|Commander / EDH||Legal|
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|Time Spiral "Timeshifted" (TSB)||Rare|
|Promo Set (000)||Rare|
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Gemstone Mine enters the battlefield with three mining counters on it.
, Remove a mining counter from Gemstone Mine: Add one mana of any color to your mana pool. If there are no mining counters on Gemstone Mine, sacrifice it.
Gemstone Mine Discussion
3 months ago
3 months ago
Interesting, as I hadn't thought of the interaction of Blood Sun and the bouncelands essentially removing their 'downside'. But I don't really think this iteration works, Blood Sun removes our ability to activate Slayers' Stronghold and Sunhome, as well as almost blanking Amulet due to the lands not coming into play tapped, this effect is most noticeable when you have multiple Amulets, which is the decks strongest interaction and allows incredibly broken things. I think there might be an actual spot for Lotus Fields somewhere in the deck, at least in theory, but definitely not as a 4-of. There will be many times where your entire hand will be bouncelands and Lotus Fields, essentially forcing mulligans. If you don't draw enough lands to even cast a Blood Sun the drawback is huge since just playing it out you will often have bouncelands as targets, which is losing you mana. Sure you could maybe generate some large amounts of mana with amulets and the Lotus Fields but you're still blowing up all your lands unless you have Blood Sun in play, which makes the deck way more all-in on that interaction since if they have an answer for your titan you've now put yourself incredibly behind instead of still leveraging your lands in play to cast more things. Just my two cents!
Also, Gemstone Mine is often better than Mana Confluence/City of Brass in this deck, as bouncing it restores counters and it's painless. Crumbling Vestige , Tendo Ice Bridge , Aether Hub are also good. Vesuva as a one-of is pretty standard for Amulet Titan decks, as it removes the necessity to run two Boros Garrisons for the Sunhome activation and is much more flexible, I have even won a game using Vesuva to copy an opponent's Celestial Colonnade for lethal.
Also good cards for this kind of deck:
Trinket Mage , utility for sideboard cards + extra Amulets
Walking Ballista , wincon/aggro deterrent
Hornet Queen , almost an auto-win vs. Midrange/Control
Ruric Thar, the Unbowed , against storm/spellslinger decks
Dragonlord Dromoka , anti-control/protects titan combo
Sigarda, Host of Herons , anti-control/midrange, impossible to remove
Chameleon Colossus , extremely strong vs. Death's Shadow and black decks in general
Courser of Kruphix , anti-aggro wall that generates life and value, easy to cast
Explore , safer but less explosive than the tribe scouts, also cycles
Khalni Garden , stalls against aggro and can be insurance as a sacrifice target against cards like Liliana of the Veil to protect Titan
Radiant Fountain , good against burn, bounce multiple times
Temple of Mystery , extra card filtering, better if you also run the Serum Visions versions
Abrade , versatile answer
3 months ago
5c suicide rush (this deck archetype) is one of my old favorite decks, and the very first modern deck I ever built. I'm not sure if you want suggestions, but I have some.
In general, this deck seems to contradict itself. You want a turn three win, but then you also have tempo cards like remand, pact of negation, force of negation, and cantrips. I know it is tempting to put in cards like these to create consistency and protection, but the point of suicide rush (as I have seen it played, and as I have played it myself) is to win fast enough that consistency and protection in the mid and late game are meaningless. You don't want to wait until turn four to play kiln field and leave up mana for remand. I can understand the pact of negations, but I would still advise against those. Instead, I would go for defensive buff cards like Blossoming Defense . Furthermore, although I can understand cantrips, I personally would rather play a deck with more creatures, decreasing the need for cantrips, alongside dual nature cards like Slip Through Space . Also on the creatures, it seems like you have gone the wrong direction with Nivix Cyclops , making the curve higher instead of lower. In my versions of this deck I have played Monastery Swiftspear (which can also win turn three, and sometimes on turn 2), and my personal favorite, Immolating Souleater , making a total of 11-12 creatures. Furthermore, I was surprised to see that you aren't running both Assault Strobe and Tainted Strike , which are staples of the kiln fiend combo since they both make it very easy to win turn three with any of the creatures listed above. Finally, on the land base, in decks like this it would probably be better to protect your life total by playing fast lands and Gemstone Mine .
Then again, you might be going for tempo kiln fiend, and therefore my suggestions would be irrelevant
3 months ago
Other lands to consider are Dromar's Cavern and Treva's Ruins . These are very budget friendly, tri-color, and don't come into play tapped. They are strictly better than the Guild lands that come into play tapped and require you to bounce a land. multimedia suggested Gemstone Mine , which is great in this deck: you get to keep proliferating the counters back onto it. I agree with his other land recommendations, too.
