Fractured Powerstone

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Pauper Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Planechase Anthology (PCA) Common
Planechase 2012 Edition (PC2) Common

Combos Browse all

Fractured Powerstone

Artifact

: Add to your mana pool.

: Roll the planar die. Activate this ability only any time you could cast a sorcery.

Fractured Powerstone Discussion

SynergyBuild on Temple of the False God ...

1 week ago

The arguments for temple are almost always either extremely rare (topdecking it turn 5 when you need 6 mana, DIDN'T have ramp turns 1-4, AND hit lands turns 1-4 BUT didn't have land on turn 5 EXCLUDING temple.), require it to be, as Panas said, the 38th lands (therefore almost entirely useless, as it is ramp when you don't need ramp, and card draw would be tons better).

As griffstick explained, it is 50 cents more expensive than a basic land, which is tons better than temple, and over 30 cents more than most cards like Fractured Powerstone , Star Compass , Prismatic Lens , signets, Fellwar Stone , etc.

As dbpunk explained, it is a mostly bad card, and only TypicalTimmy is delusional enough to say it is okay. The rest of us are pretty much in agreement with you triproberts12.

triproberts12 on Temple of the False God ...

1 week ago

I've seen this card in a lot of EDH decks under the "Help" section. It makes me angry that Wizards keeps putting this trap into precons, so I'm going to lay out why Temple of the False God is bad. Ask yourself these questions:

Do I want a 4-mana rock in this deck?

Am I already running Thran Dynamo ?

Would I run a second Dynamo?

Does my deck have exactly zero Karoo lands?

Am I playing less than 3 colors?

Am I not playing green, with the exception of Azusa, Lost but Seeking ?

Does a major part of my game plan involve getting out a 6-drop ahead of curve?

Do I have ways to draw out of an opening hand with 2 lands and a Temple?

Am I okay being stuck on 4 lands for a turn?

Is my deck redundant enough that I can afford to regularly waste a mulligan?

Is what I am doing in the first two turns of the game important enough that I wouldn't be happier to see 2-3 lands and a Fractured Powerstone over Temple in my opening hand?

If you answered "no" to any of these questions, DUMP THAT FLAMING GARBAGE RIGHT NOW.

Luarviq on The Barbarian Queen's Horde

1 week ago

I like the list. However, for aggro it is too slow - your manacurve is very steep, yet you have no ramp whatsoever. One land per turn will leave you snailing behind.

First, i suggest removing non-basic taplands. If you run budget, dont bother with them, if you have extra, consider Nykthos, Shrine to Nyx - it is great in nonocolor deck.

Second, artifact ramp. Wayfarer's Bauble , Mind's Eye , Fire Diamond , Sol Ring , Fractured Powerstone - you name it. If it costs 0, 1 or 2 and gives you at least 1 mana, you must have it.

Third, consider cutting creatures. At no point in time your opponents will let you have full board. Two-Headed Giant , for example, is at least non-synergistic. Instead, add enchantments that give haste and trample.

Fourth, point removal and commander protection. It is more important than you think. Forget about Blood Moon , you are not running stax, you need to beat face.

Fifth, tribal stuff. Metallic Mimic , Coat of Arms , Stoneforge Masterwork . Too important to ignore.

And lastly, sixth. How will you deal with boardwipes? Get yourself Cauldron of Souls or something similar to prevent your opponent from being a jerk.

Icbrgr on Seeking Guidance/Opinions on a Archenmy/Planchase ...

1 week ago

I am seeking guidance and opinions about trying out a House-Version of established multiplayer formats.

The Intent with this is to create a hybrid format of Archenemy and Planechase that is viable for players to use there Constructed Modern Legal decks in a multiplayer environment. The idea is that by providing the Archenemy with a raised life total of 40 and both a Planar and Scheme decks tailored to favor the Archenemy's deck/theme that the archenemy would be able to combat 3-6 opponents... and put a clock against a team of optimized decks.

I am curious to know if this ideas seems plausible for "competitive" decks to hop in a format like this or what kind of adjustments could be made to make this idea work?

Final Destination:

This is my house-version of playing Archenemy. It's a casual multiplayer format designed for "one vs. many" gameplay. Just like in an Archenemy game, one player takes on the titular role and uses an increased life total and a non-traditional Scheme Deck along with a customized Planar Deck to play against a team of "Heroes" varying in size. The game is over when one of the following criteria is met.

