Mines of Moria

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander 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
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planar Constructed Legal
Quest Magic Legal
Tiny Leaders Legal
Vintage Legal

Mines of Moria

Legendary Land

Mines of Moria enters the battlefield tapped unless you control a legendary creature.

: Add .

, , Exile three cards from your graveyard: Create two Treasure tokens. (It's a colourless artifact with ", Sacrifice this artifact: Add one mana of any colour.")

Liquidbeaver on Ib Halfheart, Goblin Sac-tician [PRIMER]

1 year ago

I finally finished my "vacation" (courtesy of our Dear Leader) in the Southern Booger Mines and was able to review the last few sets.

Say hello to our newest friends*!

Gimli, Counter of Kills: Decent boardwipe dissuasion and adds a nice layer of extra damage to everything we're doing anyway.

Pain Distributor: Nice pressure in general due to the number of artifacts that leave play naturally, but also helps make Descent into Avernus more one-sided.

Fall of Cair Andros: Yes they are dirty Orcians, but with the amount of noncombat damage dealt by this deck the Army should have a strong board presence. Ties into Toralf, God of Fury  Flip, the damage doublers/triplers, Skirk Fire Marshal, and Blasphemous Act very well.

There and Back Again: Has all the elements requested in Ib's latest agenda.

Maskwood Nexus: While not game-changing on it's own when it comes out, I think the fun factor of what it enables is worth testing out.

Mines of Moria: Not sure if this makes the cut, but it's easy enough to swap a land for a land for testing.

Say goodbye to these dishonorable discharges!:

(Your mother's baby name for you! - Ib Halfheart)

Professional Face-Breaker: Can't say I ever got the use the first ability due to how often my damage was non-combat, and is too spendy for a little bit of quasi-draw.

Rose Room Treasurer: Looks decent at face value, but didn't hold its weight in actual play.

Grenzo, Havoc Raiser: Not comfortable with this removal, so will be the first one that goes back in if any additions are sub par.

Rain of Riches: I think in a deck built to cascade better this would make a bigger impact, but all it really got me is two treasures for . Oof.

Big Score: Another hard decision, and likely to come back after testing. Either that or an actual draw engine of some sort?

Riveteers Overlook: My landbase has been pretty refined for a long time, so this was literally only used for the pretty inconsequential 1 life. Easy cut.

That's it for now. Let me know what you think!

* Show

Liquidbeaver on Ib Halfheart, Goblin Sac-tician [PRIMER]

1 year ago

I finally finished my "vacation" (courtesy of our Dear Leader) in the Southern Booger Mines and was able to review the last few sets.

Say hello to our newest friends*!

Gimli, Counter of Kills: Decent boardwipe dissuasion and adds a nice layer of extra damage to everything we're doing anyway.

Pain Distributor: Nice pressure in general due to the number of artifacts that leave play naturally, but also helps make Descent into Avernus more one-sided.

Fall of Cair Andros: Yes they are dirty Orcians, but with the amount of noncombat damage dealt by this desk the Army should have a strong board presence. Ties into Toralf, God of Fury  Flip, the damage doublers/triplers, Skirk Fire Marshal, and Blasphemous Act very well.

There and Back Again: Has all the elements requested in Ib's latest agenda.

Maskwood Nexus: While not game-changing on it's own when it comes out, I think the fun factor of what it enables is worth testing out.

Mines of Moria: Not sure if this makes the cut, but it's easy enough to swap a land for a land for testing.

Say goodbye to these dishonorable discharges!:

(Your mother's baby name for you! - Ib Halfheart)

Professional Face-Breaker: Can't say I ever got the use the first ability due to how often my damage was non-combat, and is too spendy for a little bit of quasi-draw.

Rose Room Treasurer: Looks decent at face value, but didn't hold its weight in actual play.

Grenzo, Havoc Raiser: Not comfortable with this removal, so will be the first one that goes back in if any additions are sub par.

Rain of Riches: I think in a deck built to cascade better this would make a bigger impact, but all it really got me is two treasures for . Oof.

Big Score: Another hard decision, and likely to come back after testing. Either that or an actual draw engine of some sort?

Riveteers Overlook: My landbase has been pretty refined for a long time, so this was literally only used for the pretty inconsequential 1 life. Easy cut.

That's it for now. Let me know what you think!

* Show

Alearin on Magda of the Maskwood [[Guide]] Updated for DSC

1 year ago

After looking over, thinking about, and testing the cards in LTR and LTC below are the 5 changes I have made to the deck. After several sets of no changes we are almost overwhelmed with additions. There have been 4 made to the main deck and 1 to the maybe.

Main:
1. Mines of Moria added. Snow-Covered Mountain removed. Mines of Moria will almost always come in untapped and has the upside of being able to get two treasure for us in a pinch.

2. Gimli of the Glittering Caves added. Dwarven Recruiter removed. While Dwarven Recruiter is a situationally good card, I don't often find myself short of dwarves in this build of the deck. For 3 mana I would rather have a dwarf that can get me 3 treasures on a swing then one that will guarantee my next few draws are dwarfs.

3. Gloin, Dwarf Emissary added. Dwarven Thaumaturgist removed. This is a straight upgrade. Gloin will make a treasure in response to about 33% of the current deck build being cast. In general that has been 2 or 3 extra treasures per game that I can use to keep something big and scary away from me or to speed up my game plan as needed.

4.Cavern-Hoard Dragon added. Steel Hellkite removed. Steel Hellkite is removal, but situational and generally uses one of the precious Magda, Brazen Outlaw activations to get it out so is obvious and can be planned around. Cavern-Hoard Dragon is a bomb whether you draw it mid/late and play it for 3-4 mana and then swing to get 5-6 treasure or you bring it out with Magda, Brazen Outlaw to block and then swing with it on your turn to get all you treasures back. In my testing this card has by far generated me the most Treasure, due to the artifact heavy meta I play in.

Maybe:
1. Spiteful Banditry: I debated putting this in the main deck, there is 1 thing that kept it out. The worst sentence to see on a card in Magic, in my opinion, "This ability triggers only once each turn". If that wasn't on this card it is an auto include variable boardwipe that gives me treasures for killing my opponents creatures. As it stands the best case scenario is to play it when you have no creatures out or the creatures with the highest toughness and wipe your opponents board and get 1 treasure. There might be metas this is more useful in, which is why it was included in the maybe section. I doubt I will ever slot it into the main deck; unless, I am completely misunderstanding the card, since at most 1 treasure per opponent's turn seems unlikely and slow.