Mountain

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Frontier Legal
Vintage Legal
Penny Dreadful Legal
Custom Legal
Commander / EDH Legal
Noble Legal
Hero Legal
Magic Duels Legal
Brawl Legal
Block Constructed Legal
Standard Legal
Arena Legal
1v1 Commander Legal
Canadian Highlander Legal
MTGO Legal
Vanguard Legal
Leviathan Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Limited Legal
Heirloom Legal
Modern Legal
Highlander Legal
Pauper Legal
Pauper EDH Legal
Legacy Legal
Archenemy Legal
Casual Legal
Oathbreaker Legal

Combos Browse all

Mountain

Basic Land — Mountain

: Gain .

Browse Alters

Latest as Commander

Mountain Discussion

MPAK78 on Edgar Markov

3 days ago

xaarvaxus, thanks for advise. Cut 2x Mountain , add 1x Swamp and Survivors' Encampment . In nearest future will add Exotic Orchard . Blood Crypt is good, but expensive.

May be I must change some W/R lands on B/R? I have Rakdos Guildgate and Urborg Volcano from original Edgar deck, but they also come into play tapped. What about creatures and spells? May be is something "musthave" for this deck?

foxboy1000 on Ahivian red

5 days ago

If you are new to Magic first things first, congrats on joining the game hopefully you enjoy it.

On to some deck advice, you need to cut Bonethorn Valesk , Goblin Hero , Rock Jockey , Goblin War Strike , Chaos Charm , and Seething Song . These cards aren't legal in the modern format, which I'm assuming is what you are building for. Cutting these also makes your deck a 60 card deck, which is the correct size.

I don't know how familiar you are with Magic so far, but there are a couple different formats. I would suggest asking the friend who gave you cards more about it, or read up on them.

You have quite a few cards, but mostly goblins. A popular goblin deck you could play might be 8 Whack. Look into it if you ever have a desire to play competitive magic.

If you are just looking to play casual Magic however, here is my advice.

Swap out 2x Tremor , 1x Volcanic Hammer , and 1x Lava Axe , for 4x Skewer the Critics .

I would also swap 1x Sokenzan Bruiser , 1x Endbringer , 1x Shivan Dragon , and 1x Guardian of the Ages , for 4x Goblin Grenade .

Swap 2x Mountain for 2x Devastating Summons

Lastly I would swap 1x Myr Moonvessel , 1x Chainwhip Cyclops , 1x Vulshok Berserker , 1x Canyon Wildcat , for 4x Bomat Courier .

This is what that deck would look like,Ahivian red Updated, hopefully this is helpful.

I think that is a good place to start, if you would like any more help other than that, just ask.

VexenX on [[Primer v3.4]] - OM_RATH!!! (M20 Update!!!)

6 days ago

GeminiSpartanX: Ya, it will get a spot I think. What to cut though? I'm thinking Traverse the Outlands or Tempt with Discovery .

This is what I have so far for this next update!

I would still like to add Wrenn and Six somehow... Even more so with Elvish Reclaimer among us!

legendofa on Why Has WotC Changed How ...

6 days ago

My guess is "let new players have fun doing stuff." With Dragon's Claw , a new player might not immediately realize that the black spell they're casting is worth more than the 1 life their opponent gets. What they see is, "If I cast this Volcanic Hammer , my opponent will have more life and be harder to beat." So they don't cast the Volcanic Hammer , and get beaten down by that Ogre Taskmaster . Sooner or later, they'll notice that 1 life isn't a big deal at all, if they stay with the game. But who knows how many would-be players felt stuck, with a choice between helping their opponent and doing nothing, so they lost interest and never picked up another deck.

This logic seems obviously wrong to enfranchised players, but anybody who has a full understanding of tactical costs and benefits in this game the first time they shuffle and draw will probably hit the top of the world rankings within a month.

Staff of the Flame Magus is more obviously build-around: use Mountain s and red spells. It doesn't direct affect your opponent's ability or desire to act, at any level. The new player can Lightning Strike every Thundering Giant that looks their way and feel rewarded. And let's face it, these aren't really top 8 all-star cards. They're going to be used in Limited and by people without a lot of cards. Let the new players feel rewarded without jumping through hoops.

Flagellum on Do you like to draw cards?

1 week ago

I'm stuck between a Sol Ring and a Mountain ... I'm trying to decide if I should roll Jhoira (any version), Breya, or Sai ( Battered Golem + Banishing Knack + 0 drop or Sol Ring for infinite thopters with Sai/mana).

