|Commander / EDH||Legal|
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|Masters Edition IV (ME4)||Rare|
|Fifth Edition (5ED)||Rare|
|Fourth Edition (4ED)||Rare|
|4th Edition Foreign Black Border (4EDFBB)||Rare|
|Revised Edition (3ED)||Rare|
|Revised Foreign Black Border (3EDFBB)||Rare|
|Unlimited Edition (2ED)||Rare|
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|International Collector's Edition (CEI)||Rare|
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|Limited Edition Alpha (LEA)||Rare|
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Target player activates a mana ability of each land he or she controls. Then put all mana from that player's mana pool into yours.
Drain Power Discussion
2 weeks ago
5 months ago
If I go with the Damping Sphere ability, would you suggest any changes to cost or anything else?
5 months ago
So, if they are unable to even tap lands for mana during untap, then the first time they would be able to is upkeep. At which point, this ability could be used whether a "tap" ability or upkeep trigger. They would then only be able to use mana on instants or activated abilities. Of course, to get maximum effect, I would have to put, that mana added this way doesn't empty as phases and steps end.
I wouldn't want to add the "can't activate abilities" because then it would border on oppressive. I'm not exactly trying to make anything groundbreaking.
5 months ago
I do not see the timing abilities as that big of a problem. In a way, this ability serves to protect your creatures from removal. Your opponent is given two choices--cast their instant-speed removal while this ability is on the stack, thus no longer having that removal for any threats you play during your turn; or holding their removal spell for the potential threat you will be playing, and then casting the removal during their turn.
That's a very difficult decision, and can lead to all sorts of mind games with your opponent. Rather than see their ability to activate mana abilities as a downside, I see it as one of the more fun aspects of the card.
All that said, I think this ability should not be used on other grounds. In the focus on whether Drain Power is a good card or not, a more subtle, but much larger, issue has been missed. This ability is incredibly dependent on turn order.
Let's say the Blue/White control player goes right before you. This creature's ability will lock them out of their mana not just on your turn, but on the turns of every other player. You have now rendered their entire deck useless for the remainder of the game.
Conversely, let's say you're the player who goes right before the Blue/White control player. Now you have created a situation where they can counter everyone else, but you are immune from their machinations.
That is a complete nightmare and leads to incredibly unfun gameplay.
5 months ago
Well, they can certainly tap in response, but if they don't spend the mana then I will get it. I hear you though about tapping earlier in the turn, as the mana pool would empty before this ability would trigger. I'll have to think of another workaround. Was trying to go for a Drain Power effect, but it works better when they don't see it coming.
Changeling is in fact a keyword ability, but I can certainly add the reminder text to make it clearer.
1 year ago
derpytrollerZ Thanks for the suggestions!
Day's Undoing is a clever option that'll i'll keep in mind if i need more of this effect. My only concern with playing it is that if i'm playing a control deck, running my opponents out of resources, then i gift them 7 new cards it'll make the deck have to work harder to actually win. Any thoughts?
Magus of the Mind is another cool card i hadn't even thought of! Most of the time i'm trying to pace my spells across multiple turns to get the most value from Jori En. The only time I'm "storming" off is when i have multiple 1 mana artifacts in play, Paradoxical Outcome and Aetherflux Reservoir in hand and enough mana to go for it. I'm imagining scenarios where drawing a 6 drop creature that needs to live a turn to do anything won't be good, so for now i think i'll keep the card on the back burner.
The reason i'm running so many lands (37!) is that i want to hit a land drop every turn of the game till the end of the game, which if i'm doing my job of slowing the game down could very be turn 20 or more. I'm not running an excessive amount of ramp so hitting my land drops is like the izzet version of mana ramp lol.
I really like debated card choices and fine tuning decks so if you think I'm not thinking of a card in the right context or just being resistant to change for no reason please let me know! I really enjoy playing this deck and want to keep it relevant and updated.
1 year ago
The main strategy I'd go with is generating large amounts of artifact tokens/creatures to win with either riches or crazy recursion loops with giant beaters, sacking a few myr or thopters with something like Champion of Stray Souls to bring back all your giant beasties. This is just a bunch of possible options that would help with that strategy.
Suggested Lands, don't need that many basics since you won't be fetching that many in U/B
Jwar Isle Refuge
Geier Reach Sanitarium
Arch of Orazca
- Magnifying Glass
- Ruthless Knave
- Revel in Riches
- Deadeye Plunderers
- Sly Requisitioner
- Genesis Chamber
- Prototype Portal
- Golem Foundry
- Pitiless Plunderer
- Myr Sire
- Efficient Construction
- Prying Blade
- Tamiyo's Journal
I'm not dead yet!
- Soul of New Phyrexia
- Artisan of Kozilek
- Betrayal of Flesh
- Champion of Stray Souls
- Diabolic Servitude
- Dread Return
- Ever After
- Hell's Caretaker
- Infernal Offering
- Profane Command
- Stitch Together
- Tempt with Immortality
1 year ago
No data for this card yet.