: Add to your mana pool.
, Sacrifice Strip Mine: Destroy target land.
|Have (3)||, Calanor , gildan_bladeborn|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Strip Mine Discussion
1 day ago
Urborg, Tomb of Yawgmothpairs well with your commander, as you make your commander unblockable! Also any Strip Mine lands or even fetch lands can help when paired with crucible for longer, grindier games.Dauthi Voidwalker also has synergy with you milling things, which can be useful in mirror matches against fellow reanimate commander decks. I'm sure there's a bandwagon somewhere, but the ability to destroy enchantments in black is few and far between, making Feed the Swarm a weird but useful card outside of the usual flavor of black.
Another interesting card is Undead Gladiator. While a little underwhelming stat wise, being able to repeatedly cycle and set up your own graveyard for reanimation plays is pretty fun!
1 week ago
Mine was in retaliation to what someone else did to me in a previous game of commander. He Mental Misstepped my turn 1 Sol Ring, which is understandable, and then Strip Mined my only land. I was mana locked for the rest of the game starting on turn 1. And he didn’t even feel bad about it. No apology or anything.
So in a later game, I was playing slivers. It was a pod of 3. Me, the guy I wanted to get back at, and this other person I really enjoyed playing with. This was before Prophet of Kruphix got banned. I had it in play and was playing lots of slivers. The guy I liked played Insurrection and was obviously going to kill me with it. I was a huge problem. But he didn’t have enough firepower to kill both of us. That was until I used Sliver Overlord to tutor and flash out a Bonescythe Sliver. If I was going down, I was gonna get my revenge. I caused the other guy to leave the tournament out of frustration.
Yeah, it was done purely out of spite. I normally don’t do that, but when people get arrogant with me, I don’t handle it well.
1 week ago
Willborn thank you for the comment!
Honestly really the only thing I look for in a starting hand land-wise is a green and a white source, whether that be through basics, nonbasics, or fetches. I've kept far too many two land hands and it's worked out mostly well for me. I'd say I'm satisfied with my hand 75% of the time. With the lower land count with not many backup sources of mana such as dorks and rocks, there is a greater chance of being mana-screwed. However, in my opinion the greatest part of running a low-CMC deck is you are still able to cast spells and you don't need to rely on getting to that fifth or sixth land drop; you're able to work with just three to four lands. The deck is designed to lock out opponents, meanwhile having the ability to constantly be playing two to three enchantments a turn, if not more. If every enchantment was four to five mana, we couldn't do that, however we're able to because 50% of the deck is less than two mana.
I will admit, I should probably look at replacing Ancient Tomb with either a basic or a fetch, as it honestly hasn't done much for me in the long run and there have been times where I wished it was a forest or a plains. However, I do love the utility having many of the lands you mentioned gives us. Deserted Temple pairs great with Serra's Sanctum and Nykthos, Shrine to Nyx. People in my playgroup do run troublesome lands such as Maze of Ith, Glacial Chasm, and even Dark Depths so being able to deal with them with ways such as Strip Mine and Wasteland is super nice. People also run Insurrection-esque cards, so being able to get your own stuff back is a must with Homeward Path. Emergence Zone is more niche, but it can allow us to flash in an enchantment that would screw someone over if we didn't cast it on our turn.
All in all, I suppose in the end it comes down to personal preference. I've been playing EDH with 30 or less lands for years at this point and it just feels natural to have a land count around 28 to 30, especially with lower CMC decks. If you want a higher land count, you could probably cut a few cards here or there in order to get to that point. However, 28 lands works for me just fine, so I roll with it.
Hopefully this answered your questions! If you have any more, feel free to ask.
1 week ago
Quite a large update. The printing of Yavimaya, Cradle of Growth called for some re-evaluations. I could include more utility lands in the deck and minimal cost due to its effect. Also due to all lands able to be forests, it allows for more mono green hyper mana shenanagins.
1 month ago
I've been playing monoblack in EDH for a while! So, I have some advice I can offer that I hope will help you out!
