Strip Mine

Strip Mine

Land

: Add to your mana pool.

, Sacrifice Strip Mine: Destroy target land.

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Legality

Format Legality
1v1 Commander Legal
Commander / EDH Legal
Highlander Legal
Casual Legal
Limited Legal
Leviathan Legal
Vintage Legal
Custom Legal
Canadian Highlander Legal
Tiny Leaders Legal
Pioneer Legal
Unformat Legal
Oldschool 93/94 Legal
2019-10-04 Legal
Oathbreaker Legal

Strip Mine occurrence in decks from the last year

Latest Decks as Commander

Strip Mine Discussion

TheMonOmnath on The gods

3 days ago

CasualCucumber Yeah it’s one possible wincon but she didn’t like it when I proposed it to her.

She need’s to get all the necessary mana to activate it (it could be awhile since she can get golos out as soon as turn two with a land, a Sol Ring and any other 2cmc mana rock on turn one and a land on the next turn) and that’s IF her opponent let the search of golos resolve or the world tree search resolve once you’ve found all the mana to activate it.

You also have to make sure that you have enough gods (and the right amount of colors) to make them activate each other’s devotion. Although the new Kaldheim gods and the Amonkhet gods should help for the last point.

The real problem with is to dodge all the Strip Mine, Ghost Quarters, Tectonic Edge or any remove target permanent cards which people will try to do because it’s an obvious wincon if you built your deck correctly.

It just seemed slow even with golos as the general.

PalaCannito on White Prison

1 week ago

Land hate is great when going true prison, but it's actually working against me and my general playstyle. Next planned changes:

  1. Remove all fetchland and replace with Snow-Covered Plains (five out, five in)
  2. Remove Strip Mine and Wasteland for an Ancient Den and a Snow-Covered Plains
  3. Remove Armageddon and replace with Akroma's Will
  4. Remove Crucible of Worlds and replace with a Snow-Covered Plains
  5. Remove Archon of Coronation (fun, but too expensive) and replace with a Snow-Covered Plains
  6. Remove Ancient Tomb and replace with Darksteel Citadel

All totaled - netting two lands positive, removing land destruction spells, lowering the curve, and reducing the self-inflicted life loss. Replacing fetches and the removal lands also helps with Land Tax-type effects. Adding the Ancient Den and Darksteel Citadel to keep and bolster the Inventors' Fair without changing much else.

aslidsiksoraksi on Nissa, Monogreen Lands/Enchantress Control

1 week ago

Managed to get a couple games in. The Lands stuff worked out nicely (Tabernacle is good in EDH it turns out). I was able to do Strip Mine loops in both games and ride that to victory one way or another.

Enchantress I'm still waiting to see. For now I'm adding a couple things that I felt I wanted and cutting cards that seem slow. After the first few games against more competitive EDH people it turned out that you can't really just spend 7 mana to not effect the board, so Zendikar Resurgent got cut.

In - Solemn Simulacrum - Tireless Tracker - Dryad Arbor - Ancient Tomb

Out - Zendikar Resurgent - Far Wanderings - Weirding Wood - 1 Forest

DemMeowsephs on Shaman Mana Ramp

1 week ago

Hey there! I have a few suggestions you might just like!

