Khalni Gem

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful 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
Zendikar (ZEN) Uncommon

Combos Browse all

Khalni Gem

Artifact

When Khalni Gem enters the battlefield, return two lands you control to their owner's hand.

Tap: Add two mana of any one color to your mana pool.

Khalni Gem Discussion

lucasenra on Ral Zarek

4 months ago

(saw your post on tumblr and had to come and suggest stuff, but feel free to ignore, I'm just trying to throw some ideas out to help out!)

I think counterspells aren't very good as signature spells (but I don't have much experience with Oathbreaker). If you're going for flavor I think Expansion / Explosion , Izzet Charm or Turn//Burn could work. (It could also be fun to build a Harnessed Lightning energy-themed deck for Ral, Storm Conduit :x)

I think that instead of running a lot of creatures with tap (or untap) abilities it would be easier to focus on artifacts for the ramp/card draw/etc with cards like Clock of Omens , Key to the City , Staff of Nin (), Unwinding Clock , Chaos Wand , Oracle's Vault () and a bunch of mana rocks ( Mind Stone , Pyramid of the Pantheon (), Coalition Relic (), Talisman of Creativity , Star Compass , Hedron Archive , Basalt Monolith and Khalni Gem ). Animation Module can add counters to planeswalkers, so that could be fun too.

Invert / Invent and Firemind's Foresight are pretty good budget tutors. Fabricate and the Trophy Mage / Tribute Mage s could be good too.

Ensnare can be a lifesaver in certain situations. Blustersquall is something I thought I would already see in your list.

Temporal Distortion makes things take 1 extra turn to untap. Frozen AEther , Winter Orb and Mist of Stagnation are other relevant Stax pieces if you want to go that way.

Reality Shift is probably the best creature single target removal in blue.

I'd cut down on the number of X damage spells you're running and rely more on having some graveyard recursion/tutoring to make it more consistent. Mystic Retrieval would be my choice to run along with Archeomancer. Mizzix's Mastery is also pretty good, but probably better if you're focusing on spellslinging.

Vandalblast and Shenanigans (or maybe Release the Gremlins for the cuteness) are good artifact removal. Geistblast is a interesting Flashback spell that actually should be like Amonkhet's Aftermath. Insidious Will 's versatility shouldn't be underestimated.

(aaand I already suggested too much. Like I said, feel free to ignore. Can't wait to see the finished deck. I hope something from this mess helps!)

McToters on Arixmethes Sea Monsters

4 months ago

I really like the adjustments you made here! Of course it doesn't matter what I think—it matters what you think and how you like the deck, obviously. How has it been playing with the Top, Puzzle Box and the smaller number of counter-spells?

As far as what I would take out first, I’d say Khalni Gem and Frilled Mystic seem rather weak to me in the sense they arent contributing much to the theme of your deck. Id definitely take those out for something like Cyclonic Rift , Thassa, God of the Sea or Berserk . By the way—Berserk is a hilarious suggestion for this deck! I love it as an aggro-option for your commander. It may end up as a dead card in your hand most of the time but how awesome would it be to kill some with commander damage with that?!

majorappliance on Borborygmos Ramp-Lands

7 months ago

you running mosswort, may as well run Spinerock Knoll i mean, bory already got the 7 power. is the hammer to help sac lands? for haste, Rhythm of the Wild is amazing, just the cant be countered stuff is pretty great. Sylvan Safekeeper is a good land sac and good to keep your important pieces alive. i also thing Firewild Borderpost and Khalni Gem are cool. ><

majorappliance on The very LAND is against you!!

7 months ago

some silly jank would be Scryb Ranger flash is nice, and if need be you can return a land on each players turn to untap blockers, or get more tap effects as well as getting somelands to your hand to blast ppl or replay for landfall. World Shaper is also great, his 3 toughness is in perfect range for a borbory target. I once tried to make this deck and it was 99 lands, just to hose one person with land bullets. I did like Lightning Greaves to protect as well as haste-y action. Burst draw like Soul's Majesty is pretty good, although, these days ppl run Rishkar's Expertise . Khalni Gem is my favorite rock for this deck.

Monti_Jones on Sasaya, Orochi Ascendant Combo (EDH)

8 months ago

Hi there!

