Mana Breach

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Vintage Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Commander / EDH Legal

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Set Rarity
Seventh Edition Uncommon
Exodus Uncommon

Combos Browse all

Mana Breach

Enchantment

Whenever a player plays a spell, that player returns a land he or she controls to its owner's hand.

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Mana Breach Discussion

Winterblast on Grand Stax

3 weeks ago

I'm not a fan of the tapping and doesn't untap strategy because it leaves the permanents intact (if one of the pieces gets removed everything works again) and doesn't do anything in the early game. Winter orb in the opening hand is pretty much dead and if you do play it, it can backfire really bad. If you want to play that way, you definitely shouldn't play stuff that lets players take back lands to their hands, such as Overburden.

In my own deck Augustin's $t4ks (Primer) I do play the bounce stuff and I focus on that. Mana Breach and Words of Wind is in that package as well and Land Equilibrium is the piece to keep the lands from coming back. You don't have a clear strategy as for what you want to do with the lands...it works either way but bouncing/tapping doesn't work together well.

I would strongly suggest having at least one combo to end the game. Rest in Peace and Helm of Obedience are always fine, just as Basalt Monolith and Rings of Brighthearth (what else do you have trophy mage for?) with either Sensei's Divining Top or any other outlet for infinite mana. Sundial of the Infinite is a great lock with Smokestack or Mana Vortex.

...and I don't think you really want to run Kataki in an artifact heavy deck like Stax?

Winterblast on Arbiter Stax

1 month ago

I think you could remove some of the creatures and replace them with noncreature cards that have the same or a similar effect and don't cost much money either. For example Torpor Orb instead of Hushwing Gryff, Words of Wind instead of Vedalken Mastermind. You can then use Humility and Cursed Totem to shut down other players' creatures without hindering your own play too much.

The great aspect of Smokestack is that it is not limited to lands and that the counters can become more each turn. It's one turn slower than mana vortex but it's less risky. I played both but have recently replaced the vortex when I stuffed more card draw and counterspells in the deck. I still have Sundial of the Infinite in the deck to end my turn after putting a counter on smokestack...it works with mana vortex too but that one only removes all opponents' lands and leaves other permanents intact.

As for the mass LD, I think the biggest problem with catastrophe is the mana cost. I'd rather play Sunder if you don't have ravages of war because that's an instant! If you play that EOT and in your turn get to play Windfall you got rid of all lands and draw a huge lot of cards as well. I don't use Sunder anymore but rather rely on the constant effect of Mana Breach and Overburden. In your case it could be the land removal you need. Bouncing works a bit against the tapping strategy though...

You see, one change often requires other changes because cards are likely part of a package that has a certain purpose in the deck. The more you remove of such a package the less it makes sense to keep the rest in the deck, especially cards that are not really strong on their own. If you want to keep the tapping strategy I would say you should focus on that and add destruction/sacrifice and not bouncing. My list is about bounce/destruction and prevention of land drops. Unless you use Land Equilibrium (or Ward of Bones as the cheaper option) and have a reliable way to find it in your deck, you shouldn't look too much at the bouncing stuff because they don't go along well with tapping. That's the problem with trying to combine elements of different builds.

Winterblast on How to Lose Friends: The Prison of Grand Arbiter

1 month ago

Looks great, a bit like I used to play augustin a while ago. I'm not very fond of the tapping strategy as it leaves the permanents intact and has little to no impact when played very early. I'd rather suggest preventing lands from even coming into play with Land Equilibrium (with the manabase here it can possibly be cast on turn 1!) and punishing people for casting spells and creatures with Mana Breach and Overburden.

Another tip: AEther Barrier stops Food Chain because it doesn't just increase the cost but requires an additional 1 that can't be paid with food chain mana...

Maybe you want to have a look at my Augustin's $t4ks (4000$ Solution/Stax) so you see in which shell I play these cards. I've recently removed Mechanized Production although I had great expectations...what is your experience with that card? Is it worth playing or too often too slow or a dead card?

carpecanum on No mana for you

1 month ago

Mishra's Helix can just shut down a deck if you have mana to use it.

