Mountain

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Big Apple Highlander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Pre-release Legal
PreDH Legal
Premodern Legal
Quest Magic Legal
Standard Legal
Standard Brawl Legal
Tiny Leaders Legal
Unformat Legal
Vanguard Legal
Vintage Legal

Mountain

Basic Land — Mountain

: Add .

Flarhoon13 on For all Intet's Purposes, Dreaming Dragons

22 hours ago

Manatap AI roasts my deck: Your Intet, the Dreamer deck looks like it was built by a dragon who heard “mana curve” and assumed that meant the curve of a mountain you climb before casting 10-drops. Intet, the Dreamer is trying to sneak a free spell off the top, while the rest of the deck is standing behind it holding Apex Devastator, Genesis Ultimatum, Maelstrom Wanderer, and Utvara Hellkite yelling, “No, no, reveal something subtle.” You have 34 cards at mana value 6 or greater. That is not a curve; that is a municipal zoning violation. The ramp package is working overtime: Cultivate, Kodama's Reach, Nature's Lore, Farseek, Rampant Growth, Sakura-Tribe Elder—your basic lands have more job security than your opponents’ creatures. Which is fortunate, because the deck appears to have only two meaningful removal pieces. Your interaction plan is essentially: 1. Cast a dragon. 2. Hope it solves the problem through intimidation. 3. If it doesn’t, cast a larger dragon. Blasphemous Act is in here like the one responsible adult at a convention of six-mana lizards. Then it looks around, sees your own dragon board, and quietly realizes it has made a terrible career choice. Miirym, Sentinel Wyrm, Lathliss, Dragon Queen, Dragon Tempest, Scourge of Valkas, and Atarka, World Render all suggest a terrifyingly coherent Dragon plan—right up until Apex Devastator bursts through the wall with four cascade triggers and starts treating deck construction like a slot machine. And then there is Hellkite Charger alongside Savage Ventmaw, which is the deck briefly remembering it is allowed to have a plan beyond “make enough mana to qualify as a regional power grid.” Sensei's Divining Top, Sylvan Library, Brainstorm, Halimar Depths, and Abundance put in a heroic amount of work arranging the top of your library for Intet. The deck is basically hiring an entire film crew to make sure its commander’s combat-damage trigger reveals something cinematic—then naturally flips Mountain. Still, it is hard to stay mad at a list that includes Dragonstorm, Sarkhan's Triumph, Doors of Durin, and Rite of Replication. This deck does not ask, “What is the optimal line?” It asks, “What if the next turn had a trailer?”"

legendofa on Bottom-up deck design

1 month ago

I'm already falling apart at step 1. It's not at all unusual for a new deck design to be fairly set before I start looking for a commander. If there's a legendary creature that I really want to build around (Nath of the Gilt-Leaf, Zurgo Helmsmasher, Jarad, Golgari Lich Lord), I will. But if I see a different card or combination I want to showcase, that's where I start. Sometimes, that leads to problems if there's not really a legendary creature in the right colors that can support the strategy, like Goad or Enchantments (not Auras). For those, I just pick something that maybe covers a weakness of the deck or is just generally good.

Next, I kind of blend steps 2 and 3. I build out the mechanical themes before thinking too much about ramp, or removal, or draw. If I can find a card that does one of those while supporting the mechanical theme, that's great. It's going in. But I'm not going to add, say, Sphinx's Revelation just for some extra recovery before I'm satisfied with the core of the deck. I want the deck to be unique before I start adding in the removal packages or whatever, not after.

