Mage-Ring Network

Legality

Format Legality
1v1 Commander Legal
Frontier Legal
Vintage Legal
Modern Legal
Casual Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Magic Origins (ORI) Uncommon

Combos Browse all

Mage-Ring Network

Land

: Add to your mana pool.

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

, Remove X storage counters from Mage-Ring Network: Add to your mana pool.

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Mage-Ring Network Discussion

Deepstriker29 on Gray Will Slay

1 month ago

Looking through the list, your land choices are overwhelmingly utilitarian in nature. You're likely going to want more lands that can draw you cards outside of your own commander due to your discard abilities, such as Sea Gate Wreckage and Throne of the High City. You should certainly be running the Urza lands over regular wastes due to nonbasic hate not hosing you nearly as hard as other color strategies, and Expedition Map can help you turn your landbase into a toolbox. Myr Retriever is a strong support creature that can grab an important artifact back from the grave, and Mage-Ring Network is a safe way to put back mana for later turns.

Entrei on stockpile mana card

1 month ago

Look up the mana batteries of all colors, Mage-Ring Network, and the storage lands. Idk which one you are referring to, but it's probably one of those

albino_ninja on Brown Eldrazi Tron

1 month ago

Kinda cool to see an all colorless Tron brew. I would highly recommend Eldrazi Temple in lieu of Mage-Ring Network or Shrine of the Forsaken Gods.

Nathanaiel on Hypothetical Vorel

2 months ago

You'd really want to abuse the counters more for ramp with cards such as Mage-Ring Network or Rushwood Grove. Beastmaster Ascension may also be worth a look.

Rzepkanut on Simic Evolution

2 months ago

Cool deck, looks fun :) got a few ideas... Astral Cornucopia, Everflowing Chalice, City of Shadows and Mage-Ring Network for ramp you can grow and Commit / Memory to replace the lower powered graveyard recursion. Happy gathering!

AllhydeNoJekyll on Chancellor Palpatine

3 months ago

Themes Blue/White Good Stuff UWgud Stax Your things cost less, theirs cost more. ETB Mill Pillowfort

Cards to cut or just don't do enough Slow Motion, Stormscape Familiar, Select for Inspection (too Specific), Etherium Sculptor (Not justifiable), Mindshrieker, Burnished Hart (Look, we all love this stupid Elk, but he sits at a slot where you need to have around that much mana up for counter spells. You really only want to be spending that type of mana to reduce your costs or increase opponents costs or stop them from attacking you. Else, counterspells. Two mana ramp is what you are looking for, ideally, not six spread over two turns), Jace's Archivist(I like this card a lot, and I think it's great with things like Thousand-Year Elixir, but realistically you want to be sculpting the perfect control hand all game rather than tossing it away.), Rhystic Study(Great card, but not $8 great. Mostly priced based on popularity. Budget choice for you, you don't need it). Temple Bell (Fun card, but too beneficial for your opponents. Don't spend mana to speed other's race, that's the opposite goal of the deck.), Cataclysm (I don't see why you have this other than as a combo with As Foretold.), Entrapment Maneuver, Hindering Touch, Leave in the Dust, Sleep(Only beneficial against creature decks), Psychic Spiral(You have to devote yourself to wheel for this card to work well, and wheel arguably doesn't help your deck.), Sunder(This combos only with As Foretold), Isperia, Supreme Judge (Costs six, his only creature decks, they don't have to attack you, there is better card draw.), Sphinx of Magosi, Silent Sentinel (Requires attack and arguably not enough enchantments).

