careful with legendary lands... I generally don't put more than 2 of each in my decks, with very few exceptions). A general rule of thumb to not overdo that I use is have at least 14 untapped land sources and also at least 14 colored (=green) sources (they don't need to be both at the same time).

Ok, now let's talk about protecting your combo. Spellskite it a great pick! Why? Your Piper is a 4-drop. By the time you play it, you already want the protection to be in place, not have reactive spells on top of that. I guess you were trying to achieve this with Scepter, but as I mentioned before, this is clunky. Consider Lightning Greaves , imho they have good synergy with your curve and are very flexible on their own... also, once you put your fatties in play, HASTE!

I believe another great synergistic addition imho would be Chancellor of the Tangle . I synergizes with Shaman (pitch it), with piper (decent fattie) and with Gemstone Caverns if you choose to play it (you can both reveal it for its effect, then pitch it to the caverns!).

Beast Within is a sideboard card. It does nothing for your strat and should be considered a nuclear option for something very oppressive you're facing.

Then, if you still have slots in your deck, you might want to look for cheap cards that filter your library for your engine pieces, and/or recover them from the grave, like Witness.

Generally, build your deck with an attitude in mind that always looks at the worst possible hands, situations, etc., not as if you always have your pieces active. "Does this help me when I'm behind?" - ideally, all of your cards should.

Ok, not sure I covered everything, but I think I've already dug too deep here xD hope it helps some. Pick of those tips the ones you agree with. Obviously this is YOUR baby and you should build it in a way you feel comfortable with... I'm not gonna tell people how they're supposed to have fun, lol.

Cheers!

Lowenstein on Kaldheim【TURN】【1】【LOCK!】▷ 2021 Combo Deck! ◁

1 month ago

Assuming this deck is consistent enough to ruin everything and they actually decide to ban something, what would it be? I feel like they wouldn't want to ban Tibalt's Trickery, just like they banned Mycosynth Lattice over Karn, the Great Creator. So maybe one of the dumb ramp things, either Simian Spirit Guide, Chancellor of the Tangle, or Gemstone Caverns. I think the land and Simian are also unlikely because other decks use those. I also play All Spells so that would make me sad. Maybe they ban the Chancellor? One of those things to make it less consistent.

Hypothetically

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