Mountain

Mountain

Basic Land — Mountain

: Gain .

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Legality

Format Legality
Pioneer Legal
Duel Commander Legal
Hero Legal
MTGO Legal
Magic Duels Legal
1v1 Commander Legal
Leviathan Legal
Oldschool 93/94 Legal
Pauper Legal
Vintage Legal
Canadian Highlander Legal
Commander / EDH Legal
Arena Legal
Frontier Legal
Heirloom Legal
Standard Legal
Penny Dreadful Legal
Oathbreaker Legal
Casual Legal
Highlander Legal
Historic Legal
Brawl Legal
Modern Legal
Block Constructed Legal
Pre-release Legal
Unformat Legal
Pauper EDH Legal
Noble Legal
Legacy Legal
Tiny Leaders Legal

Latest Decks as Commander

Mountain Discussion

Daedalus19876 on Endless Forms Most Beautiful: Vadrok EDH [PRIMER]

2 days ago

Changes:

Removed Mountain, Unsubstantiate.

Added Mana Drain, Narset's Reversal.

I'm not having too many problems with mana, and with the recent addition of Lotus Petal (thanks to NivStormfront's suggestions), I'm hopeful I can survive on 32 lands. I would run Lion's Eye Diamond in that slot if I could afford it, maybe I'll try and see if anyone has trades...

Meanwhile, Unsubstantiate was meant as protective bounce for Vadrok as well as going infinite with Thousand-Year Storm + Frantic Search. Narset's Reversal can still go infinite with TYS, and while it can't bounce Vadrok, it works a lot better as interaction overall.

Finally, I stuck Mana Drain back in -- it just helps so much when kicking off a combo to have large amounts of colorless.

RambIe on Could Illuna Be cEDH?

2 days ago

GhostChieftain
you know what else was in all those decks ?
Mountain shall we debate its power level as well?
you are entitled to your opinion but mine wont change
korvold for example. food chain is a 2 card 6 mana combo that does not work independently and can only be used to draw into another combo. (you could have just fetched the win con instead)

Squandered Resources & World Shaper is a 2 card 6 mana combo that both cards work independently, as well as it evolves the board state by powering up korvold and providing mana to cast the cards your drawing, which if it so happens one of those cards is a gy recursion could evolve to infinite.
but hey they don't do that in teir'd decks so it cant be good
and no one uses 3 card combos in cedh even if 1 of the 3 is just a basic mechanic that should be spread though out the deck.
no one should ever question the power of the teired net decks!

Balaam__ on Fat and Fast

1 week ago

I’d recommend 1x Forest and 1x Mountain. Maybe run a copy of Rugged Highlands, but that’s up to you.

Pheardemons on Menace or Insane?

2 weeks ago

I'll give you any and all suggestions I believe would work in this deck as I had thought about it when it was spoiled for Ikoria. Disclaimer, all of my suggestions would be for the Pioneer format. I'll most likely avoid suggestions for Modern as I believe this deck would be too slow there.

Since your deck wants to turn sideways to beat face, a card I GREATLY think would be amazing in this deck is Embercleave. Kari Zev, Skyship Raider gives you a second creature for free to reduce the cost which is powerful. Turn one Insolent Neonate, turn two Kari, to a turn three Embercleave can be back-breaking, especially with menace. Two I believe is enough to push the damage through. You can up Insolent Neonate to four copies and potentially add Archfiend's Vessel to ensure your one drop slot. He doesn't have menace, but you play Call of the Death-Dweller to get a 5/5 demon with flying. I believe it's worth it. I'm not a big fan of Frillscare Mentor since it has to tap. Also, Embercleave does what Frillscare Mentor does by pushing through against board stalls.

I'm not a fan of God-Eternal Bontu here. Stormfist Crusader draws you the cards you need, and it is unlikely you'll want to sacrifice your board later. This deck wants a big board to win quickly. Also, five mana is quite a bit when the rest of the deck is three and less. I understand he's a big menace beater, but I'm just not sure he's worthwhile here.