You have a pretty decent Stax and 'Don't touch me there' package going on here, but not a whole lot of direction other than that. Some mill, some land destruction, but no real win-cons. If you want to have a serious mill win con, you can take out a little of your protection package and focus it on ETB effects and pair with a card like Altar of the Brood. Is that enough justification? I don't know, but ETB effects can be very strong and already seem like a small sub-theme. You would have to make more serious cuts for it. You definitely need to upgrade your mill-win con to be more flexible if you intend on winning that way. Sitting down at the average CMDR table of at least sum(4) means that you have hundreds of cards to whittle away. Some suggestions:Aforementioned Altar of the Brood, only for considerationSands of Delirium, Memory Erosion, Jace's Erasure, Sphinx's Tutelage, Increasing Confusion, Hinder/Spell Crumple + Tunnel Vision is a particular jank combo favorite of mine. Really you want stuff that hits early and doesn't require any further effort so you can pillowfort yourself, or are huge sinks for the late game push.

If you are looking to remove some pillowfort and upgrade your stax package, check out Brago, King Eternal, Paradox Engine, Static Orb, Tangle Wire, Torpor Orb, Smokestack, Trinisphere, Thorn of Amethyst, Meekstone, Clock of Omens (This is especially useful), Dovin Baan, Inspiring Statuary.

Also, you should take out all land destruction since you don't have a real way to take advantage of it. Even with a couple of your reductions, the green player/ Mizzix player will get on board faster and annihilate you out of spite.

Also, the deck only has mill as its win-con thus far, which is tenuous at best even in the most refined EDH decks. I suggest you put some of the not-so-flashy-feels-bad-win-cons in this deck such as Approach of the Second Sun, Azor's Elocutors, Laboratory Maniac, etc.

Also, after above edits, you only have three board clears by my count. Even if I'm off, you want around 7-10 for a deck of this style that covers a multitude of fronts. Most board-wipes are just creature based, but you should include ones like Akroma's Vengeance, Consulate Crackdown, Planar Cleansing, Nevinyrral's Disk. Things that can be instant speed are also great like Rout and Evacuation.

This deck really wants to hold up its mana for counterspells, so Vedalken Orrery is a must have to avoid wasting mana, also BoNkErS with As Foretold. Consider Quicken as well.

Your land base needs a pretty big update as well. You should really only be running 10 or less of each basic for a dual colored deck, though not as important for three and up decks. But, you have quite a few double-symbol costs that your cost reduction can't affect.Fixing lands Coastal Tower, Meandering River, Evolving Wilds, Terramorphic Expanse, Azorius Guildgate, Sejiri Refuge, Tranquil Cove, Prairie Stream, Exotic Orchard.

Utility lands Tolaria West, Halimar Depths, Arcane Lighthouse, Command Beacon, Homeward Path, Myriad Landscape, Buried Ruin, Terrain Generator, Mirrorpool, Mage-Ring Network, Encroaching Wastes.

Hope this helps! :)

Iron_Cube on Song of Void (Kozilek, the Great Distotion EDH)

4 months ago

Great deck. Maybe a little budget but there is room for upgrades if you want to.

I think the overall converted mana costs are a little bit high. Palladium Myr is basically a Worn Powerstone on legs. Eye of Ugin, Ancient Tomb, Sanctum of Ugin and Shrine of the Forsaken Gods are all great lands you can use. Mage-Ring Network is also useful sometimes. Duplicant and Etched Champion are amazing creatures for this deck. I would also throw in a Relic of Progenitus for graveyard hate.

I already tested some cards you're playing and some were just not worth it... Check out my deck if you want more ideas. :)
Colorless Distortion - EDH

Dashiva7 on General hints about lands in ...

5 months ago

For early testing of a 2-color deck, I usually run 10 basics of each color followed by more commonly available fixing (evolving wilds, guildgates ect). Then I look into utility-lands that may have synergy with the strategy/theme. Lastly I use general goodstuff lands (personally I enjoy Mage-Ring Network) or additional basic to round of.

Once I have tested the deck through a couple of games (5-6) and feel it is worth investing more time into, that is when I start optimizing with more efficient lands (still try to keep 5-6 basic per color). Fortunately the particular group I usually play with is rather casual so I can forgoe the more expensive cards, but each to their own.

Lands that I actively try too discourage newer players to use is Ravnica bouncelands and cards like Rupture Spire. The bouncelands are just to tempting for Land-destruction or steal-spells, while the spire are just bad.

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