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Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

Aggressive Mining
Image from Wizards.com

 Aggressive Mining
- M15

Reviewed July 20, 2014

Constructed: 2.83
Casual: 3.13
Limited: 2.94
Multiplayer: 3.13

Ratings are based on a 1 to 5 scale:
1 - Horrible  3 - Average.  5 - Awesome

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Deck Garage

Aggressive Mining

The new card border with the extra black space on the bottom was ugly enough, but now we're listing who designed the cards in the flavor text? Whose idea was that? Didn't Rosewater himself once say that crediting designers on cards was impossible because separate designers frequently come up with near-identical ideas independent of each other, and that everybody on the team often contributes to a card before it sees print? What makes "Markus Persson" so special? I've never heard of him. I'm just going to assume that Persson won some sort of contest, like the old Magic Invitational used to work, and got to design a card. It helps me to be less disdainful of this development.

Anyway, Aggressive Mining is an interesting card draw engine in a color that isn't supposed to get them. Instead of playing one land a turn, you now lose one land a turn in exchange for an extra two cards per turn. Drawing three cards each turn is pretty strong, but you can't just throw this in your deck and expect to win through card advantage alone. You need to account for your dwindling mana base, because you'll need that mana to cast the spells you're drawing. Aggressive Mining could be quite fearsome in a red aggro deck, which never expects to need more than three or four lands in a turn and plays out its hand rather quickly. But those decks shouldn't be letting the game last long enough to amass enough lands in play to take advantage of this. A red/green deck might be better suited for it. The land restriction doesn't apply to lands put into play via Rampant Growth effects, and green can actually destroy enchantments if you really need to get out from under this thing.

Constructed- 3.75
Casual- 2.5
Limited- 2.75
Multiplayer- 3

David Fanany

Player since 1995

Aggressive Mining
It's funny that Notch (the creator of Minecraft) designed an explicitly Minecraft-ish card for Magic. Either his mind just works that way all the time, or they thought people wouldn't realize it was him unless his card referenced Minecraft in some way. In any event, I like the design and I like that it gives red a dimension that you don't usually see. There's an argument about Magic's design that drawing cards is too fundamental an effect to be exclusive, and/or that if it is it has to be significantly less powerful than it ever has been. Personally, I kind of prefer the former option.
In smaller formats like Standard, this card is going to be, at best, very difficult to use. Unless you use it in a part-green or white deck, you're going to run out of both draw power and the ability to use anything you drew. Even so, you never know what's going to be in upcoming sets, and casual settings have so much artifact mana and other ways to get around the drawback that I wouldn't be surprised if it becomes a staple in slower red decks.
Constructed: 2/5
Casual: 4/5
Limited: 3/5
Multiplayer: 3/5
Michael "Maikeruu" Pierno

Today's card of the day is Aggressive Mining which is a four mana Red enchantment that prevents you from playing lands and once per turn you can sacrifice a land to draw two cards.  This is not a worthwhile card as it takes up a slot, costs four mana, and the first usage only breaks even on card value while reducing your resources.  A very low cost aggressive Red build could manage to function with few lands and a Red/Green can use mana producing creatures, but there are better ways to draw cards.  Possibly the best usage is with something like Puca's Mischief to give your opponent control of Mining and prevent them from playing lands, which should be a major hindrance.  Overall this is too much of a drawback to see competitive play, but it could be a threat in Casual and Multiplayer settings.
In a Limited setting this might get picked after the basic land in a pack, but late game it can actually have some value in trading excess lands for fresh cards.  It is situational at best and barring a deck with a mana curve below the four for this it is an absolutely terrible card to have in your opening hand.  It is playable as a topdeck, though it isn't flexible enough to be worth more than a late on color pick in Booster or main slot in Sealed.
Constructed: 2.0
Casual: 3.0
Limited: 2.0
Multiplayer: 3.0


Deck Garage

Aggressive Mining
"I've got enough mana to cast anything in my deck...if I could just draw something other than more land!"
How many times have you thought something like this? Mana flood is almost as annoying as being short on mana, and it usually goes with the side effect of having an empty or almost empty hand. 
Aggressive Mining takes a very red approach to the problem. It's a high risk, high reward card. You've played aggressively through your first several turns and gotten the opponent down to 3 or 4 life, but they pulled out a timely board wipe and you're left with nothing but an empty hand an a lot of mountains on the battlefield. But if you have Aggressive Mining on the battlefield, it takes those extra lands and hopefully turns most of them into useful cards.
Of course, the drawback on the first line is real, "You can't play lands." This means you need to either have more than enough land in play already when you play this, have other ways to produce mana, ways to cheat lands into play (Rampant Growth, etc.), or a way to destroy Aggressive Mining when you need to play lands again.
Of all the cards in M15, this is one of the ones that has me most intrigued. I see a great potential to draw a lot of cards. Remember that you can activate it on EACH turn - not just your own. So, in a game when you have too much land, you draw 8 extra cards over the course of 2 of your turns and 2 of your opponent's turns. Tell me that doesn't make a difference.
Not every deck wants this card. Sometimes it's going to be useless. When you're stuck on 3 lands, this is the last thing you want to see. There's great power here, but be careful how you use it.
I'm keeping an eye on this card. It might end up finding a home with a combination of cards that makes it annoyingly powerful like Skullclamp. Or, it might go to the junk rare pile to be forgotten among the history of failed ideas.
Constructed: 3.5
Casual: 3
Limited: 4
Multiplayer: 3.5

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