Gemstone Mine

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Time Spiral "Timeshifted" (TSB) Rare
Weatherlight (WTH) Uncommon
Promo Set (000) Rare

Combos Browse all

Gemstone Mine

Land

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

Kuubudaraa on New Look Titan (He's back and better then ever!)

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

JKRice on Almost 5C Kiln Fiend

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

bushido_man96 on Turbo Atraxa

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.

multimedia on Turbo Atraxa

3 months ago

Hey, saw your forum topic asking for help. Amazing deck, $4200+. Wow, holy shit!

Manabase upgrades to consider:

Other upgrades to consider:

clayperce on Serious Hogaak (Retired)

4 months ago

Imnottyler17,
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 ...

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!

//

UnderworldFiend,
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,

Is Wispmare necessary? No. Is it better than Assassin's Trophy ? IMO, yes.

Thanks!

DrLama on Grenzo ft. DJ Doomsday | Competitive Primer

4 months ago

For Tainted Pact , there are enough Swamp substitutes. Instead of 9 Swamps and 1 Urborg, Tomb of Yawgmoth, you can run the following:
1x Swamp
1x Snow-Covered Swamp
1x Cabal Pit
1x Ifnir Deadlands
1x Shizo, Death's Storehouse
1x Tomb of Urami
1x Urborg
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

Vlasiax on The Ur-Dragon

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.

Load more

Gemstone Mine occurrence in decks from the last year

Modern:

All decks: 0.15%

Commander / EDH:

All decks: 0.01%