Strip Mine

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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
Highlander Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Planar Constructed Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Strip Mine

Land

: Add .

, Sacrifice Strip Mine: Destroy target land.

BlondieN8 on Mindskinning and Deck Thinning

1 month ago

DreadKhan, first of all, I must compliment on your detailed response that many users tend leave out. Allow me to answer your deck concerns with the following:

  1. Inquisitor's Flail (IF), I have thought about this artifact, but decided to cut it in earlier drafts due to more counterspells. Later on, I may incorperate "IF" into the deck depending on my card draw functions.

  2. Propaganda (P) & Fatespinner (FS), are both wonderful suggestions Crawlspace was intended to be a cheap hate card, enabling the preservation of mana for counterspells—"P" may take triumph and take it's place. "FS" would be an interesting card added into the mix. I would need a some time to tinker around with new cards. MTG has taken a little backseat while I work on studies.

  3. Resculpt, will not be added to this deck due to the playstyle around counter spells. I tried to keep my curve low enough to allow room for counterspells on problematic itmes. If all else fails with the counters, I can always bump up a commanders tax over and over.

  4. Dress Down (DD), does have an interesting ability, but It would involve removing another hate card or counterspell. "DD" has potential so I will add it into the maybe list for later tinkering.

  5. Sunder (S), Static Orb (SO), and Rising Waters (RW). To start, "S" is already above the curve and not particularly impressive compared to other high-costing cards. "S"' is detrimental to our board, especially regarding mana artifacts and creatures with tap abilities. While I might consider "SO" eventually, it will not be included at this time. As for "RW," I already have several hate cards that do not cause self-harm. My current land hate cards include Winter Moon, Back to Basics, Field of Ruin, Ghost Quarter, Strip Mine, and Wasteland. "RW" also inpacts my own ability to cast counterspells. This is also closely related to lack of self-mill cards fund in this deck. Every card has been chosen to benefit me whilst disrupting opponents.

  6. Jace is used for card drawing and moving opponents' cards from the top. I have also included Jace as another permanent for players to worry about, but with your comment, I may consider switching it out.

Thanks again for your help; if you have any additional suggestions or concerns, feel free to comment. Changes to this deck will come eventually.

xraider on Land matter omnath better

2 months ago

The first thing I notice is that you have very few land searchers. In a landfall deck like this, I would remove Sol Ring and Arcane Signet in favor of land searchers. I’m missing cards like Crop Rotation, Sylvan Scrying, or Expedition Mapfoil to help you find key utility lands. Other searchers like Harrow and Springbloom Druid not only fetch lands but also fill your graveyard, which synergizes well with land-based abilities. And where is Rampant Growth?

Your land base looks solid, but I would also recommend incorporating more land-based strategies into your deck. Consider adding lands like Dark Depths, Vesuva, Thespian's Stage, Maze of Ith, Strip Mine, and Terrain Generator. You’re playing Valakut, the Molten Pinnacle, but do you have a reliable way to get at least five Mountains in play to maximize its damage potential?

Your collection of land-matters creatures is very impressive! A few Planeswalkers that could fit well are Nissa of Shadowed Boughs and Lord Windgrace.

I also notice a lack of removal, card draw, and tutors. Be sure to include options that align with your strategy, such as lands that can remove artifacts or enchantments (Boseiju, Who Endures) or lands that provide card draw (Geier Reach Sanitarium).

Best of luck and happy playtesting!

Andramalech on Mono Red Goblins (Literally)

2 months ago

I think what frustrates me the most is knowing I'll never need more than "one land" to make the magic happen. This is exactly the type of deck that warrants Wrenn and Six and Strip Mine. Well done, sir. Well done.

bankrupt_on_selling on Mayael the anima: Big stomp

4 months ago

See the Unwritten, Selvala's Stampede, Yavimaya Hollow are a few more I liked playing in the past. Strip Mine and Wasteland are good cards and have good synergy with sun titan.

bankrupt_on_selling on Mayael's Opera House

4 months ago

Ancient Tomb, Command Tower, Yavimaya Hollow all seem like good inclusions. Sun Titan is good in my mayael being able to recur things like fetch lands and Strip Mine, Wasteland.

capwner on Molten Opals

4 months ago

Xica Let me try to explain one more time, because I don't think you really made an effort to understand/read my last post.