Steps 4 and 5 are about right for my process. I'm going to add the note that I try to include enough basic lands to use every card in the deck off basics alone. If Cavalier of Gales goes in, I'm keeping three Islands and two other basic lands. Sunder Shaman? Two Forests, two Mountains. Also, utility lands can get counted as their utility effect, not as lands. Shizo, Death's Storehouse is an evasion ability that happens to add mana. Skemfar Elderhall goes with removal or tokens, whichever's more important for the deck.

lohow9608 on Merciless Rage Precon

3 months ago

Remove: Hedonist's Trove, 1 Mountain, remove count at 30

kamarupa on All Will Be One

5 months ago

You're right. But... you've already got 6 slots currently devoted to spells that require creatures: Blade of the Bloodchief and Stocking the Pantry. To be honest, I was trying to avoid being too specific about what I think you should do and was just responding to your own idea about adding more removal, but now that I've taken a more serious look at your deck, I do have a lot of very specific advice, if you're interested in that, and Longstalk will definitely be a more effective choice if you do decide to follow my recommendations.

My specific advice is to cut Blade of the Bloodchief - you don't have enough creatures and you don't have any vampire and vampires probably aren't the best tribe for counters anyway. Cut Firebending Lesson - it's not that good and doesn't advance your wincon. Move Fire Magic to the side board. Cut Utopia Sprawl and Arbor Elf. If you're going to ramp, you might as well advance your wincon with it. Space in your deck is premium. No room for any card that doesn't do at least 2 things. Cut Basking Broodscale - we can find creatures that get more than one counter for less and do more. Move Runic Armasaur to the sideboard. That opens up 22 slots, if my quick math is correct.

Add 4xGyre Sage, 2xIncubation Druid, 2xRishkar, Peema Renegade, and 1xChanneler Initiate. That's a bit slower of a ramp package, but it's also more robust on theme, and creates at least one repeatable counter source. That takes up nine of the 22 slots, 13 remaining.

Add 2xEvolution Sage - it's a great spell on theme, but you gotta have stuff with counters on it for it to make a difference.

Add 4xPredator Ooze and 2xPrimordial Hydra. Those can be wincon threats on their own and interact with All Will Be One repeatedly. That's another 6 slots used, 5 remaining.

Add 3xLongstalk Brawl. 2 slots remaining

Add 2xInspiring Call.

Cut 4xForest and 2xMountain. Add 1xYavimaya, Cradle of Growth, 1xKarn's Bastion, and 4xCragcrown Pathway

Add 2xScavenging Ooze to the sideboard.

Add 1xThe Ozolith to the sideboard.

Add 1xHeroic Intervention to the sideboard.

Add 2xBeast Within to the sideboard

Add 1xFog to the sideboard

Add Return to Nature to the sideboard.

Final thoughts: The above recommedations, I think, would put your deck into a slightly slower, but more robust configuration with some protections and some draw card built in. It would be missing a way to get things back from the graveyard, which can be very useful in some matchups and also lacks lifegain, which can also be helpful, especially with grindier midrangers such as this. Lifegain is pretty easy - something like Essence Warden or Weather the Storm maybe? Getting stuff out of the graveyard isn't quite as good with green, but still doable. Bala Ged Recovery, perhaps?

Other spells to consider if space can be made for them: Hardened Scales, Bow of Nylea, Song of Freyalise, Jiang Yanggu, Wildcrafter, Inscription of Abundance

TypicalTimmy on Card creation challenge

6 months ago

Since Etali got got, imma make a new red boi


Borak, Primal Devastator

Legendary Creature - Elder Dinosaur

When Borak enters, if you cast him, you may sacrifice up to one permanent of each type and supertype. For each unique permanent type or supertype you sacrificed, each opponent sacrifices a permanent of the same type. Permanents with multiple types only count as one of your choice. Supertypes include basic, legendary and snow.

7/7


So if you sacrifice a Mountain, you choose if everyone sacrifices a Basic supertype card or a Land type card.

If you sacrifice Hammer of Purphoros, you choose if everyone sacrifices a Legendary supertype, an Enchantment or an Artifact.

There are 4 recognized Supertypes in the game (5 with "Ongoing" Schemes). Kindred / Tribal is not a super type. World is a supertype but is retired with only 26 cards.

So you can realistically hit each opponent for;

  • Legendary
  • Basic
  • Snow
  • World
  • Token
  • Artifact
  • Creature
  • Enchantment
  • Land
  • Battle
  • Planeswalker
  • Kindred / Tribal (Types)

Let's see another "Elder".

