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Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Oldschool 93/94 | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Premodern | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Howling Mine
Artifact
At the beginning of each player's draw step, if Howling Mine is untapped, that player draws an additional card.
Apoptosis on Wheel in the Sky
6 days ago
Updated!
Out are cards that help opponents or don't have ideal synergy or add to the major mechanics: Anvil of Bogardan, Horn of Greed, Dictate of Kruphix, Howling Mine, Temporal Mastery, Time Warp, Smoke, Sign in Blood, Mystic Retrieval, Dismal Backwater, Doom Blade, Damnable Pact.
In (reanimation theme and some targets for reanimation): Exhume (not 100% on this one), Soul Exchange (idealy would want one that could target all graveyards), Dance of the Dead, Animate Dead, Liliana of the Veil, Necromancy, Sire Of Insanity (bomb that minimizes opponent's ability to profit from the wheel), Mangara's Tome (I love this as a way to stack all of my reanimation cards, or anything else that I want to protect from my own wheel effects. Curious to see how it plays. The sceptor is included for the same reason), Sepulchral Primordial, Diluvian Primordial, and Molten Primordial.
Need to get an Academy Ruins.
Caerwyn on Should I Keep Font of …
2 weeks ago
I would cut Font of Mythos, Howling Mine, Master of the Feast and Temple Bell - not one of those cards does enough to win you the game. Forced Fruition is a trap also - it usually reads "let them combo off by giving them every card they need to win on a single turn, without being able to do enough damage to stop them."
Nekusar works best when he is hyper explosive, tossing mass damage on the field through wheels. Instead of wasting your time with these small, incremental damage, you really should be looking to add Dark Deal, Windfall, Winds of Change. Whispering Madness, etc. Teferi's Puzzle Box is another high impact card that should be a must-include. Phyresis, Glistening Oil, and other ways to confer Infect will drastically will increase your odds of winning. Cards like Curiosity add huge card advantage. And auras like Helm of the Ghastlord and Sigil of Sleep can use Nekusar to help lock out opponents.
Cut the lifegain cards like Ivory Tower and Elixir of Immortality, as well as combat-focused cards like Akroma's Memorial. None of those do anything for your actual gameplan.
You also could stand to get your average mana cost down. Seizan, Perverter of Truth, for example, is synergistic, but five mana is steep and the card slot would be better off as a wheel.
EchoSpice on Why Can't We Be Friends?
3 weeks ago
Cool decklist! If you want to go in the more group hug-y route, some of my favorites are Dictate of Kruphix, Rites of Flourishing, and Howling Mine. And if youre willing to spend a few more $$$, Concordant Crossroads is a classic.
Have fun!
sdidonato on Old School EDH Old Border Only
1 month ago
I've interested in this deck quite a bit, that I actually started to build my own as well. I haven't play-tested my deck yet, but it's clear that premodern creatures and abilities are very mana intensive, as you mentioned.
For ramp I'm looking at 13 ramp spells (so far)
Birds of Paradise, Burgeoning, Carpet of Flowers, Earthcraft, Exploration, Fertile Ground, Fyndhorn Elves, Harrow, Mox Diamond, Nature's Lore, Rampant Growth, Sol Ring, Wild Growth (+ Ancient Tomb)
I was also thinking of adding Stax effects (to slow opponents down while we try to ramp up) such as: Hall of Gemstone, Powerleech (originally was a Null Rod against Treasure tokens), Root Maze, Sphere of Resistance, Tangle Wire
With these inclusions, I started to realize that I have a lot of enchantments, where the enchantress cards came into play, but my question to you is how good is Noxious Field, Mutilate, Thrashing Wumpus, Pestilence type of effects? It seems to limit the type of ramp we can add.
Moreso, what are your thoughts on Anvil of Bogardan and Howling Mine? Does it help your opponents too much?
sdidonato on Vhati il-Dal Old School Commander!
1 month ago
Came here to say I love the deck! With the combo of Squirrel Nest + Earthcraft + Overwhelming Forces and with the addition of Howling Mine and other draw effects, it seems like adding Multani, Maro-Sorcerer
StopShot on Is Staff of Completion a …
2 months ago
I'm a bit late to the discussion, but I'm going to go out on a limb and say cards like Temple Bell and by extension Horn of Greed are not bad cards and they're perfectly fine to run in non-group-hug // non-wheel decks.
I see the argument that one card for you is collectively three cards for your opponents, but last I checked, hardly ever do all three of those cards get aimed at you to begin with unless you're running a tier 0 meta-deck against a group of casuals who already see you as the archenemy. Do you want to know what is also one card for you, three for your opponents? The draw steps taken by you and all your opponents, so by the same logic it would imply you already start off with a massive disadvantage the moment you start any game which is just silly. Like, how could a seven-card hand ever beat a collective 21-card hand that is your opponents'?
Let me put it another way, if my opponent plays a Temple Bell by the same logic for every one card that Temple Bell gives me, it's collectively giving three cards to my opponents. When applied by that perspective doesn't that not make Temple Bell sound like a serious threat of a card to my game plan? Well, it's not. The logic just doesn't hold when put to practice.
Now look, if there was another card with the same CMC that had "{T}: Draw a card." Then yes, that would be serious leagues better than Temple Bell. If something like that exists for you to slot in definitely make the cut or hell, why not run both? Both is fine in my opinion.