Land base: 35 should be enough, consider some utility lands: Maze of Ith Cabal Coffers (get it while it is cheap!) maybe some land destruction like Field of Ruin, Wasteland, Ghost Quarter, Strip Mine, etc. Nykthos, Shrine to Nyx Temple of the False God Cabal Stronghold Castle Locthwain Rogue's Passage
Equipment to boost your general:
Sword of War and Peace, life gain and protection Sword of Light and Shadow, recursion and protection Sword of Hearth and Home, protection, blink your ETB kill a guy creatures, ramp Sword of Feast and Famine, expensive, but super good Lashwrithe: ouch Vorpal Sword: haha double ouch Blackblade Reforged Sword of Truth and Justice Sword of the Animist
I might try to add a few more win cons in your creature base
Ramp and utility suggestions
Bolas's Citadel: super good but can be rough if you aren't gaining a lot of life Caged Sun: super good ramp and works when your opponents tap Skyclave Relic: better than darksteel ingot Tevesh Szat, Doom of Fools: good for draw and blockers Grief: hand control Thought-Knot Seer: hand control Ob Nixilis Reignited: stayed in my chainer deck for a while until Tevesh came along
Grim Tutor and Mastermind's Acquisition over diabolic tutor (depends on you play group if they allow a "wish board," some don't, I run acquisition but may pick up a grim tutor for groups not okay with it)
I might lose some of the instant speed removal for:
Some general removal as monoblack suffers from inability to handle certain types like enchant and artifact:
Tattered Mummy: Not that good, more consistent ways of grinding out damage Skyclave Shade: Bloodghast is better 1x Skeletal Grimace: I get the point, but there are better cards 1x Underworld Dreams: I am iffy on this one, Painful Quandary and Polluted Bonds may be better or good additions to complement it. The entire instant pool save hero's downfall and malicious affliction, there are better killspells Expedition Map: really only useful for setting up tron or land combos Liliana, Waker of the Dead: Liliana Vess works better
The True Meaning of Death and Taxes: this is my chainer death and taxes reanimator list, check it out for suggestions, I have a lot of cards in the maybeboard I have considered and even used at one point that may spark some ideas.
2 months ago
To be fair i do agree with most of your assessment.
1st. I agree turn 1 colorless mana really sucks, even when i have enough rocks in opening hand to over come it i could have had a better play if i had access to color.
2nd I completely agree that the constructs are useless, i mean the best play i've seen with constructs was mid game with Rite of Replication . but if you brake that down, play a land to combo next turn, and then wait another turn to swing 6 fatty's in a deck that's designed to combo win? that's just bad timmy, bad bad timmy, like go stand in the corner timmy and think about what you just did.....
3rd i partially agree with your assessment of the tutor function. waiting 3 turns to tutor completely sucks and i believe this renders the card useless in The Gitrog Monster . But as for my opponents running anti tutor this land is the perfect bait. even in worse case if they nail me with an Opposition Agent its tutor is restricted enough that i can recover. but after it resolves i know its all clear i grab my top then can freely cast Mystical Tutor and use the top to combo off immediately.
i know its just not good enough that i'm wasting my time rooting for this little guy, but in my izzet deck Urza's Saga has consistently out performed Strip Mine , Blast Zone , Gemstone Caverns , & Inventors' Fair which were the other options i was considering for the colorless land slot.
3 months ago
If you are doing land destruction, which is a pretty big affront to a lot of EDH groups, you'll get maybe one play out of this and everyone knows your schtick. I had that with my vial smasher and thrasios turns. If you want more than one good play out of this deck, you're gonna want to speed up the clock. You've got dual lands in there, so I would assume that budget isn't a giant issue here. At the very least, cutting all your myr dorks for more efficient dorks like birds of paradise or elvish mystic. As many one-drops as you can get in there for mana. You've got almost no draw, which I get it, you're committing to a theme, but at the very least a wheel might be good. I like Wheel of Fortune , but there's plenty of awesome red spells. If not just for disrupting opponents hands. A lot of your land destruction is through instant and sorceries, and in red green you have access to permanent-based land destruction locks through cards like Azusa, Lost but Seeking combined with Crucible of Worlds effects and Strip Mine . If you decided to go more heavily on the land lock theme, that would give you access to some card draw engines with things like Tectonic Reformation , a favorite in my Windgrace deck. And this is mass land destruction, people are going to want to stop you in your tracks. I don't know what your meta looks like, but you definitely would want some interaction. Heroic intervention is great, if you have access to Teferi's Protection that can win you games right there. I might also suggest changing the green commander to the partner Kodama. I am quite curious to see what your success with this deck is. You've got tons of potential with this list, I am curious to see where you go with it.