Demo field taps for colorless and costs 2 mana to activate. That means you can't use it until turn 3. And when you do use it on turn 3, your opponent PROBABLY has a basic in deck, so at that point in the game it does nothing, that's what soft LD means.

So you've A. spent 2 mana to do virtually nothing to slow your opponent. and B. You run lands that don't fix your colors fast enough to cast your actually impactful spells on the turns where they matter. That's why it's bad here.

Ghost Quarter targeting your own indestructible lands makes it Prismatic Vista (with upside) + Strip Mine (sort of), so I have to strongly disagree with your take that it's inferior.

I recognize Fields are good cards in certain decks. They are grindy cards, great in a control deck for instance that likes to draw/go and needs something to spend their mana on. In this deck, by the time you get to the grindy part of the game where Field becomes good, you are so ahead on mana just from making land drops you really don't care about saccing the Ghost Quarter one bit. You care a hell of a lot if you can't make red mana on turn 2 though.

Field just is not worth it in this deck because of the low impact in early game and inefficient colorfixing, I am %1000 sure of this. If you want to build 8-field LD then please, be my guest. You can let me know how that performs for you.

DreadKhan on Going beyond 40 lands if …

6 months ago

I think I largely agree with lukecwolf, you need a very good reason to want to run more than about 35 lands, depending on your colour you almost certainly have SOME options for cheap card draw effects, and in most games you'd rather see these than extra lands later, stuff like Sign in Blood and Spirited Companion/Elvish Visionary/Humble Defector help grease hands where you drew either a bit fewer or a bit more land than is ideal, these will make sure you're not stuck when drawing another land in it's place would only help when you have too few lands (and would be brutal if you had extra).

If the Jund deck you're talking about is your Mr Orfeo deck, I think you have too many lands for your average MV, I'd definitely run more land ramp spells (to generate faster/more consistent hands, land ramp can fix too), there are even some janky options like Dire-Strain Rampage and Road / Ruin that offer you combination ramp and removal, there are others that provide blockers (like Wood Elves and Farhaven Elf), just running this many lands makes me fear land floods. For the record, if you've got access to Green you probably shouldn't bother with most of the artifact ramp, Nature's Lore and Three Visits are much better than any of those, especially since they can find non-Basics. The other thing your deck should look at is stuff like Night's Whisper, Sign in Blood, Humble Defector, and Llanowar Visionary/Elvish Visionary, these often play better than more lands. I guess the final thought would be you can sneak some MDFCs in to replace generic lands, the new Stump Stomp  Flip would probably be handy in your list for example, and I think most decks that can run Bala Ged Recovery  Flip and Valakut Awakening  Flip should do so, ymmv on others. At 40 lands I'd straight up shave lands for MDFCs.

I like Bounce Lands in decks that have shaved a few lands, they give you another land drop, but they do make you VERY vulnerable to anyone crazy enough to run Dwarven Miner/Dwarven Blastminer, so keep that in mind I guess? Most people don't use stuff like that in Commander, it's considered anti-social by a plurality of the format, but you might see a Strip Mine, but most people would rather keep their Strip Mine for something like Gaea's Cradle than spend it on a Guildless Commons. I would say with some confidence that you can probably shave a land for every 2 Bounce Lands you replace normal lands with, but I doubt I'd go over 4 or 5 in a deck.

legendofa on MASSIVE EDH RC ban list …

7 months ago

Further bans that would not surprise me:

  • nothing else, these are the last bans for at least a couple years

  • Strip Mine and/or Wasteland

  • any single "free" counterspell

  • any single Thoracle combo piece

Further bans that would surprise me:

  • Mana Vault

  • any single "free" removal

  • multiple Thoracle combo pieces

Further bans that would scare me:

Further bans that would blow my mind:

  • pretty much anything else
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