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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Trade

Have (4) Wythre , lizardwarrior , PostContact , DoctorDax
Want (3) NiftyBiscuit , Jebanator , Vector_Logic

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

Legality

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

Howling Mine occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

Howling Mine Discussion

McToters on Edh soldiers

1 week ago

Cool deck! Tajic is a cool commander. Just some thoughts I had looking over your list:

Mentor of the Meek Soldier and Draw

Assemble the Legion Cool enchantment that makes soldiers

Mirror Entity can count as a soldier and pump your weenies

Bonders' Enclave maybe draw?

Heartwarming Redemption impulsive draw

Wheel of Fate more impulsive draw

Urza's Incubator make your soldiers cheap

Anger or Mass Hysteria or Urabrask the Hidden Haste Enablers! May help you to trigger Tajic a turn faster.

Arch of Orazca

Howling Mine and/or Mana Flare These both help opponents but it's draw and extra mana for you as well.

Again sweet deck! Hope some of those help a little +1

Funkydiscogod on owling mine help

2 weeks ago

What about something like Soulscour to destroy everything except the Howling Mine and Ebony Owl Netsuke?

Or Celestial Kirin + Ugin's Conjurant to destroy all land? Maybe Fall of the Thran?

hungry000 on owling mine help

2 weeks ago

If you're playing kitchen table magic, an old Modernn Owling Mine deck will work great. I would splash red for Runeflare Trap and Fevered Visions and play 4 Howling Mine, 2-4 Temple Bell, 2 Dictate of Kruphix alongside the 4 Fevered Visions for your draw engine. Then play the usual bounce spells (Boomerang/Eye of Nowhere/maybe Wipe Away), Unsubstantiate in place of Remand, Exhaustion, and Gigadrowse. Vision Skeins is a useful card as well.

abby315 on owling mine help

2 weeks ago

Fevered Visions does the work of both Howling Mine and Ebony Owl Netsuke efficiently, so that could be copies 5-8 of Ebony Owl. You could pair it with tap cards in blue like Exhaustion and burn effects in red like Fateful Showdown, Gaze of Adamaro, and Runeflare Trap.

There's also good ol' Black Vise.

smackjack on owling mine help

2 weeks ago

Howling Mine+ Stasis + Forsaken City. Use Stasis to lock everyone down and draw extra cards with Howling Mine to pitch to Forsaken City to be able to pay Stasis upkeep cost every upkeep. Fun times

TriusMalarky on The Companion Mechanic was a ...

2 weeks ago
  • 4) Urza and Emry weren't the problem, and I don't think Hogaak was either. They're far too powerful to have been "mistakes". I think Wizards printed them specifically because they needed a reason to ban Faithless and Mox.

jaymc1130 Lurrus, Gyruda and possibly Yorion are banworthy. Gyruda specifically because it's a boring combo deck that's not even interesting or complicated, who cares if it's good.

However, while Yorion and Lurrus may amount to 5+ cards of value, I want to point out that Dredge does a pretty good Ancestral Recall + Black Lotus imitation every single turn. Best Lurrus can do is 3-mana one-sided Howling Mine, and best Yorion can do is Eerie Interlude. Magic survived Dredge(after some bannings), and Magic will survive companion.

MilkmanMatty on Mono-Black Vampire Aggro

2 weeks ago

I've been scrimming against this deck a bunch to better understand it. It is insanely fast, but it burns through cards like a motherlicker.

I was bored and the deck is fun to play so I crunched some numbers on it. The biggest downside is that on a good hand it will average 10.1 cards played by turn 4.

Note that by a "good hand" I mean one that has at least 2 land, 1 Dark ritual and a 3CMC card on the play.

It should be noted that by the end of Turn 4 the player generally has 1 or 0 cards left in hand. From this it is clear that turn 4 is where this deck starts to run out of gas. This is fine in 1v1s because by this point you've hit them so hard you'll definitely have the advantage regardless (unless they board wipe).

2v2 generally drags on a bit longer; to keep the deck from running out of gas extra card draw must be generated by turn 4 (prefereably Turn 3). I've changed Black Deathtouch Assister to contain both Foreboding Fruit and Howling Mine. This gives a 48.8% chance that Howling mine will be out by the start of turn 3 and a 79% that I'll be able to generate 1 or more cards drawn by turn 3 by this deck.

Due to high card play this deck does get hurt by exiles, direct damage and creature destruction. The constant extra card draw doubles up as a recovery from removal.

I'm still looking for more ways pump card draw in while still providing utility. I'll let you know if I find any better ways.

kanokarob on Elder Scrolls Cube | 360 Custom Draft Experience

2 weeks ago

I definitely do continue to work on balancing through iteration. I will speak to some of those things you pointed out as balance issues, but I appreciate and will consider the feedback as I continue to work on the set moving forward! :)

  • Epistolary Acumen did use to be too powerful, as it formerly behaved like a Howling Mine for only it's controller. However now, it almost exclusively behaves like a cantrip with extra steps; so far, no one has yet reached the third chapter.
  • Priest of the Hunt seems powerful, but do keep in mind that the creature it gives a worship counter to doesn't remain a 4/4 after the Priest leaves. Worship counters are more like divinity counters than poison counters; they don't have rules attached, and there is pretty widespread creature removal available.
  • Trackers Focus, I will concede, reads very powerful. So far it hasn't really seen a lot of play, so I haven't had an opportunity to see by how much it needs to be adjusted, but it's definitely on the hot list for the next big update.
  • Soul Tear hasn't proved overpowered yet, as due to its colors, it does rarely see play. However, that may just mean no one has opted to draft it and make use of it, so it can remain on a hotlist as well. May just need a Mana cost increase.
  • The cairn lands (I assume you refer to the colorless ones, specifically) are not as troublesome as you might think. Utilizing them to enough of a degree that they become problematic requires drafting a lot of them (a difficult enough feat) and drafting enough colorless, or few enough color-restricting, cards such that they don't make you otherwise unable to play the game. Drafting colorless does end up being quite a challenge, and therefore one worth rewarding with progressive abilities like these. It hasn't been a problem, and they have been in the cube since the first iteration (and back then there were three copies of each draftable!)
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