Revival / Revenge is redundancy with Call of the Death-Dweller. It can bring back every creature you play except Bontu. You'll need to be able to come back against board wipes since there are plenty in Standard and Pioneer alike.

Here's a list I'd probably start with to playtest then tune after playtesting:

Lands - 22

4x Blood Crypt

4x Dragonskull Summit

2x Castle Locthwain

4x Fabled Passage

4x Swamp

4x Mountain

Creatures - 27

4x Archfiend's Vessel

4x Insolent Neonate

4x Labyrinth Raptor

3x Kari Zev, Skyship Raider

4x Stormfist Crusader

3x Sonorous Howlbonder

2x Murderous Rider

2x Hunted Nightmare

1x Kroxa, Titan of Death's Hunger

Instants/Sorceries - 9

4x Call of the Death-Dweller

2x Revival / Revenge

3x Eliminate

Artifacts - 2

2x Embercleave

Here is my thinking on some of the cards I haven't already mentioned. I need to admit to my bias about Kroxa, Titan of Death's Hunger. It is definitely pet card for me that is everything I love about Rakdos. Since that is out of the way, it is a good card for mid-to-late games to keep grinding if you get to that point. Your opponent discards and potentially loses life PER ATTACK is ridiculous on a card that can keep coming back. I think it is a powerful grindy card. I replaced Fatal Push with Eliminate since most of your creatures have some sort of evasion (namely menace but also flying with the demon from Archfiend's Vessel). Eliminate can hit problematic planeswalkers like Teferi, Time Raveler that can protect itself. You also have Murderous Rider to get rid of bigger creatures and/or planeswalkers.

I know you said you wanted to stay a bit budget friendly so if anything seems too expensive you can find budget replacements for them. You mentioned Blood Crypt may be too much so you could put in basics or Temple of Malice. Fabled Passage and Embercleave are both below ten as of this writing so I feel like those are going to be the most expensive things in this particular list.

I hope all of that made sense and wasn't too wordy. If you have any questions about the list or anything that you want to change I'm willing to help. Like I said, this would be the template I'd playtest to then tune depending on whats works and finding the weaknesses. Two things I have in my mind about the list as of now. You'd have problem against combo decks. Trying to fit in four Thoughtseizes would be beneficial as a maindeck option to combat this. Also, Call of the Death-Dweller and Revival / Revenge needs to be playtested to see which amount of numbers would work. Three each, or switch Revival / Revenge to four and Call of the Death-Dweller to two since it is three mana. Something I'd think about in playtesting.

Minousmancer on Winota of Drannith

4 weeks ago

Dear MangaVentFreak13 and TypicalTimmy

According to WotC rules:

Triomes -

"Five rare wedge colored taplands, one for each triome. Each has the three "basic land types associated with their colors" and has cycling {3}."

Ikoria: Lair of Behemoths' introduced a cycle of wedge-colored cycling lands (also known as tricycle lands) that each have the Cycling {3} ability. Like the bicycle lands, these lands have "basic land types".

From the Comprehensive Rules (June 1, 2020—Ikoria: Lair of Behemoths)

305.6. The basic land types are Plains, Island, Swamp, Mountain, and Forest. If an object uses the words “basic land type,” it’s referring to one of these subtypes. An object with the land card type and a basic land type has the intrinsic ability “{T}: Add [mana symbol],” even if the text box doesn’t actually contain that text or the object has no text box. For Plains, [mana symbol] is {W}; for Islands, {U}; for Swamps, {B}; for Mountains, {R}; and for Forests, {G}. See rule 107.4a. See also rule 605, “Mana Abilities.” Each basic land subtype implicitly grants the ability to tap for one mana of its corresponding color:

This also means you can Fetch original duel lands as well. I'm sorry you guys don't realize if it says: Forest; Island; Mountain; Plains; Swamp; - it "IS" a basic land. I posted all the rules errata for you.

Gattison on At the Mountains of Madness

1 month ago

Balaam__: Thanks! I agree that Red wouldn't be anybody's first choice for flavor here but... there are Mountains in Antarctica, lol, so.... at least it works in my particular mind. =)

slashdotdash on 5 color no theme deck

1 month ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

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