Mage-Ring Network

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Custom Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Ultimate Masters (UMA) Uncommon
Magic Origins (ORI) Uncommon

Combos Browse all

Mage-Ring Network

Land

: Gain .

, : Put a storage counter on Mage-Ring Network.

, Remove any number of storage counters from Mage-Ring Network: Gain for each storage counter removed this way.

Mage-Ring Network Discussion

TypicalTimmy on Help for set making! I ...

5 days ago

But enough spam. This has been a log held dream of mine.

We finally visit Vyrn (Jace's home). Vyrn is home to the Mage-Ring Network ; A colossal network of channeled power spanning the entire plane.

My story would be that Plane is split into four factions;

Esper - Who seeks to abuse and perfect the network for their own greed. They seek a totalitarian monarchy.

Mardu - An outcast Mad Max inspired clan who seeks to destroy and repurpose any technology they can as a means to rip power out of the plane to survive. Purely driven by anarchy.

Naya - An enclave of druids and elves who see the world suffering and breaking under the stress of the network. They seek to shut it down and let the world fall into chaos and darkness, purely for the good of the plane.

Bant - The civilization set up around the network. They are oblivious to the wars going on, and are more or less the helpless civilians.

In the first set, Azorius is the strongest and most printed color pattern among the groups.

In the second set, we find out that the weakening and abuse of the laylines has begun to awaken an ancient evil. It is realized far too late that the network was put in place as a prison to keep an ancient evil locked away deep in the plane. With the network failing as the wars rage on, this demonic entity is free to purge the world. This would be the fifth clan.

Jund - Total destruction with no regards to any life. Demons, Devils, Hellions, Rot, Plagues... The world falls in ruins and it is up to the clans and Planeswalkers to drive this ancient evil back underground.

DemonDragonJ on Storage Lands in an Atraxa ...

1 week ago

Also, since two users here have recommended against using Mage-Ring Network , I shall instead put Gavony Township in place of the fourth tri-land, because that card is only too perfect for that deck (and that card actually was in the deck, before I removed it in favor of Karn's Bastion , which is even better, still).

Chandra585 on Storage Lands in an Atraxa ...

1 week ago

Yes! I totally recommend all of those except for Mage-Ring Network . Because you are a 4-color deck, you can't afford very many lands that only give you colorless mana. If you aren't already playing them, you might try one of the Vivid lands.

DemonDragonJ on Storage Lands in an Atraxa ...

1 week ago

I have an EDH deck with Atraxa as its general, and that deck has all four triple lands that are supported in her colors ( Arcane Sanctum , Sandsteppe Citadel , Seaside Citadel , and Opulent Palace ), which are great lands, but they enter the battlefield tapped, so I am seeking replacements for them.

I cannot believe that I did not consider the “storage lands,” the lands that use storage counters, when I was building the deck, as they would be absolutely perfect for a deck that focuses on the proliferate mechanic, but I wish to seek advice from the other users on this forum before I put those lands in my deck.

The storage lands that I am considering for my deck are Calciform Pools , Dreadship Reef , Saltcrusted Steppe , and Mage-Ring Network . What does everyone else say about this? Are those lands good for an Atraxa EDH deck?

Mj3913 on Isperia's Flying Circus of Tools

2 months ago

Heya Fans, and welcome back to our show. After some practice with our potential new hires we come to our first look at what fresh acts we can bring to the audiences.

After much hiring and firing, then rehiring again, and many hours of choreography, I am happy to report we have had decent results. And that I'm convinced there could be physical changes made. If you disagree or think of something better, please share your thoughts in the comments.

(Out-In)

End Hostilities - Supreme Verdict : One mana less, and unstoppable.

Fumigate - Cleansing Nova : Having choices is always better.

Disperse - Unsubstantiate : Not quite a counterspell but at least we know what'll be in their hand.

Rewind - Lay Bare : Theme fitting, like cost.

Dragonlord Ojutai - Dream Eater : Smaller beater, better effect.

Overwhelming Denial - Dissipate : Needs more testing to be sold. No big change really.

Angel of Condemnation - Admonition Angel : We lose the reactive ability, but I see this being a useful tool for clearing blockers, and for political plays.

