Howling Mine

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Legality

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
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Oldschool 93/94 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 this is untapped, that player draws an additional card.

Caerwyn on Prosperity or Vision Skeins?

1 month ago

Nekusar likes to go big and flashy, rather than small and consistent. The card advantage for something like Vision Skeins just does not work out in your favour - you get two cards but your collective opponents get six and only take a paltry amount of damage in exchange (Words of Wisdom to a lesser extent - but two for you, three for them still isn’t great, and its damage is quite insignificant and a waste of a card slot).

It is the same reason something like Howling Mine is bad in Nekusar - you are feeding your opponents cards they can use to stop you, while not putting a significant dent in their life.

Prosperity, like large, flashy wheel effects, can do enough damage to an opponent to be a significant threat - even giving you the option of closing out the game if X is high enough (especially if you toss some infect on Nekusar). That makes it the vastly superior option - Prosperity can win you games, while Vision Skeins is very likely to lose them for you.

SufferFromEDHD on Meria, Scholar of Antiquity

1 month ago

Static Orb and Winter Orb similar static artifacts like Howling Mine.

multimedia on Gisa, Zom Zom Queen *Work In Progress*

2 months ago

Hey, well done so far, but I think you overestimate needing so many buffs (anthems).

All the artifacts for anthem effects is overkill, you have tutors that can get the better anthem. Adding more repeatable draw sources can do more for gameplay than anthems because more reliable draw helps to draw the better anthems. Coat of Arms, Eldrazi Monument and The Immortal Sun are much better than the other artifact anthems here.

In my opinion anthem effects to be worth playing need to also have card quality for the mana cost. Instruments of War and Hall of Triumph are bad cards, only providing a small anthem effect nothing else for their mana cost isn't good enough to take deck spots. Obelisk of Urd is subpar, but at least it can be mana cost reduced even to 0 with Zombies. Bad Moon is only 2 mana, but there's greater two drops that have much better card quality. Heraldic Banner can be a mana rock, but even so you can do better for a three drop.

Adaptive Automaton is a creature who Gisa can sac and who can be a Zombie lord (anthem), but it's a bad card compared to all other Zombie lords who provide another good repeatable effect. Icon of Ancestry and Vanquisher's Banner aren't worth it since there's too many nonZombie creatures here. You can get more reliable repeatable draw from other sources.

You have Crypt Ghast, Cabal Coffers and tutors to get them, you don't need Caged Sun and Gauntlet of Power mana effects. These cards are better in mono white, red or blue because these colors can really use the mana ramp. Liliana's Mastery is a very low budget five drop for Zombies, not needed here.


There's several cards in the maybeboard to consider adding main deck if you have them. Areas to focus on improving with cards from the maybeboard are early game ramp, repeatable draw for only you, reanimation and more Zombie evasion.

Other cards to consider adding from the maybeboard.

Some cards to consider cutting:

Good luck with your deck.

Caerwyn on nekusaur and his merry men

2 months ago

I would recommend cutting Howling Mine, Temple Bell, Fevered Visions, Dictate of Kruphix, Lore Broker - though it might look like "drawing more cards = win faster", they actually end up hurting you more than they help. Nekusar's biggest problem is that he gives your enemies plenty of opportunities to draw the cards they need to win--these cards only do small amounts of damage (and even then, only if you have other pieces on the board) while giving your opponents huge amounts of card advantage. That furthers their victory more than it furthers your own and ends up hurting more than it helps.

Instead, focus on cards that inflict massive amounts of draw simultaneously - Teferi's Puzzle Box, Dark Deal, Windfall, Winds of Change, and similar cards.

hiiii on Piss Off, Norin

2 months ago

king-saproling Hmm I thought about including Risky Move, I guess it could be cool since I'd just give them Noring but they'd have to let go of a creature... I'll definitely consider it! Honor-Worn Shaku could be pretty cool. It'd be good redundancy for Relic of Legends. I feel like Kyren Negotiations would be really cool if I could tap Norin during every player's turn. The problem is, when he re-enters the battlefield he's affected by summoning sickness, so I can only use him to proc Kyren on my turn, and then its damage becomes kinda eh... Smoke is a sick card for this deck, but I don't really wanna run cards like that with my playgroup. I'll keep it in mind tho!

Bloodline Pretender is cool, it'd give me a nice blocker, but it doesn't do anything else for the deck so I'm not sure whether or not I should include it.

Urabrask, Heretic Praetor, Laelia, the Blade Reforged, Caves of Chaos Adventurer and Visions of Phyrexia are all really cool cards, but because my win cons all cost quite a lot in this deck, I'd hate to impulse draw them without having the mana to cast them and then have to dig even deeper to find replacements... Bottled Cloister has straight draw, but it suffers from a different issue in that unless I have Gustha's Scepter, I can't play any of my instants during opponents' turns... the draw is nice, but I might as well play something like Howling Mine which gives a similar effect. Mind's Eye's pretty pog tho!

Thanks for all the recommendations! I'll definitely keep in mind even the ones I said might not work :D

Caerwyn on Nekusar 2.0

3 months ago

I would cut all the Howling Mine, Font of Mythos, and similar effects. While they seem like they would be good with Nekusar, they end up hurting you more than they help. These cards do very little damage - and only do damage when you have a Nekusar effect on the field - while giving your opponents a major advantage in terms of additional cards. Consider, in a four player game you are drawing one additional card from a Howling Mine, while giving your collective opponents three cards per round. Nekusar already struggles from the reality that it increases the chances your opponents draw the cards they need to stop you - these effects increase that chance drastically, while only minimally furtherance of your own victory.

turkinaa on voltron protection

4 months ago

The oracle text reads as "If you would draw a card during your draw step, instead you may skip that draw. If you do, until your next turn, you can't be attacked except by creatures with flying and/or islandwalk."

So 1) it is an activated ability and as such you may or may not choose to do it and 2) it only replaces one draw so if you have multiple draws during your draw step you only need to replace one of them (like if you have Howling Mine out or something).

It is a good way to stop most creatures from attacking you as well as a way to prevent you from over drawing out your deck/late game lock down if you don't need cards. The downside is, of course, white isn't draw heavy so if you're in need of cards early you won't be using it as much as you would be it it was late game otherwise you need to find a way to draw additional cards. You also don't have islands so you can only be attached by flyers at that point.

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