Mine Excavation

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Mine Excavation

Sorcery

Return target artifact or enchantment card in a graveyard to its owner's hand.

Conspire (As you play this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)

libraryjoy on Who is Your Favorite Tribal …

2 years ago

Remember the Fallen and Mine Excavation to get artifacts back from your graveyard, although I'm sure deck slots are hard to come by. I'm excited to see it - it's an approach I haven't seen before!

CavemanlyMan on Halvar, Divine Voltron

4 years ago

Also Mine Excavation instead of Restoration Specialist ? It's not instant speed, but is that really that important? Also it can't be removed, and it costs one less mana. You have plenty of creatures in order to be able to return two artifacts/enchantments. I'd say give it a try. If you really put that much importance on creatures, then.. eh

wisegreenbean on Drawing cards

4 years ago

I like! Some cheeky choices.

Most glaring issue is that your mana count isn't where it needs to be. 28 lands and 5 mana dork won't let you cast your spells consistently. You won't even be playing half the time. This article talks about it a little: https://articles.edhrec.com/superior-numbers-land-counts/ Basically, you're running a mana count appropriate to a deck that's like 40% lower CMC than you. Your high capacity to draw does help a little bit in making land drops, but any trims you can make will dramatically improve your consistent ability to play freely. 5 more mana sources would be a decent start, but I'm not sure even 10 more would be unreasonable, PARTICULARLY because you have X spells that are skewing your average CMC to appear falsely low.

Suggested cuts: Divination is very low impact and low efficiency. Mine Excavation is also likely overkill; you can just dig to a new wincon if you lose one. Beastcaller Savant is also probably not where you want to be; you don't have a lot of creatures, so his restriction is a major downside, particularly when you're storming off.

I'd also strongly recommend cutting the soul sister life gain package. I get that it plays into your alternate wincon strategy for Felidar Sovereign , but you don't have quite enough to power that out consistently, and it has no synergy with your main strategies associated with drawing cards and playing instants and sorceries. You have plenty of other strong win cons without going that route; it dilutes your game plan. The 3 life gain creatures + felidar sovereign would let you nicely round out your mana, maybe add more dorks to support the Jeskai Ascendancy plan.

Selvala, Explorer Returned and Heart Warden might be 2 dorks on your radar, as they fulfill both your ramp needs and your card draw needs.

SynergyBuild on Protean Chromium, Elder Dragon

5 years ago

Those all seem like great options for the extra turn varient, will you write up a decklist and put it in the description?

Also, what are you dropping for the combo?

It seems like Intuition might be a fun joke card with the combo.

Here is what you do: Fetch an Archeomancer, Mnemonic Wall, and an Unburial Rites

Whichever is left in hand, cast it, recurring Intuition (or recur Archaeomancer then recur Intuition if that was the card left in hand), then cast Intuition again, fetching Auramancer, Monk Idealist, and Exquisite Blood, then whatever is left in hand, cast it, if it wasn't Exquisite Blood then recur and cast Exquisite Blood.

After all of that, flashback the Unburial Rites targeting either Mnemonic Wall or Archaeomancer (whichever is left) recurring Intuition a final time. Cast it, fetching Argivian Find, Mine Excavation, and Sanguine Bond. Whatever is left in hand, cast it, if it wasn't Sanguine Bond, return Sanguine Bond to hand, and cast it.

It is an 8 card combo, but every piece is fetchable with one Intuition The combo costs , so it is really easy to go off turn one with it.

Enral on Flashing Your Way To Victory

5 years ago

You should replace your Divination with Secrets of the Golden City. Since you're running a bunch of artifacts, Academy Ruins/Buried Ruin is a good addition. Artifact recursion like Argivian Find/Mine Excavation/Remember the Fallen/Restoration Specialist/Sun Titan are useful.

aurondian on Sickening Storm

6 years ago

If I may offer some suggestions, I don't think storm is the best route for these colors b/c you don't have cantrips or high tide or any of the good shit that makes storm work well in, let's say, grixis. My I would suggest adjusting the deck to incorporate more of the following:

Phyrexian Altar (and to a lesser extent Ashnod's Altar)+Reveillark/Karmic Guide loop generates infinite colorless mana and ETBs. We can get there faster with Buried Alive/Reanimate +our loop and Wall of Omens (probably the only way to competitively do this.) Using Wall of Omens we can draw through our library. Using Blood Artist/Zulaport Cutthroat and our loop we kill our opponents. With infinite mana from the Phyrexian Altar we can cast Torment of Hailfire and kill everyone. You can Sickening Dreams. You can cast Consume Spirit to drain one player to death then Bond of Agony to kill table or Debt to the Deathless (or any other b/w kill spells).

So at a minimum to set this combo off you need 4 which provides you infinite colorless and our entire library with which we can cast Phyrexian Altar, Gemstone Array, or Mycosynth Lattice to turn our infinite colorless into infinite colored mana. Now we win. Having 3 targets for our infinite mana means our opponents better have stopped the combo back when we were reanimating, cause holding up enough counters to stop 3 spells ain't easy. Since black has so many ways to reanimate, this isn't a problem either, throw in Necromancy, Exhume, and Victimize and we have plenty of options open to us.

What do we do if our altars get countered? We have a few options: Buried Ruin, Argivian Find, Mine Excavation, Ritual of Restoration, and maybe some others allow us to get it back and try again.

(Another option that just occurred to me is to have Disciple of the Vault out, buried alive our loop + an artifact creature (preferably one that provides value), won't need the altars, so this costs 1-2 mana less, but requires more and doesn't give you the option of your library+infinite mana).

Things I would highly suggest adding: Street Wraith, Viscera Seer, Phyrexian Arena, Dark Deal, Path to Exile and the other cards I've mentioned

I would take out the Serra Ascendent, Candelabra, Land Tax, Aetherflux, Paradox Engine, Human Frailty and anything else that doesn't help us get there

I would be very interested in what you think of these changes, I will probably put up a build of my own when I get a chance

(I was brought here after being asked to for a competitive build for Orzhov, found your comment on the Lab Maniacs CEDH list. I think this is a good start, but I think it can be improved.)

Craven183 on Queen of Embers and Ash

6 years ago

Thanks so much for the response! Upon rereading War's Toll, I now see what you are saying- I might still keep the card in the deck, although your other suggestions might make me do otherwise.

The Stranglehold combo you're talking about sounds absolutely wonderful- but I'm slightly hesitant to have the elf since I need to have Stranglehold to get use out of it. A lot of my meta aims for infinite combos in their decks, so without Stranglehold I'd be helping them.

Recursion is something I'd been considering lately due to removal as you say- I can't quite afford Replenish but I had been looking at Mine Excavation. Likewise, I cannot afford Avacyn but Boros Charm will do!

In my meta the only card someone owns to take control of another player's turn is Emrakul, which I've seen happen I think twice, so I'm not too worried about that. I will be noting it for when I play with other people, however, so thanks.

And I'll be sideboarding Pyroblast for when I play against blue decks!

Thank you all!

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