  • Fauna Shaman: It's a shaman, it's a great tutor, and it's cheap in mana. Seems like it would fit in great!
  • Nykthos, Shrine to Nyx: Fits in great with any mono-colored deck!
  • Strip Mine: Great in any deck, especially in mono-colored ones where you almost always have the colors you need available anyway
  • Ancient Tomb: Could easily be that two mana in your commander's mana cost, and is great EDH staple.
  • Lignify, Song of the Dryads, Kenrith's Transformation: A great form of creature hate in mono-green. This can be horrible on someone's commander especially if they have no means of removing it. The same goes for a combo piece or just any great creature.
  • Heroic Intervention: A great way of protecting your pieces, since it would seriously suck if all the shamans got wiped out
  • Collective Unconscious: Another form of shamanic revelation, both of which are reasons to include Reliquary Tower
  • Triumph of the Hordes: Could be an entire other wincon if you have a bunch of shamans out
  • Wild Growth/Utopia Sprawl: Great ways to ramp in small amounts before you put your commander out
  • Sol Ring: It's not a shaman, but still one of the most powerful cards in edh. Definitely add it.
  • Three Visits/Nature's Lore: Just like the previous two, these are great ways to ramp before you put out shamans, speeding up your game by a ton
  • Jeweled Lotus: I hate that they made this card, but it could basically let you play your commander turn 1. Definitely add it if you have the budget.
  • Extraplanar Lens: Kill a forest, and double THEM ALL. You have a lot of basic forests, and I think this card could work very well for you because of that.
  • Nissa, Who Shakes the World: This one is much more debatable, but the regular ability is great for ramping and the final ability is just wonderful for you because of all of the forests you have.
  • Helix Pinnacle: You have so much ramp and Nissa as previously mentioned would be insane. This guy could be a great win con and act as something to pool all your mana into.
  • Nyxbloom Ancient: All your shamans tap for 6?!?!?! Seems great- especially since you can ramp to put it out and fit with the decks theme.
  • Caged Sun: Great in a mono-colored deck, buffs all the shamans, and gives you more mana. Could be a great option if you like these sort of doubling and tripling cards.
  • Wolf-Skull Shaman: You run a LOT of shamans, and this guy lets you take that fact and benefit it, giving you a ton of tokens over time.
  • Birds of Paradise: A great way of building the ramp base from early on, and works as a great blocker if you need to block something big over time since it has flying.
  • Burgeoning/Exploration: If you keep the amount of lands you have at the moment, using these guys could make you go crazy and have a bunch of lands. In a four player game, Burgeoning could give you 5 mana turn 2.
  • Arcane Signet: Another great way of supporting the mana base early on

I'm afraid that's all I have, just keep in mind, I recommended a lot of stuff that helps you PRE shaman ramp, and if you include too much of that you start drifting away from the shaman theme- don't do that. However just including a few of the better ones might help a ton. And so, good luck on your deck my friend it seems super cool, consider checking out some of my decks, hope this helps, and have a wonderful day. Happy tapping!

Suns_Champion on why hasn't this card blown …

2 weeks ago

RambIe

"how many ways can you find to get out of this?"

18+ cards destroy lands in black, 11+ ways to exile/destroy a permanent in black... the true joy of deckbuilding is overcoming the challenges that the color pie presents. I play Neheb, the Eternal and I slotted in Strip Mine and Ugin, the Ineffable to protect him from such effects.

Feed the Swarm is a good card, but not really one that black needed.

Hi_diddly_ho_neighbor on [[Primer v3.5]] - OM_RATH!!! (M21 Update!!!)

2 weeks ago

I haven't seen most of the discussion so I apologize if I retread anything covered, but I'll just chime in here and say that barring a few exceptions, pretty much every deck would be wise to run some sort of Strip Mine variant. I prefer Tectonic Edge but that is simply because I feel it's less mean. Regardless, I would estimate that close to 25-35% of the EDH games I play are decided by some sort of powerful land. Plus there is almost zero cost to swapping in a Strip Mine effect over another land. That's just my two cents though.

Speaking of two lands with low opportunity cost, Field of the Dead and Scavenger Grounds seem like an auto include here. Field plays well with the token/etb effects in the list and there are more than enough utility lands here to ensure that it will always be online. If you are still afraid that it won't trigger, you can always swap 1 Forest and 1 Mountain for their snow-covered variant and still keep the basic land count high for Perilous Forays. Scavenger Grounds just shuts down a huge percentage of EDH decks, and while it also hits our graveyard, that isn't as huge a deal for Omnath. I could see cutting two of the weaker fetch lands (i.e. Evolving Wilds and Myriad Landscape) for both utility lands.

elk88 on [[Primer v3.5]] - OM_RATH!!! (M21 Update!!!)