  • The Archenemy is defeated.
  • All of the Heroes are defeated.
  • The Archenemy reaches his or her "Final Destination."

Archenemy's Turn:

The Archenemy's turn plays out just like a turn in any Magic game, with seven major differences.

  • The Archenemy begins the game with 40 life.

  • The Archenemy always goes first.

  • The Archenemy Starts the game with Fractured Powerstone on the Battlefield under his or her control. It can only be used for one of its activated abilities once per turn. It cannot be destroyed or otherwise removed from the game or affected by any spells or abilities in any way. It does not assist the Archenemy with abilities like Metalcraft/Affinity ect ect.

  • As the first main phase of the Archenemy's turn begins, that player sets a scheme in motion.

  • During the Archenemy's First Main Phase (after a scheme is put into motion), The Archenemy may pay the Mana Cost of a card they own from outside the game (Sideboard); reveal that card, and put it ontop of their library. This can only be done once per turn and no other spells may be cast by the Archenemy this turn.

  • During the Archenemy's turn, any time you could cast a sorcery, you may roll the planar die. You can do this multiple times in the same turn. To roll the die, you must pay an amount of mana equal to the number of times you've already rolled the die this turn. So the first roll is free, the second roll costs , the third roll costs , and so on. Rolling the die happens immediately (no one can respond to it), but any ability that triggers as a result goes on the stack, and can be responded to like other triggered abilities.

  • After a Plane is Planswalked away from; it is exiled face down. The Archenemy reaches his or her "Final Destination" upon Planswalking away from all 8 Planes in their Planar deck.

Heroe's Turn:

  • The Heroes share a turn, in the same way that teammates do in Two-Headed Giant. You each untap your permanents during your team's untap step, you each draw a card as your team's draw step begins, and so on. Each teammate can play a land during the team's main phase. Each teammate chooses which of his or her creatures will attack the archenemy or a planeswalker the archenemy controls, and then those creatures all attack at the same time. You can't attack your teammates.

  • During the First Main Phase, A Hero may pay the Mana Cost of a card they own from outside the game (Sideboard); reveal that card, and put it ontop of their library. This can only be done once per turn and no other spells may be cast by any Hero who has done this until end of turn.

  • The team of players opposing the archenemy needs to work together to have any hope of defeating the archenemy's quest for domination. But you can't share cards or other resources. You can't give your teammates mana to cast spells, for example. You can however declare a creature you control to block an attack declared by the Archenemy towards a fellow Hero.

  • If you or another hero is forced to make the ultimate sacrifice and leave the game, the rest of the team continues the fight. However, the usual rules for what happens when a player leaves a multiplayer game apply: All permanents and other cards that player owned leave the game, any spells or abilities controlled by that player cease to exist, and any effects that caused the player to gain control of permanents he or she doesn't own end.

End Game:

The game is over when one of the following criteria is met.

  • The Archenemy is defeated.
  • All of the Heroes are defeated.
  • The Archenemy reaches his or her "Final Destination."

Example:

This is an example of a Modern deck that I use and have built Planar/Scheme decks for and have them displayed in the "Maybeboard."

Icbrgr on Multiplayer planchase in Modern

2 months ago

Lol I already did forget the existence of Fractured Powerstone cdkime!

Yeah this pursuit is a personal push... I don't expect others to run out and buy planar decks and intend on providing the planar decks.... which is honestly the main reason why I'm drawn to purchasing Anthologies... I watched the Tolarian Community College/The Professors video about the contents and the product seems nice as a whole and view the decks that it comes with as nice pieces to my collection... but mainly drawn to the idea of having ALL of the planar deck building tools in one package and having a large community planar deck too keep it fair/random.... but was probing for advice/assurance before actually buying it.

cdkime on Multiplayer planchase in Modern

2 months ago

Personally, I play with a community planechase deck, because this is a bit easier on my players and works better for the hyper-casual meta of my kitchen table. There are some advantages and disadvantages to this plan.

Pros:

  • I own one complete set of planechase cards from the Anthology (as well as some duplicates since I had the Savage Auras and Night of the Ninja decks). If each player were designing their own deck, there might be competition over who gets what planechase cards. Since planechase is not very popular, it's unreasonable to expect other people to go out and purchase their own planechase deck. If you were to play more often, this consideration would be less valid, as players would have a justification for buying the deck.
  • It makes every roll of the planechase dice a gamble--you never know if you're going to be put ahead or behind by the change in plane. This helps even the playing field if you have very desperate skill in deckbuilding and playing, as random chance can hamper even the best players.
  • Setup is a tad faster.