With Jhoira I'm going full cheerios but worry about sticking her. Having a deck built entirely on it's commander can be detrimental (like when Purphoros got countered enough to cost me 12+ mana to cast him >.<). Lab Man becomes a win con in that setup. I also include Reckless Fireweaver and Firebrand Archer just to help widdle everyone down as I'm drawing my deck.

With Breya you can sneeze and produce a combo but with 4 colors there are times where that is problematic. But with the right setup I have won on turn 3 with infinite (colored) mana.

Issue with Sai is Wincons. He is mostly value and there are some infinite combos to get mana/thopters but aside from turning thopters/artifacts sideways he is like an artifact version of Talrand. But at 2 cmc he can bite the dust a few times and still be fine.

DivineSmooof on Kynaios and Tiro, Enchanters of Meletis [PRIMER]

1 week ago

Modern Horizons added few cards worth looking at and testing. Currently looking to get a foil Hall of Heliod's Generosity , which is going to be an auto-include. Also excited for On Thin Ice . Always wanted to run Chained to the Rocks in the deck since its mana cost is so aggressive, but the extremely low Mountain count made it so unreliable it was not worth it. Hopefully the ability to run snow lands makes On Thin Ice much more playable. I wish Marit Lage's Slumber was easier to shove in the deck as a spicy wincon, but there are not enough non-basic snow permanents to bother.

That being said. It's time for my rebuttal.

First of all, I don't see how the way I've constructed my deck couldn't be described as "min-max". I've minimized the number of non-permanent spells and maximized the number of enchantments.

My mana-base has proven itself not to be a problem from the times I played. I don't remember a time where I was starved for any one color of mana before. Admittedly many of the lands enter tapped, but my meta isn't cut-throat where that's a problem. That being said, the manlands might get cut soon. They were a product of the meta at the time and weren't all that relevant.

Sandwurm Convergence was an include due to the abundance of dragon and Kaalia decks in my meta. The 5/5 is hard to attack into as well. You'd be surprised the amount of times being unable to be attacked by fliers has mattered. Mind's Dilation can be hit or miss. Ripping a land does suck. If Mind's Dilation hits removal, I can probably cast it on something, otherwise the board's probably looking pretty empty. Hitting a counterspell off of Mind's Dilation can be used to counter the spell that triggered it. As far as the hondens are concerned, the only one that's bad outright by itself is the white one . Players run cards like Phyrexian Arena and Bitterblossom for incremental advantage all the time.

As far as the counter-enchantments, it's just a part of the stipulation I've created for the deck. The alternative I could do for myself is just cut the counterspell themed enchantments altogether and focus more on resolved threats and other effects that interact with the opponent (i.e. Rule of Law and Spirit of the Labyrinth ). Admittedly, I've thought about cutting Sunken Field for Counterbalance .

In regards to Primal Surge , one-card wincons are an uninteresting way to win. It's why Coalition Victory is banned.

"Generally, when Hive Mind is out, players tend to refrain from casting instants and sorceries because giving opponents an advantage is bad, and removal can be used against the caster. Occasionally players are willing to ignore those downsides and you will get free card advantage and removal. At it's worst, your opponents all naturalize you." That being said, the "all the removal will be used against you" becomes a non-issue if Sterling Grove and/or Privileged Position are out.

The wincon for the deck is overwhelmingly out-valuing the opponents with card advantage, then dumping mana into Helix Pinnacle . I have added Sigil of the Empty Throne and Opalescence as additional wincons, although Opalescence will likely get cut for something else. I've never liked that it and Starfield of Nyx turn the hard-to-remove enchantments into easy-to-remove creatures.

Sarkhan420X on Modern CoCo Slivers

1 week ago

most things that your opponent will use to target Phantasmal Image are things that would kill it anyway, so thats not really an issue. being able to copy any stackable sliver effect is huge though. as for the rainbow lands, you shouldn't have too many of those anyway. i use Sedge Sliver and Collected Company in my build as well, and almost never have trouble getting blue for Phantasmal Image . maybe it'd be easier for me to explain if i just list my manabase.

4x Bloodstained Mire 4x Polluted Delta 1x Godless Shrine 1x Overgrown Tomb 1x Blood Crypt 1x Watery Grave 1x Stomping Ground 1x Breeding Pool 1x Steam Vents 4x Sliver Hive 1x Mountain 1x Forest 1x Island 1x Plains 1x Swamp

thats 24 lands. 12 of which can produce/fetch for green, 13 of which are or fetch for a swamp, and 12 of which produce/fetch for blue. and thats before taking into account that Manaweft Sliver can make blue, or you can just Aether Vial / Collected Company the Phantasmal Image into play.

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