Howling Mine

Howling Mine

Artifact

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

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Have (1) Wythre
Want (2) booradleypwns , Eruyaean

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Legality

Format Legality
2019-10-04 Legal
Block Constructed Legal
Casual Legal
Highlander Legal
Legacy Legal
Leviathan Legal
1v1 Commander Legal
Canadian Highlander Legal
Modern Legal
Oldschool 93/94 Legal
Unformat Legal
Limited Legal
Duel Commander Legal
Tiny Leaders Legal
Oathbreaker Legal
Commander / EDH Legal
Vintage Legal
Custom Legal

Howling Mine occurrence in decks from the last year

Latest Decks as Commander

Howling Mine Discussion

sub780lime on The Crimson Permanent Assurance | Malcolm&Breeches

1 month ago

Oh, just thinking about your goal of getting damage through and a bit more help on draw, have you thought about Sword of Fire and Ice? Same thing with Rogue's Gloves. These fill more that cantrip draw spot. I want this deck to get in black so you can use Reprocess, lol. How much would a wheel help or hurt you? With your ability to tap down artifacts, Howling Mine is another option.

baflew on Lands are for Goblins

1 month ago

Thanks Epicurus!

I'm fairly new to building land hate decks. The land destruction suggestions are very helpful.

I have a mono-white equipment deck that runs Sram, Senior Edificer, Danitha Capashen, Paragon, and Puresteel Paladin. Great cards, but I only have one copy of each for now. May work them in eventually. Trying to keep the decks from becoming too similar at the same time though.

I like the idea of running Howling Mine. I was considering putting in a Kill Switch to put a further damper on mana rocks. Those two would play nicely together.

Thanks again for taking the time to comment!

Epicurus on Lands are for Goblins

1 month ago

Land hate is awesome. Here's some suggestions you may or may not have considered...

Also, I've found that card advantage really helps in land destruction. With all of your equipment, you could try to include Sram, Senior Edificer, Danitha Capashen, Paragon and Puresteel Paladin. You could also get away with Howling Mine, for that matter, since your aim seems to be keeping your opponents from being able to cast anything they might draw from it.

And finally, you already have Vandalblast and Return to Dust, which are important because they eliminate opponents' mana rocks, but I think you could include more artifact hate. Demolish is good for that because it sticks with the theme.

These are suggestions only, not meant to redesign your deck. Happy gathering!

wallisface on Gloomerang

1 month ago

So, from playing a similar deck to this some years back, i have some concerns and thoughts:

  • its important to note with this sort of gameplan, that your opponent is effectively losing no resources, while you’re slowly de-handing yourself to stall them out. If you can’t keep pressure up long term, then you just end up empty handed and they catch up and win.

  • relying on Jace's Archivist for card draw is a bad idea. Most modern decks are likely to be running either bolt, push, or path. They’ll be able to cast these easily and remove your ability to have a hand.

  • ramp is an increasingly big part of modern, but also more-and-more decks can run fine with only 2 lands out. If your opponent has a low curve, or a turn 1 mana dork, you look like you might be in serious trouble.

So, this all sounds kindof grim, but there are some options to make this deck stronger:

  • stalling turn 1 could be done through stuff like Vapor Snag and Unsummon, to make sure board presence stays low.

  • to prevent yourself going empty handed, Howling Mine as well as Isochron Scepter both work wonders. The former keeps your hand healthy, while the latter allows you to Boomerang every turn.

  • lower your mana curve a bit. You have to keep pressure on early and maintain it. If your opponent can keep 2 lands in play for a few turns, you probably lose.

  • using creatures validates your opponents 1-mana killspells, so i think avoid them entirely. As far as being able to actually win the game, maybe run 2x Isleback Spawn - they avoid all removal, and you’re in no hurry to play them (the important thing is to lock the opponent).

  • I get what you’re trying to do with the Wishes, but its just not worth it in this deck, where you have to be very spell-aggressive and unrelenting. It would be better to just have a strong sideboard to deal with your problem matchups (ramp, burn, aggro)

Epicurus on Yarok, Landlubber

1 month ago

HELLcaster19, thank you for the in depth comment! I'll do my best to respond in full:

You're probably right about Deathsprout, mostly because of the 4 CMC. I originally figured that it would come in handy as an added bonus to fetching a land, but I'm generally disappointed when I draw it.

Ghirapur Orrery also seemed better on paper than in practice, because the second ability helps my opponents way more often than it helps me. I'd hate to lose one of the cards that allow additional land drops, though, because that has become the deck's most powerful feature, from my experience of playing the deck.

Oh, my, God, Storm Cauldron. I have won every single game that I get that beauty onto the board. Given even just a couple of cards that allow multiple land drops, and my opponents are f'd, whilst I get everything back into place, setting off landfall abilities left and right. It's awesome. Never cutting that one. Ever.

Path of Discovery could go, but only if I were replacing it with more multi-land fetching spells.

Rites of Flourishing is important. If I'm able to drop multiple lands, and have a landfall trigger or two, then the extra draw each turn helps me more than the opposition more often than not. Again, that's from my experience from playing the deck. Maybe it's just my meta. But it's also the reason I added in Howling Mine, which I'm yet to draw in a game.