3 months ago
Hey, saw your forum topic asking for help. Amazing deck, $4200+. Wow, holy shit!
Manabase upgrades to consider:
- Gemstone Mine > Path of Ancestry
- Mana Confluence > Llanowar Reborn
- City of Brass > Skycloud Expanse
- Ancient Tomb > Cavern of Souls
Other upgrades to consider:
- Vampiric Tutor > Ignite the Beacon
- Enlightened Tutor > Inexorable Tide
- Mystical Tutor > Green's Sun Zenith
- Ugin, the Spirit Dragon > Dovin Baan
- Karn Liberated > Ob Nixilis Reignited
- Arena Rector > Garruk Wildspeaker
- Deathrite Shaman > Oath of Jace
- Cataclysm > Global Ruin
- Eternal Witness > Akroma's Vengeance
- Coalition Relic > Azorius Signet
- Dig Through Time > Treasure Cruise
4 months ago
The manabase challenge is that the deck really wants B or R on Turn 1, BB by Turn 3, and W by Turn 3 (postboard). Based on Frank Karsten's classic article on manabases, this means we need should be running 19x B sources, 14x R sources, and 12x W sources. The current 18-Land configuration is actually a little shy ... it only gives us 18x B sources, 14x R sources, and 11x W sources.
Good places to save some money are with ...
- Blackcleave Cliffs : Cards like Sulfurous Springs (or Mana Confluence and Gemstone Mine , if you already have them) aren't as good (especially in longer games where the lifeloss will add up, and we'll eventually lose the Mine), but at least they won't slow the deck down any.
- Fetchlands: The deck needs 8x Black fetchlands but any of them will work. Polluted Delta , Bloodstained Mire , Marsh Flats , and Verdant Catacombs can all fetch a Blood Crypt or a Godless Shrine just fine, so feel free to mix and match whith whatever is least expensive/whatever you might already have. Of note, the Fetches serve double-duty in the deck, as they are GREAT for recurring Bloodghast.
- Godless Shrine : The deck needs at least 1x (so we can find W with a Fetchland), but now that I take a hard look at it, I think Concealed Courtyard might actually be better here.
Adding Basics will make the early turns much more inconsistent (or cause additional mulligans), and adding checklands (e.g., Dragonskull Summit )/reveal lands (e.g., Foreboding Ruins ) will slow the deck down on early turns (or cause additional mulligans). I'm not honestly sure how bad the effect is going to be, especially once the London Mulligan kicks in ...
Good luck ... budget brewing is REALLY tough, and I wish I could help more!
Having Creature-based Enchantment/Artifact removal is better in this deck than Instant-based because we can sac' the Creature for value with the Evoke trigger on the stack, it counts towards Vengevine 's triggered ability, it gets around Chalice of the Void on 1 (if we were on Nature's Claim ) or 2 (if we were on Assassin's Trophy ), and it provides a 1/3 beater with evasion. The only exception I can think of is vs. Karn, the Great Creator + Mycosynth Lattice , where we sometimes wish we could float mana and kill the Lattice at Instant-speed.
Of note, this plan also gives us "extra" sideboard slots, because we can use Flamekin Harbinger as Wispmare numbers 4-5. Flamekin is especially amazing in the Mirror, since it can grab a Mare if they have Leyline of the Void in their opener and Vengevine if they don't,
4 months ago
, there are enough Swamp substitutes. Instead of 9 Swamps and 1 Urborg, Tomb of Yawgmoth, you can run the following:
1x Snow-Covered Swamp
1x Cabal Pit
1x Ifnir Deadlands
1x Shizo, Death's Storehouse
1x Tomb of Urami
1x Urborg, Tomb of Yawgmoth
1x Vault of Whispers
1x Gemstone Caverns or Gemstone Mine
Of course, most of these are worse than swamps, but they turn Tainted Pact on
4 months ago
Hmm... I actually think that Gemstone Mine doesn't belong here because we need EVERY. SINGLE. MANA. every turn so losing a land after 3 usages might hurt more than help. Tarnished Citadel might be third copy of City of Brass , however, I don't like this card and it's 3 life cost per color at all - we're already losing too much life from fetches and shocks (or at least me since you've upgraded your deck with ABUR duals) to take more masochistic steps towards perfect fixing. Especially in (as you've correctly stated) midrange deck like this, where we might get punished for slower start. That's why there's a need to rely a little more on dorks and artifacts.
Gemstone Mine occurrence in decks from the last year
All decks: 0.15%
Commander / EDH:
All decks: 0.01%