Urza's Mine

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Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Urza's Mine

Land — Urza's Mine

: Gain .. If you control an Urza's Power-Plant and an Urza's Tower, gain instead.

slasherturtle on BounceTron

1 month ago

Is there a reason for no Urza's Mine, or am I missing something? You need all three for them to do what you want them to.

Profet93 on Existential Dread

3 months ago

How has Horizon stone worked for you? Seems a bit expensive for what it does. Have you considered swapping it with another utility spell that might be more beneficial towards your needs? Vedalken Orrery allows you to respond rather than be responded to. Helps deter interaction spells in your meta, leaves opponents guessing. You're playing the Eldrazi that can counter spells, if you're gonna act like a blue player, might as well go all the way with it. Neither Horizon stone nor Orrery are necessary towards your plan, you'd probably be better off with something else entirely, but Orrery has put in some serious work in more casual- semicompetitive games which it seems like this deck is built for.

Another card to consider is Commander's Plate.

Why do you have 4 wastes, are there cards that draw basics from the deck that I'm missing? It seems like ..... a waste slow clap .... Urza's Mine, Urza's Power Plant and Urza's Tower can be swapped in for ramp. I'm sure theres some synergy with the artifact cards that deal with land mana abilities. Bonders' Enclave could be the 4th land swap should you feel you need more draw in a pinch that doesn't anti-synergize with your pay life for mana abilities card (not that it's a huge difference one way or the other, but redundancy is nice)

Profet93 on Liberating Surprise

6 months ago

I'm glad I could be of service. I love discussing thought processes of why and why not people build their builds. Any suggestion of mine you find useful makes me happy

I think blinkmoth well should take the place of one of the following lands simply because it's synergy with Urn and potential enemy disruption are more impactful IMO than the other benefits the various lands provide....

Emergence Zone/Winding Canyons - You already have your commander, do you need 2x additional redundancy? Especially given how emergence sacrifices itself and winding is only for creatures. I guess it allows you to play your stuff in the inevitable event your commander is not on board. The least serious of the cuts

Blast Zone - Potentially helpful but slow and costly. How has it played for you?

Arcane Lighthouse - Meta choice/politics? You don't have a lot of spot removal yourself. Do you find yourself using this often?

Sanctum of Eternity - As previously discussed

Springjack Pasture - Say Bahhh bahhh (bye bye) Springjack. So much of an investment for little payoff.

Tomb of the Spirit Dragon - Lifegain is nice, do you use it a lot?

Tower of the Magistrate - Lots of equipment in meta, politics?

Urza's Factory - Another expensive token producer.

Speaking of Urza, potential inclusions are.....

Urza's Mine + Urza's Power Plant + Urza's Tower - Allows you to ramp.

Regarding Mirage Mirror potential targets, blinkmoth urn is a good target, perhaps your best. Another alternative would be to use a redundancy in a combo piece. Like if they try to destroy your deserted temple, rings or another combo piece, you could copy it and potentially still go on.

Looking forward to hearing your thoughts :)

9-lives on Urzatron and Filter lands vs …

7 months ago

I'm wondering if Lotus Field combo works better or worse than using Urzatron with filter lands? Here's my manabase with Urzatron:

28 cards total

Here's the minimum manabase and cards to make Lotus Fields work:

36 cards total

Also, I can use filter lands themselves to make more colored mana. Urzatron with filter is even better. Lotus Fields requires that they are untapped artificially, which seems to giv the urzatron an advantage.

Evool on Jhoira Artifacts

7 months ago

Revision; removed wasteful cards, added synergy. Urza's Mine, Urza's Power Plant, Ashnods alter, Kuldotha Forgemaster to name a few. Can't help but feel something missing. Definitely looking into better board wipe, more removal just don't know what I want to remove.

lhetrick13 on

1 year ago

I am surprised by the presence of Urza's Mine, Urza's Tower, and Urza's Power Plant as they only really work when all three are present and you lack any way to force them out. So kinda just left to hoping things shake out. I would suggest maybe changing up the lands a bit if you are staying with mono white to include like 2 copies of Nykthos, Shrine to Nyx as your devotion to will likely be decent if you can get anything out, maybe like 2 copies of Windbrisk Heights to cheat out a high CMC angel, and maybe a copy or two of Emeria, The Sky Ruin to help in the late game. Just my two cents on the topic...

9-lives on Urzatron with Filter and Pain …

1 year ago

Is this group of lands for a non-chromatic lantern 5c manabase useful or even viable for an 80 card deck? Here's the list:

I imagine it would perform as good as using a manabase built on as many tri-lands and dual lands as possible.

wallisface on Eldrazi PanharmoniTron

1 year ago

deathjunky If I were trying to build a Modern Panharmonicon with Tron Lands deck, I think i’d initially set myself the following restrictions:

  1. Make sure there’s a full playset of Panharmonicon. The card is important to have in play, so we should be ensuring we get it.

  2. Ensure that the vast majority of the deck benefits from Panharmonicon. I would ditch the Eldrazi entirely for this, and focus on artifacts to make for a toolboxy build using Whir of Invention (this would allow us to get setup, while also getting pieces we need).

  3. Figure out how much we need Tron active. We either need low-ish cmc with Chalice of the Void, or we need to splash green to ensure Tron becomes active. I’m personally in favour of option A, though i think i’d still splash green for the likes of Thragtusk.

I think i’d end up with something like this (just spitballing, so this can easily be refined):

(Note, after going through that exercise, the biggest takeaway I have is that I don’t think Panharmonicon wants to be in the same deck as Tron-lands. If i’d just built this as a UG creature list, instead of a tron based build, i think it’d have been easier to ramp, and have access to better payoffs (i.e Hornet Queen). I think the best path forward for your Panharmonicon might be to ditch Tron)

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