Drain Power

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
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
Collector's Edition (CED) Rare
International Collector's Edition (CEI) Rare
Limited Edition Beta (LEB) Rare
Limited Edition Alpha (LEA) Rare

Combos Browse all

Drain Power

Sorcery

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

Bigdarch on Nekusar's Infectious Grasp

2 weeks ago

...Although you could run Price of Glory with Drain Power or Fade Away although I'm not sure if you'd want to do that in multiplayer.

lothshteth on The Dark One

5 months ago

I agree that Teferi, Mage of Zhalfir is a more eloquent design. This is probably why WOTC hasn't touched upon Drain Power since Pygmy Hippo .

If I go with the Damping Sphere ability, would you suggest any changes to cost or anything else?

lothshteth on The Dark One

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.

This deck is focused on the mana pool. Increasing my mana supply, while denying my opponents. Stuff like Drain Power & Mana Drain are the kind of things that this deck wants to be doing.

cdkime on The Dark One

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.

lothshteth on The Dark One

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.

hoardofnotions on Got your divers license?

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.

I really like Mana Short and Drain Power I just need to find space in the deck for them. Anything look out of place or underpowered?

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.

Falco101 on

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
Choked Estuary
Dismal Backwater
Jwar Isle Refuge
Cephalid Coliseum
Geier Reach Sanitarium
Myriad Landscape
Meteor Crater
Arch of Orazca

Ramp
- Vedalken Engineer
- Renowned Weaponsmith
- Palladium Myr
- Springleaf Drum
- Paradise Mantle
- Mistvein Borderpost
- Lotus Blossom
- Khalni Gem
- Azor's Gateway
- Spires of Orazca

Trixy spells, aka, all your mana are belong to us
- Scattering Stroke
- Drain Power
- Spell Swindle

Remove it
- Imprisoned in the Moon
- Vial of Dragonfire
- King Macar, the Gold-Cursed
- Gild
- In Garruk's Wake
- Sundering Titan

Generate Artifacts
- 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

Beasties that like shiny
- Gearseeker Serpent
- Chromescale Drake
- Qumulox
- Barricade Breaker
- Herald of Anguish
- Necrotic Ooze
- Kuldotha Forgemaster

Can't touch this
- Prowler's Helm
- Writ of Passage

Tag, you're dead
- Grafted Exoskeleton
- Quietus Spike
- Scytheclaw

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

Draw & Filter
- Monastery Siege
- Skullclamp

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