My analysis on Temple Bell is that it is mostly good, not amazing, but definitely serviceable. Its only con is that you're using up a card to effectively double the number of draw steps for everyone. If this was a 1v1 format having a one-card disadvantage just to alter the flow of the game is just gimping yourself for a loss unless you have some serious payoff tied to both you and your opponent drawing extra cards. In a multiplayer format where wins and losses can be heavily dictated by how much the table wants to gang up on someone Temple Bell's drawback is incredibly negligible when compared to the forces that are beyond your control. (Though if you wanted to, you could argue giving your opponent's extra cards can have some political sway over how much they would be willing to team against you which can be a pro in of itself, but I digress.)
Temple Bell has two pro's that I'd argue make it worth it over its one con, but the trade-off is very debatable so let your preferences be the deciding factor here.
(1) One pro to consider is, if you play a game of EDH and in this scenario everyone's decks were perfectly balanced such that those decks could consistently win by turn 8 always, then the player with the best chance of winning in that scenario would likely be whoever started the first turn of the game as that player would reach their 8th turn before everyone else could take their own 8th turn. Your odds of being the first player is not favorable and if the probability of drawing something game changing is what your deck is banking on for a win, then Temple Bell changes the dynamic almost as if you were the player that had started first. That is to say if it is turn 7 and you're going last you can tap Temple Bell to draw your eighth card on turn 7 and while this will also give your opponents their eighth card at the same time, it will be during your main phase while everyone else will have to wait for their main phase after yours before they can use any sorcery speed card they may have drawn. Keep in mind this only impacts effective turn order where card draw is concerned as it doesn't affect other aspects such as additional land drops and additional combat steps. Also keep in mind Temple Bell benefits you only every other card drawn such as in this scenario your opponents will still draw their 9th card before you, but you'll still be able to effectively draw and use your 10th card before them and so on. Do note this is still much better than having your opponents always drawing and using their Xth card before you do without Temple Bell in the same scenario. And in scenarios where you're the player who goes first where your draw step always comes before everyone else's draw step, having Temple Bell effectively double up on your draw step which only furthers the advantage of going first. These are advantages you wouldn't get with Howling Mine and Font of Mythos and is why Temple Bell and Horn of Greed should be seen as a serious upgrades from those cards.
(2) The other pro is that giving your opponents more cards in situations where one of your opponents is in the lead makes it much easier for the table to gang up on them and set them back, and in situations where you're in the lead you can simply choose not to ring the bell just to maintain your advantage. You can make the counterargument of what good is a card if it has no use under a given scenario, but the only scenario where it doesn't have a use is if you already happen to be winning. Would you really scrap a card that could save a game you would have lost if it can't be counted as a win-more type card? At worse it will definitely prolong games, but I'd hardly ever say it hands a win to an opponent on a silver platter. If an opponent was able to power through three opponents that had extra card fodder to throw at them then it likely wasn't a game you were going to win without the Temple Bell anyway. This is one advantage I'd give Temple Bell over Horn of Greed, but if your deck has a means of removing the horn easily when you're ahead then they'll both work great especially if you're operating a deck that can easily fly under the radar of your opponents.
To conclude this massive word wall I want to restate, Temple Bell is a serviceable card. Not amazing and not bad either. As always, if you can find a similar replacement that gives only you card draw with negligible drawback, that should always be the better pick, but again there's also nothing wrong with running both. If a card isn't breaking anything in your deck, then why make an excuse to fix it?
nuperokaso on Brian Stacks' Anvil (E)
3 months ago
- Fill in the format. I suspect Vintage, since you are playing Demonic Tutor.
- What is the budget? If there is none, go with Badlands, Mox Ruby instead of 1 Simian Spirit Guide
- You are playing just 1 blue card, and it's not that much relevant - Windfall. Throw it away and you can then go two-color with much more stable and less painful mana-base. Remove 4 Aether Hub and 4 City of Brass. Play instead 1 Blood Crypt, 1 Raucous Theater, 1 Graven Cairns, 1 Sulfurous Springs, 4 Blackcleave Cliffs
- Memory Jar is an insane card in this strategy, since it causes your opponent to discard 7 cards while it gives you more cards to play. I would replace it for 1 Howling Mine. Jar may well be a reason to still play blue - for Tinker. In that case also replace a few swamps for Vault of Whispers.
fluffyeel on The apocalypse (Sheoldred)
3 months ago
Yay, darkness. Here are some thoughts that might synergize with your deck:
- With Sheoldred feeding off of card drawing, you might consider things that speed up card drawing. These can be double-edged swords, but Howling Mine, Font of Mythos, Teferi's Puzzle Box, Memory Jar, and the like might be worth considering. Reliquary Tower may also not be a bad idea.
- Rather than Infernal Darkness, why not Contamination? You can also get an engine with things like Bitterblossom, Dreadhorde Invasion, and Reassembling Skeleton (or other recurring creatures, e.g. Bloodghast) to make your opponents cry even more.
- Koskun Falls could also be another way to tax your opponents.
- You could also go with Wound Reflection to double up on the suffering. Things like Kokusho, the Evening Star and Yawgmoth, Thran Physician are must-plays in any deck I have with black, and considering Gray Merchant of Asphodel might also be worth your time.
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