Howling Mine

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern 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
Commander 2016 (C16) Rare
MTG: Commander (CMD) Rare
2010 Core Set (M10) Rare
Tenth Edition (10E) Rare
Ninth Edition (9ED) Rare
Ninth Edition Foreign Black Border (9EDFBB) Rare
Eighth Edition (8ED) Rare
Seventh Edition (7ED) Rare
Classic Sixth Edition (6ED) Rare
Fifth Edition (5ED) Rare
Fourth Edition (4ED) Rare
4th Edition Foreign Black Border (4EDFBB) Rare
Revised Edition (3ED) Rare
Revised Foreign Black Border (3EDFBB) Rare
Unlimited Edition (2ED) Rare
Collector's Edition (CED) Rare
International Collector's Edition (CEI) Rare
Limited Edition Beta (LEB) Rare
Limited Edition Alpha (LEA) Rare

Combos Browse all

Howling Mine

Artifact

At the beginning of each player's draw step, if Howling Mine is untapped, that player draws an additional card.

Howling Mine Discussion

bushido_man96 on Go Not Into Dark Woods

1 week ago

More draw. I run Zendikar Resurgent in just about every green deck. Its a great card, providing both ramp and draw. Skullclamp is a staple in token decks for good reason. Run it. Beast Whisperer , Shamanic Revelation , Collective Unconscious , Greed , Arguel's Blood Fast  Flip, Thallid Soothsayer , and Vampiric Rites would all be good card draw options to consider, too.

Since you want your opponents to keep discarding cards, helping them draw cards can help with your deck's function. Howling Mine , Temple Bell , Rites of Flourishing , and even Ghirapur Orrery can help you with this.

Hope this helps. I've had my eye on building Nath for some time, too.

Koalatoucher on Hurry up and COMMANDER already

1 week ago

Hello Peoyogon! Thank you for taking a look at the deck!

At this point we have playtested it, maybe 10-15 times over the last 3 weeks. The games do get out of hand quickly, often times not ending well for me, especially when playing asymmetrical effects where opponents get to free cast but I don't ( Tempting Wurm ), so everyone jumps 5+ turns ahead and I get left behind for the remainder of the game.

The most unfortunate thing that can happen is that someone will play to win, which they usually do quite quickly after they decide that because they have tons more mana and cards than they probably should. But as long as the win doesn't take too long to execute, everyone usually has no problem scooping and shuffling up again.

Excellent suggestions! I very much like the idea of Howling Mine and Ghirapur Orrery . I have also been considering Storm Cauldron to try to discourage people getting too greedy with their mana via tap-untap shenanigans.

I have noticed that one of the things I need to work on are self-protection. I need more effects like Privileged Position and Blazing Archon . Considering cards like Greater Auramancy and Sterling Grove

jaymc1130 on Urza, Lord High Artificer cEDH

2 weeks ago

I'll admit, I neglected Sai and Mirrodin Besieged at first because I figured if I'm already repeatedly tapping/untapping for Paradox shenanigans then I can win the game anyways. I tried them both out though and the one game where one of them landed the effect proved to be just what I needed to start generating critical mass and ramp up to infinite. I'm liable to keep that in from now on.

I've found, so far at least, that the most important thing is just to get Paradox Engine down with a Sensei's Divining Top out at the same time. Without much mana to work with these 2 cards can start the ball rolling. Anything that will allow you to untap the Top at instant speed (Voltaic Key is best here) nets you two Top draws with the Top moving itself to your hand and one mystery card. Then playing Top again untaps everything. It may start the process in a herky jerky kind of a way, but this often winds up ramping to critical mass quickly and reliably.

I'm all in on the 1 cmc or less utility artifacts and tutor methods. These things are mana dorks most of the time and the useful bonus effects help ensure progression up the ramp ladder.

If also found that Urza can really leverage Static Orb , Winter Orb , Trinisphere , Howling Mine and Tangle Wire in a way that is pretty bonkers for preventing opponents from being able to do much.

ToffMcSoft on Urza CEDH (Playing With Power MTG)

2 weeks ago

Kcucullen - To be honest, I wouldn't run Tabernacle as it's counter productive in this deck. The Construct + Urza (requiring tapping down for 2 each turn). I've got a very similar but more streamlined Urza build listed here w/o Tabby: Urza Feeling Lucky - cEDH Primer #1 Mono Blue

My suggestion for the OP is to cut the following:

A few suggestions on cards to include:

P.S. Something to add you your "win lines" Muddle the Mixture + Rings of Brighthearth : Copy Muddle the Mixture 's transmute ability and search for Dramatic Reversal + Isochron Scepter or Grim Monolith + Power Artifact.

ToffMcSoft on Urza Paradox Scepter

2 weeks ago

Howling Mine ? Truly surprised to not see that on the list either. At least in the sideboard.

Peoyogon on Hurry up and COMMANDER already

2 weeks ago

Other cards you might want consider if you want to stick more to the 'ramp everyone into oblivion' theme is Howling Mine , Ghirapur Orrery , and Horn of Greed . Heartless Hidetsugu might also be neat in that it accelerates everyone's clock very quickly.

More odd and chaotic possibilities could include Fortunate Few and Aminatou, the Fateshifter

MasterVash on Breath of Fire: Chandra OBK

2 weeks ago

I've seen an absolutely brutal Tibalt deck with Runeflare Trap at the helm. You end up having to run various Howling Mine and Wheel of Fortune effects, but at 7+ a pop, your opponents die mighty fast.

It's definitely geared more toward 1v1 than Flame Rift, but if your meta is more 1v1 than pods, it's a pretty good option.

TypicalTimmy on Cards that Retroactively Became More ...

3 weeks ago

I have been seeing a lot more hype generate around Tibalt, the Fiend-Blooded for Oathbreaker. This seems like the format he as inevitably designed for as he allows you to burn through your library at a rapid pace while having both the consistency of being in the Command Zone and the tempo of costing merely . In fact, you can quite literally T1 him.

Actually, I'm seeing a LOT of cards find a new power curve in Oathbreaker.

Now I'm not entirely sure how viable he truly is, but if someone can find a way to force opponents to get cards in red, he can actually be quite a threat. It may seem silly to pair him up with The Rack , but if you also run Wheel of Fortune , Howling Mine , Dragon Mage , Memory Jar , etc you can ensure your opponent has the biggest hand size possible.

Then, throw down some crap like Disrupting Scepter , Specter's Shroud , Possessed Portal , etc to whittle their hand back down to 0.

It's an odd way to play, but it hits them from multiple angles:

  • Tibalt's -4
  • Wheel of Fortune 's damage
  • The Rack 's damage
  • Constantly disrupting their game plan because their cards are always rotating out
  • Possibly land-locking them if they keep dumping lands or keep drawing nothing but lands
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Howling Mine occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%