These changes aren't so deck altering as some of the others I am still considering, but I'm still not 100% on them. Need some outside input.

Wandering Eye or Fog Bank - Ingenious Thief : Eye gives away our own information, Fog does nothing against trample. Thief however can be blinked and doesn't pose a large threat stats wise.

Hanna, Ship's Navigator - ???: Closest things I could find that flies is Razor Hippogriff , Sanctum Gargoyle , and Griffin Dreamfinder but that only covers half. Or is this ability really necessary, can we work around our toys being removed and use this spot to fit something new?.

Azorius Keyrune & Ojutai Monument : for lack of a better word they seem 'cute' now. They seemed useful at first because they turned into flying creatures that shared the benefit other flyers do. Better rocks? Keep? Replacements could include Fellwar Stone , Basalt Monolith could be blinked with Brago... unsure what else is good and not overly expensive.

Favorable Winds : Is it really necessary, amid the other +'s it seems the least shiny, even though it's foiled.

Stay tuned for more to come! We're always trying to keep fresh acts, and as accidents happen replacement performers will hopefully be swift coming. Don't forget the suggestion and vote box on your way out. See you next time at The Circus!

TypicalTimmy on ???

2 months ago

Mage-Ring Network may be useful? Leave it untapped, and at the beginning of your last opponents end step, if you have it left over go ahead and put a counter on it. Slowly build it up out of nowhere.

TypicalTimmy on how do i make tons ...

4 months ago

griffstick, holy mother of god that's brutal


Chandra, Torch of Defiance

Jaya Ballard

Chandra, Bold Pyromancer

Koth of the Hammer

Generator Servant

Infernal Plunge

Mana Geyser

Geosurge

Seething Song

Pyretic Ritual

Treasonous Ogre

Red Mana Battery

Mage-Ring Network

Desperate Ritual

Soulbright Flamekin

Braid of Fire

Rite of Flame - It'll net you for as the card itself with be in the graveyard as the spell resolves on the stack ;)

Inner Fire

Catalyst Elemental

Gilded Lotus and any of the other variations of it out there

Uhhh.... that's all I know of in red.

TypicalTimmy on None

5 months ago

I would finally visit my most beloved Plane ever - Vyrn.

Idk why I love it. We barely know anything about it at all! But the Mage-Ring Network struck my wonder and ever since, I've loved it.

World building: Vyrn's laylines weakened over time from an unknown power. As this happened, the plane began to die. The citizens pooled their knowledge and resources together in order to streamline and amplify the laylines into the Mage-Ring Network.

Unfortunately, endless repairs dwindled resources. On the cusp of a world war over what little remains, four factions rose up to dominate the landscape.

Grixis, being heavily influenced by mechanics and war, they seek to build artifact siege engines and collapse powers around themselves.

Abzan, seeing their world dying has caused them to seek out resources in unconventional ways. Golgari meets Selesnya. Purge and plunder. Graveyard tricks and mana blooms.

Temur, going back to their natural roots, they left the crumbling citystates and took up residence among the flourishing land where the network began to fail.

Mardu, the raiders of Vyrn. Hellbent on plundering everyone and ransacking everything, nothing stands in their way.


This gives you four unique and distinct styles:

Grixis Artifact-Control

Abzan Recursion

Temur Enchantments and Ramp

Mardu Tokens


I'd have the first set, merely called Vyrn be about the splitting wars and have story-splotlight cards hinting toward a much greater looming threat. Cards like:

Seismic Collapse

Sorcery

You may sacrifice any number of lands you control when paying for this spell. Each land you sacrifice pays for .

Destroy up to three target lands, plus an additional land for each land you sacrificed when casting this spell.


What we discover in the second set, Chaos Unleashed was that the weakened laylines were done on purpose by an ancient civilization in an attempt to bury and weaken a colossal entity that lives within Vyrn. The MRN gave it back it's power, and this is it's return to the surface.


The Planeswalkers would feature Jace and Tamiyo as they attempt to figure out what is going on, with probably Chandra as red is a heavy color in the set being in three of the four factions.

As for the antagonist of the story, I'd say good old Ob Nixilis can be in here, and he is pushing for the wars because he knows what lurks under Vyrn and he wants to exploit it for his own gain.

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Mage-Ring Network occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%