Cons:

  • Players are less inclined to take a gamble on the planechase dice if (a) they plane does not actively harm them and/or (b) the special ability does nothing for them.
  • Takes out skill from deckbuilding. There are too many different planes to try and be synergistic with, so there's no reason to build a deck with specific planes in mind, like you would if you were also building a planechase deck.

All in all, it comes down to your specific meta, and what would work best for your players.


No idea what is better--buying the anthology or the cards. It probably depends on whether you would use any of the cards from the deck and the price-point of buying the planar cards.

One note, the Anthology will come with copies of Fractured Powerstone, a card you might otherwise forget exists. I'd recommend putting this card in every deck players are using.

Personally, I purchased the Anthology as I wanted a full set of planar cards and wanted the reconstructed decks. This was also in-part due to my meta. Most often we play with precon decks as the majority of players are not Magic-inclined, and it's just another game on our traditional roster of nerd games to them.

SynergyBuild on ♤That empty feeling♧

2 months ago

Well, when going for the CMDR kill, Mesmeric Orb is the card of dreams, where other cards aren't bad, like Vicious Rumors, they don't do enough to warrant me wanting their inclusion without the commander.

What should be kept is a lot of tutors, to fetch different cards, as well as a lot of ramp. Then a reasonably large hand disruption package, and finishing the deck off with some combos, and cards that do a ton to swing the board in your favor.


Unsure of your budget, and the power level you want, here are the cards I would add to increase the competitiveness of the deck:

Lands: Ancient Tomb, Gemstone Caverns, Bloodstained Mire, Polluted Delta, Verdant Catacombs, Marsh Flats

(On a budget? Do nothing with the lands!)

Tutors: Demonic Tutor, Imperial Seal, Vampiric Tutor, Grim Tutor, Cruel Tutor, Demonic Consultation.

(On a budget? Mastermind's Acquisition, Diabolic Tutor, Dark Petition, Behold the Beyond, Demonic Collusion, Demonic Consultation, Diabolic Revelation, Increasing Ambition, and Insidious Dreams)

Ramp: Mana Crypt, Mana Vault, Mind Stone, Thought Vessel, Charcoal Diamond, Lotus Petal, Everflowing Chalice, Chrome Mox, Mox Diamond, Coldsteel Heart

(On a budget? Mind Stone, Coldsteel Heart, Charcoal Diamond, Everflowing Chalice, Coalition Relic, Fractured Powerstone, Prismatic Lens, Fractured Powerstone, Thought Vessel)

Draw: Sign in Blood, Night's Whisper, Sensei's Divining Top, Scroll Rack, and Asylum Visitor (can top cards you don't want to discard), Library of Leng (tops cards you don't want to discard again... but in a different way), Necropotence

(On a budget? Sign in Blood, Night's Whisper, Read the Bones, Library of Leng, Asylum Visitor, Necropotence, Ancient Craving)

Stax: Sphere of Resistance, Thorn of Amethyst, Lodestone Golem, Damping Matrix, Chains of Mephistopheles, Trinisphere, Tangle Wire, Smokestack, Pox, Liliana of the Veil

(On a budget? use control elements like Doom Blade, and removal in black instead of stax, some of the more budget stax is okay, but generally the more layered stax the better, so the less the worse each is. Removal is a good replacement.)


Drops:

Vicious Rumors, Abyssal Nocturnus, Fell Specter, Guul Draz Specter, Herald of Anguish, Hypnotic Specter, Liliana's Reaver, Myojin of Night's Reach, Needle Specter, Scythe Specter, Sewer Nemesis, Stronghold Rats, Wei Night Raiders, Whispering Specter, Ghoulcaller's Bell, Darksteel Plate, Ordeal of Erebos, Raiders' Wake, Bontu's Last Reckoning, Anvil of Bogardan, Putrefaction, Painful Quandary, Megrim, Fraying Omnipotence, Rise of the Dark Realms, Torment of Hailfire, Liliana Vess.


Not sorry about the long comment ;)

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Fractured Powerstone occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Red: 0.04%

Black: 0.08%

Blue: 0.05%