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The Motherlode, Excavator

The Motherlode, Excavator

Legendary Artifact Creature — Robot

The Motherlode wants a deck that saves up energy and spends it on stronger effects. It also suits a deck that plays sturdy creatures that also deal with opponents' cards.

  • Mana cost3 genericredred
  • Red ()
  • Power / toughness5 / 5
  • RarityRare

When The Motherlode enters, choose target opponent. You get an amount of energy (energy counters) equal to the number of nonbasic lands that player controls.

Whenever The Motherlode attacks, you may pay energyenergyenergyenergy. When you do, destroy target nonbasic land defending player controls, and creatures that player controls without flying can't block this turn.

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Themes

Cards That Fit The Motherlode, Excavator

Picked for what they do in The Motherlode's deck. When two cards do the same job, the one with the lower comes first. All of them fit The Motherlode's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

plan6

The 6 Cards

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The 6 Cards

plan6

The 6 Cards

Rulings for The Motherlode, Excavator

explain how The Motherlode works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary

Wizards of the Coast 8 Mar 2024

{E} is the energy symbol. It represents one energy counter.

Wizards of the Coast 8 Mar 2024

Energy counters are a kind of counter that a player may have. They're not associated with any specific permanents.

Wizards of the Coast 8 Mar 2024

Energy counters aren't mana. They don't go away as steps, phases, and turns end, and effects that add mana "of any type" can't give you energy counters.

Wizards of the Coast 8 Mar 2024

If a spell or ability with one or more targets states that you "may pay" some amount of {E}, and each permanent that it targets has become an illegal target, the spell or ability won't resolve. You can't pay any {E} even if you want to.

Wizards of the Coast 8 Mar 2024

If an effect says you get one or more {E}, you get that many energy counters. To pay one or more {E}, you lose that many energy counters. You can't pay more energy counters than you have. Any effects that interact with counters a player gets, has, or loses can interact with energy counters.

Wizards of the Coast 8 Mar 2024

If the target nonbasic land is an illegal target as The Motherlode's reflexive triggered ability tries to resolve, it won't resolve and none of its effects happen. Creatures defending player controls without flying will still be able to block this turn.

Wizards of the Coast 8 Mar 2024

Keep track of how many energy counters each player has. Potential ways to track this include writing them down on paper or using dice, but any method that is clear and mutually agreeable is fine. (At higher levels of tournament play, dice may not be allowed for tracking counters that players have.)

Wizards of the Coast 8 Mar 2024

Some spells and abilities that give you {E} may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't get any {E}.

Wizards of the Coast 8 Mar 2024

Some triggered abilities state that you "may pay" a certain amount of {E}. You can't pay that amount multiple times to multiply the effect. You simply choose whether or not to pay that amount of {E} as the ability resolves.

Wizards of the Coast 8 Mar 2024

Some triggered abilities that state that you "may pay" a certain amount of {E} describe an effect that happens "If you do." In that case, no player may take actions to try to stop the ability's effect after you make your choice. If the payment is followed by the phrase "When you do," then you'll choose any targets for that reflexive triggered ability and put it on the stack before players can take actions.

Wizards of the Coast 8 Mar 2024

The Motherlode's reflexive triggered ability prevents all creatures without flying that player controls from blocking that turn, including creatures that lose flying after the ability resolves as well as creatures without flying that enter the battlefield or come under that player's control later in the turn.

Wizards of the Coast 8 Mar 2024

Use the number of nonbasic lands the target opponent controls when The Motherlode's first ability resolves to determine the number of energy counters you get.

Wizards of the Coast 8 Mar 2024

You don't choose a target nonbasic land at the time The Motherlode's last ability triggers. Rather, a second "reflexive" ability triggers when you pay {E}{E}{E}{E} this way. You choose a target for that ability as it goes on the stack. Each player may respond to this triggered ability as normal.

13 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with The Motherlode, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryRPlayers write colors as letters: R for red.EnergyEnergy decks collect energy counters, a resource you save up across turns, then spend them on stronger effects. Energy belongs to you, not to any card, so losing your cards does not take it away.Open the Energy pageEnergy ResourceUses energy, a resource written {E} that you collect and spend. Energy sits with you rather than on any one permanent, so it survives anything that destroys your board. Aether Hub, Guide of SoulsOpen the Energy Resource pageETB ValueDoes something useful the moment it arrives: an enter the battlefield ability, which players shorten to ETB. You keep that effect even if the card is removed straight afterwards, which is why these pair so well with flicker cards that make them enter again. Solemn Simulacrum, The One RingOpen the ETB Value pageTarget RemovalRemoves a single chosen permanent by destroying it, exiling it or returning it to its owner's hand, however big it is. It is the precise answer to one problem, as opposed to a board wipe that hits everything. Damage and -X/-X can miss a big creature, so they are Damage Removal and -X/-X Removal instead. Swords to Plowshares, Beast WithinOpen the Target Removal pageMidrangeMidrange decks play solid creatures that also deal with opponents' cards, attacking when it is safe and defending when it is not. They sit in the middle: slower than an all-out attacking deck, sturdier than a deck built to answer everything.Open the Midrange pageValue CreatureA creature that does two jobs: it deals with an opponent's card when it arrives, then stays as a real attacker. Its enter the battlefield ability destroys, damages, counters or bounces something, and it has 3 or more power or an ability like flying that makes it hard to block. Answering your opponent and pressuring them with the same card is what a Midrange deck is built on. Shriekmaw, Meteor GolemOpen the Value Creature pagePoliticsPolitics decks turn opponents against each other, making their creatures attack someone else or letting the whole table vote. Goad is the most common tool: a goaded creature must attack, and must attack someone other than you if it can.Open the Politics pageForced CombatForces creatures to attack, or decides who they attack, often with goad. In multiplayer it points other people's creatures at each other instead of at you. Bident of Thassa, Toski, Bearer of SecretsOpen the Forced Combat page