Always nice to find another Sasaya player! This deck is a hard nut to crack but I think you are on the absolute right track. I will try to share what works for me. As you surely know the deck plays vastly differently with and without a fliped Sasaya, so I will give you my thoughts for each part, as well as a few general things I found useful.

Pre-flip: This is the part where every mana spent counts. Spells you want to cast here should be as cheap as possible and make flipping easier. It seems kinda obvious but: to have 7 lands in hand, you have to have at least 7 cards in hand! Keeping your card count high while playing spells and lands is key for a fast flip. Continuous card draw like Howling Mine works great for this, top deck manipulation with Sensei's Divining Top is also nice. Spells like Gatecreeper Vine are essentially a land in your hand while providing a blocker too. Ramunap Excavator and Crucible of Worlds let you play fetch lands or cycle lands from your graveyard keeping your stock in hand high. For that same reason Cultivate , Kodama's Reach , Peregrination and Khalni Gem are the best ramp spells you can get. Renegade Map , Traveler's Amulet and Wanderer's Twig push you over the threshold right before the turn you need it. Yes, they erode your hand size at first but that's right when Gaea's Bounty and the likes come in.

Post-flip: Great, you got 7 lands in hand and can flip! But what else? City of Solitude would be another Dosan to protect you, but the real problem is finding a payoff card in a deck that is almost 70% setup. As you already play the Portal and the Ring, I guess you'll like Skyship Weatherlight too. You'll run out of life before you run out of mana with Book of Rass . Personally I prefer cards I can play pre-flip and can activate post-flip. Domesticated Hydra or Unyaro Bees look stupid when you play them, but finish off the most dangerous opponent quickly. Temur Sabertooth can be used in too many ways to count. Polukranos, World Eater is a boardwipe (together with Khamal, a landwipe too) and finishes off whoever can't play a blocker fast enough. Realm Seekers are huge or can get a new set of lands, in case someone removes Sasaya.

My personal favorite: Oath of Druids ! You wouldn't think it works, but it simply does. It is a fast way to find Life, hitting a payoff creature means you don't have to cast it and the overall confusion when something big jumps out of another deck is a great distraction. Everytime I play it, the game is a blast!

General thoughts: A few things, that come to mind, because they work for me. Please see this as constructive critique you can ignore too, if you think your deck works for you. Because every extra land drop lowers your card count I really don't like additional land drops. While they are great for ramping pre-flip, they postpone the flip and become almost negligible post-flip. Essentially they are rituals and I only consider Summer Bloom worth the slot. I see you don't play any utility lands, but I think Glacial Chasm is just too good to pass up. While we're on the topic of utility lands, I really think you should reconsider on playing cards that give no maximum hand size too. To reiterate: you can only reveal 7 lands if you have at least 7 cards in hand. Having the leeway of more cards beside your lands is what makes the effect a must have in my opinion. Library of Leng and Thought Vessel are worth their slots for me, next to the Tower. You not playing this effect creates a spiral: you still have to get up to 7 lands but you can never not consider what to do at your cleanup, suddenly searching for multiple lands becomes worse, then you have less food for spell mastery or delirium. Everything together is costing you at least 1 turn pre-flip. Especially if you chose not to play "no maximum hand size"-cards, but also in general, playing lands from your graveyard is always a good way to preserve your hand size. You state the the wave chain as your best win condition and you are absolutely right, it is the best. Still I don't like the Memorial just for how useless it is pre-flip. Let's be honest if the first Wave hits an E-Wit, you can Wave for the whole deck. What you win the game with in the end doesn't really matter. I like Goblin Canon because it can still work pre-flip in a pinch and still works in the wave.

Too many cards to suggest but I hope there are some cards you want to try out. If you have questions I'll gladly follow up. Cheers!

triproberts12 on Rakdos Wildfire

9 months ago

I kind of expected this to be a Wildfire / Destructive Force deck. Throw in Crucible of Worlds and some tutors, remove the <5 toughness fatties, and add in more mana rocks like Khalni Gem , Veinfire Borderpost , Kyren Toy , Thran Dynamo , Basalt Monolith , Dreamstone Hedron , and Worn Powerstone , and you're off to the races.

PiranhaWiz on Omnath, Locus of Salt

10 months ago

I would add cards that get lands to your hand: Yavimaya Elder, Armillary Sphere, Seek the Horizon, Khalni Gem.

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Khalni Gem occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%