A lot of your suggestions care about creatures entering the battlefield, which make a lot of sense for a Yarok deck. However, this deck is fundamentally a landfall deck. So, for instance, Panharmonicon is out.

And I've considered adding Beast Whisperer, but decided against it so far because he only counts creature spells, not tokens. And Elemental Bond has very limited upside in this deck because most of the creatures are small. Sure, it would rock face with Rampaging Baloths, but the Baloths are really mostly just there as hate bait.

Drownyard Temple is probably a definite include. It does exactly what I want land to do in this deck. Field of the Dead is worth playtesting, though 7 lands with different names might prove difficult with all of the basics I'm running.

Ashaya, Soul of the Wild interests me. Maybe that's what I should replace the Orrery with. I just don't own one, so I haven't tried very hard to find a way to add it into the deck.

The Great Henge is one of my favorite cards ever, but I hadn't really ever even thought about it for this deck. Actually, it might be even better for the Yarok Ninjutsu deck I have. Most of my creatures are small in here, though, but I'm down for trying it out.

Thanks again! Cheers!

HELLcaster19 on Yarok, Landlubber

2 months ago

Epicurus Greetings! It is shaping up to a great start, so far!

Some cards that I would definitely consider cutting:

Deathsprout due to it being your only removal piece. With no recursion for anything other than lands, 1 piece of removal isnt worth running.

Storm Cauldron Considering that a lot of your big value pieces are upwards of 3 mana, you may find that that you end up with less lands in the end, and not accelerating your mana base, as most Landfall decks want to do. This card is typically a combo piece, and not worth the inclusion.

Path of Discovery This one is a choice based on personal preference. I prefer not to run cards that will allow opponents to know what I have coming up. That, and the cards value comes only from flipping a land off the top.

Ghirapur Orrery, Howling Mine and Rites of Flourishing Again, based on personal preference. Granting opponents the ability to draw additional cards per turn and play additional lands will not put the deck ahead of everyone else.

Some worthwhile additions that I believe will help develop and accelerate your board:

Growing Rites of Itlimoc  Flip will allow you to add creatures into your hand (I know, I dont like providing knowledge to opponents). With its ability to flip into a Gaea's Cradle it will ramp up your mana base.

Panharmonicon It is a great value engine in a deck that contains a commander that does the same thing, but better!

Ashaya, Soul of the Wild This one is already in your Maybe board. I urge you to consider adding it, as it causes your non-token creatures to enter as Forest creatures, which will trigger your Landfall stuff!

Alchemist's Refuge Allows you to play at instant speed.

Drownyard Temple A great utility land that you can offer up to Harrow, Crop Rotation, Elvish Reclaimer, etc. Then, you can always bring it back to your field and trigger your Landfall, and doesn't count towards your land limit per turn :)

Field of the Dead Beautiful utility land that generates bodies when lands enter as long as you meet its requirements!

Traverse the Ulvenwald Just a nice fetch piece. Worst case scenario; you go and find a basic land. Otherwise, you can find ANY land or put a value creature into your hand.

The Great Henge is a noteworthy inclusion. Based on the creatures in your deck, you will most likely be casting this for 3-4 mana, easily, by the time you reach mid-game. With your commander, it just screams value as you draw 2 cards and gain two +1/+1 counters with non-token creatures that enter your field.

Guardian Project and Elemental Bond are two strong Enchantments that will garner you some massive draw with your creatures.

Hopefully some of this information will add some spice to your deck. :) +1 from me.

Optimator on Giant's Deck

2 months ago

Next step is card-draw and card-advantage. Unfortunately, the Boros colors are the worst at drawing cards. Graveyard recursion is a type of card advantage, so Colfenor's Urn can count. I've never seen that card before! Nice find and good instincts!

Here are some options for you.

First up, the cards I own that I'm willing to part with:

Seer's Sundial - Staff of Nin - Farsight Mask - Key to the City - Infiltration Lens - Mask of Memory - Tome of Legends - Outpost Siege - Khorvath's Fury - Humble Defector - Chandra, Flamecaller - Magus of the Wheel


Cards I don't have that you should consider:

Tectonic Giant is mandatory! He's so good! Protector of the Crown is on-theme too--highly recommend.

Bonders' Enclave would be worth picking up, I think.

Browbeat - Loreseeker's Stone - Arcane Encyclopedia - Vance's Blasting Cannons  Flip - Ignite the Future - Reforge the Soul - Wheel of Fate - Mind's Eye (used to be the gold-standard! Very mana-inefficient though) - Icon of Ancestry (interesting choice since it has the anthem) - Rogue's Gloves - Well of Lost Dreams (great choice with your commander!) - Coveted Jewel (ramp and draw! Unreliable and mana-expensive, but chaotic and fun!) - Mangara, the Diplomat - Runehorn Hellkite - Dragon Mage - Knollspine Dragon - Herald's Horn - Endless Atlas (a bit suspect in two-color decks unless your colors are very skewed or you have lots of Renegade Map-type cards) - Bag of Holding - Arch of Orazca - Geier Reach Sanitarium - Mazemind Tome


Underworld Breach, Sunbird's Invocation, and Stolen Strategy might count as card-advantage, should you feel jaunty. Stolen Strategy is definitely a fun card and get you fodder for Brion's throwing.

Howling Mine + Inspiring Statuary is kinda funny. Probably not worth it though.

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