2 weeks ago

BenWin To each their own mate! That's the fun part of commander in that building what you want and the flexibility of what you play (or what you have/own) isn't a huge impact overall. Yes there are 'best/optimized decks' (like cedh type stuff) but we're not typically grinding ladders or in tournaments and having to worry about metas etc. Heck you can potentially politic your way into or out of a situation which you can't really do in any other format and that in turn changes the value/importance of certain cards.

One thing that did catch my eye though is your comment about Strip Mine not fitting your aggressive playstyle. My comment to that is to look at the raw fundamentals of game turns, your expected winning turns and your opponents winning turns. The folks I play with are very competitive with minimal politics and are on the verge of cedh lists (some I'd even call cedh excluding maybe a few big $$ toys like og duals) and on average the number of turns in our games is from 5-9 (6-8 is very common and then outliers from there like T2 to omg has this game really been 2hrs already?!?!?). So considering that, this deck wants to ramp T2, ramp T3, hopefully be playing Omanth T4 or 5 and be threatening to win on T6-9 to be able to compete (consider this a goldfish exercise). Now if you know your opponents at the table have decks of a similar power level and for argument sake, are going to pop off around the same time then who becomes the beatdown and who becomes the control. Turn order then becomes a big factor (did you win the die roll? Are you the last to play?) in how aggressive you can actually be. As much as I agree that this is a strong/aggressive/linear deck, flexibility (within the confines of the deck), knowing your 'role' and adapting are huge factors to piloting this deck to success (unless the decks you're facing are drastically skewed in power level and you can just toss out permanents and dunk on your friends like a lot of red mages try to do on Arena lol). It's not really a difficult deck to play but there is a reasonable amount of decisions points to be made which makes it challenging and fun!

By now you're saying to yourself, 'elk stap! I know all this stuff and you're preaching to the choir and I don't just cast wincons into 2 open mana and what does all this rambling have to do with Strip Mine' and to that I say, consider how long turns 4 to 8 actually take? How long a turn cycle actually takes to get around the table and how much actually happens on each players turn in those mid/late turns. Now consider putting one opponent behind 1 turn? Again looking at Strip Mine as a utility land; which doesn't really hurt this deck, does putting your opponent behind 1 turn matter? Interrupting their opportunity to multi spell? Delaying the turn in which they can attempt to win? Or looking at it another way and it's put you ahead by a turn? Strip Mine has the potential to change actual turn cycles and therefore game play which in turn relates to how aggressive you can be (or look at it like it's moving you from player position 4 to player 3 and depending on ramp maybe even 2 or 1). It can change the timing of the game for you or your opponent (or both) and that's on top of all the other things that have been mentioned previously. For what it's worth, Strip Mine is in 3 out of the 5 decks I own because of the impact it can have (as long as it doesn't hurt the overall mana base and in this case, it's a 2 color deck with 42 lands so the impact is almost unnoticeable). Again not trying to convince you to change your mind, like I said, you do you especially in a casual/fun format. I just wanted to hopefully hightlight some things you might not have considered and show that Strip Mine actually has the potential to change the turn order/tempo of a game and allow you to move from a control to a beatdown position (or in short - help you be aggressive/ the threat at the table). Just some food for thought (I hope?).

Besides, the groups I play in (who don't consider the unwritten rule of leaving lands alone), getting something like Ramunap Excavator and Azusa, Lost but Seeking into play and putting a player or two several turns behind while still making tokens in the process is back breaking/game winning and definitely definable as aggressive.

Omniscience_is_life on I Wanna Rock!

3 weeks ago

I would cut Tempt with Discovery, as it allows people to get Strip Mines and the like to kill your combo. I'd also cut Krark-Clan Ironworks as infinite mana doesn't seem to actually do much in this deck.

If you have the budget, Wheel of Fortune and Allosaurus Shepherd seem to be generically good cards in RG

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