DemonDragonJ on Battle Hymn of the Seraphim

7 months ago

I have replaced one Mountain and one Plains with Castle Embereth and Sunbaked Canyon, for the additional versatility that they provide.

StopShot on What exactly is the hard …

8 months ago

Disclaimer: (This is not a "who-is-the-antagonist" post. This matter has already long been resolved respectfully with an in-game vote. This example is given to point out potential gray-areas over what defines a 2-card combo with the intent to invite thought and discussion on what the nitty-gritty details and restrictions should entail when deck-building combos under the bracket system.)

The other day my playgroup had a bracket 3 match that caused an argument over what constitutes a 2-card combo over a play one of my opponents made. Bracket 3 officially states that there are:

No 2-card combos (before turn 6)

[Combos are] game-enders, lockouts, or infinites

In the game my opponent played a turn 1 Enlightened Tutor to fetch a Sol Ring, turn 2 played the Sol Ring, and on turn 3 played a Volcano Hellion having it deal 1 trillion damage to itself, but with its ETB ability on the stack they casted Archon's Glory bargaining the Sol Ring to give the Volcano Hellion lifelink which would result in my opponent gaining 1 trillion life by turn 3.

The playgroup insists the play is a 2-card combo that violates the spirit of bracket 3, because:

  • The combo was pulled off by turn 3 and not turn 6 or later.
  • The combo is a 2-card combo and not a 3-card combo as any sacrificed permanent required to bargain Archon's Glory shouldn't count in a mana-rock heavy format.
  • The infinite life gain counts as a lockout since some decks would be unable to realistically break the lock via commander damage.

My opponent and a bystander watching the game argue the play fits within the confines of bracket 3, but for different reasons from each other:

  • Ramp and Sol Ring shouldn't be factored in on how early a 2-card combo can occur when deck-building combos, otherwise ramp should count as an extra card in the combo making it a 3-card combo as the ramp was necessary for pulling off the combo early.
  • If there had not been any ramping the combo would have occurred by turn 5 at the earliest with no means to win until turn 6 or after.
  • The card bargained with Archon's Glory should count as card 3 as it was necessary to pull off the combo which is why they're running Archon's Glory over a card like Swift Justice.
  • It doesn't fit the bracket definition of a combo as it's not a game-ender because it doesn't end the game, it's not an infinite because it's a one-time effect that is not loopable by itself, and it's not a lockout because it doesn't impede the functions of anyone's deck and players can still cast spells and attack no differently than before.

There was also discussion if bargaining a token for Archon's Glory would have still made it a 3-card combo if they had sacrificed a treasure token instead of a mana-rock. This further begged the question if and when any card should be counted as being a part of a combo like in the combo Flameshadow Conjuring + Felidar Guardian + Mountain. (The Felidar Guardian always blinks the Mountain effectively untapping it so you can always pay the Flameshadow Conjuring's triggered ability while the hasty token blinks the original Felidar Guardian to restart the loop.) Since the basic land is necessary for the combo, would a basic Mountain count as card 3 of the combo or does it go against the spirit of the 2-card combo rule? Molten Echoes + Felidar Guardian isn't allowed in comparison as it's a 2-card combo that doesn't require blinking a mana source to generate infinite hasty tokens, yet that combo is no less difficult to pull off than the Flameshadow Conjuring variation.

How would you best define what is or is not a 2-card combo before turn 6?

Altoman on The Wicker Man, Recaned

8 months ago

I have a feeling you are missing the point and I just want to make sure. You don't really care about the +1/+0 part. You care about the free haste on big boys.

Turn 1: Mountain, Faithless Looting. Discard Ulamog's Crusher and Dragon Breath

Turn 2: Swamp, Exhumefoil, Return Ulamog's Crusher with Dragon Breath attached to it. Attack and win.

If you tell me you already considered all of this and still don't like it, then i'm sorry for insisting and I will stop bothering you.

Have a good day.

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