The Lonely Mountain
( : Add .)
This land enters unless you control an .
, : Create a 2/2 red Dwarf creature . This ability costs less to activate for each Equipment you control. Activate only as a .
Grade B Grade from the win rate
Win rate when drawn 58.4% +2.2 vs average 7,702 games
Win rates and picks
- 57.5% 18,352 games
- Average pick ()
- 3.4
By deck
- Dwarves & Equipment 58.5% 3,538 games
- Goblin Army 58.5% 3,187 games
Win rates from , 323,114 games. This card is compared with the set average (56.2%).
Reviews
The Lonely Mountain is a cool mono-red utility land for dwarves in particular. Since equipment sticks around and won't often go to the , it's not unreasonable to imagine you'll have a couple lying around later in the game, at which point activating this should be pretty cheap to do. Above all else, this is easy enough to put into any red deck, since it's mostly just an upgrade over a basic Mountain. The key is just to know when to take it in a draft, and I'd say it's a good idea to take it over most replaceable commons.
Free inevitability for late game, and The Lonely Mountain isn't even all that hard to discount thanks to decent equipment cards like Goblin Plate Mail and Dwarven Shortsword.
How to draft it
Roles in each deck
Dwarves & Equipment Gets you extra cards
Because it is a Mountain and replaces a basic one, The Lonely Mountain costs no spell slot. It enters untapped if you control an . For and it makes a 2/2 Dwarf , cheaper for each Equipment you control, so long games turn spare mana into creatures.
How to play it
Learn the Dwarves & Equipment deckPlay it as a Mountain early, after an if you can. Once your hand is empty, make a Dwarf every turn in your main phase (it is speed), and with Kíli out each token draws a card. With two Equipment out it costs .