Mana Breach + Overburden really slows things down.

If you screw up everybody's mana with cards like Winter Orb and Overburden you might find that you need to replace a few cards with more mana artifacts and mana creatures so that you can still cast spells. A couple different Myr, Star Compass, Signets etc. Cheap to cast and they provide colored mana.

Winterblast on Augustin's $t4ks (Primer)

2 months ago

Yes, it's awesome youngfischer...firstly these lands are fetchable and secondly I can play the land and use the cycling later because of Mana Breach and Overburden and with Crucible of Worlds it's even better. celestial colonnade has a really high activation cost and comes into play tapped, which is both bad for a manland...the 4/4 body is irrelevant because these lands are not suitable for a quick kill anyway, they mostly serve as recurring blockers. Colonnade also has a ridiculous price because it's played in modern and standard and here it's definitely not worth that high price. Maybe when it's out of standard it makes sense to buy one, but I don't know which of the lands it could replace. Mishra's Factory because it flies? Blinkmoth Nexus because it's a bigger blocker? Any other land that comes into play untapped? Is it better than any of the lands in the deck at all?

Winterblast on

2 months ago

I don't think Llawan, Cephalid Empress or Fog Bank are worth playing, you could also remove Wall of Denial...you have 40 life, so aggro isn't as much of a problem as it is when playing stax in other formats. Most aggro decks also have some combo included in case they run against too many protective permanents they can't remove. I don't think a card that is "just a good blocker" has any value in realistic matchups.

I would replace Crawlspace with Ensnaring Bridge because it's more effective (and your commander can always attack after you draw your card for the turn). maybe think about removing the artifacts that have activated abilities completely if you want to play Stony Silence and add Null Rod for an additional card with the same effect. Overburden seems a bit odd because it helps the opponents against Winter Orb and Static Orb - it's a great card, but only if your mana denial plan is based on bouncing/destroying lands instead of having them stay tapped. If you go for land bouncing I can recommend Mana Breach (super effective! you could get rid of Arcane Laboratory because mana breach also punishes players for playing too many spells per turn), Land Equilibrium, Ward of Bones, Words of Wind and Sunder.

In general I think it's best to focus on one or two types of lockdown and build around these. If you do a bit of this and a bit of that everything is there but weak. I would say the tapping locks are the easiest to escape because you leave everything intact and only disable certain permanent types...if the tapping card is gone, everything works again. The most effective locks are those that constantly make you lose cards permanently, for example Mana Vortex, Smokestack, Possessed Portal. You have to choose what suits your playing style best and then focus on that plan with your whole deck.

JaysonSunshine on Brago Lockdown

2 months ago

How are you think of updating for Protean Hulk landscape? Seems like Rest in Peace should come in and perhaps Grafdigger's Cage. I was thinking of taking out Mana Breach -- how have you liked it?

With Rest in Peace in, what are your thoughts on including Helm of Obedience?

Winterblast on Please Hold (Oloro Stax)

3 months ago

I play Stax is various variants myself and I can only suggest reducing your land total and replacing them with mana artifacts for 0-1 mana...and use all of the ones legal for commander: Mox Diamond, Chrome Mox, Mox Opal, Mana Vault, Grim Monolith, Voltaic Key, Lotus Petal. You become much faster and avoid your own land destruction easily.

I would also Play Talisman of Dominance and Talisman of Progress, Coalition Relic too (maybe instead of the Signets because they can produce mana themselves without paying 1 first).

Land Equilibrium is my all time favourite because it completely stops the game for everyone relying on lands. After a mass removal on lands no one can put a land into play unless you do - with lots of mana artifacts you won't ever need to do this and that's it then. Perfect synergies are Overburden, Mana Breach, Sunder (and the bounced lands can even be used for Card Advantage with Scroll Rack). It would require some adjustment of your mana base, especially adding all the mentioned artifacts, but it's a play style most opponents can't deal with. Maybe you can find some more ideas in my deck Absolutely Static Stax

Academy Rector is great with so many enchantments in the deck, especially to get out a killer Card like Humility. Nether Void, The Abyss and Consulate Crackdown are also nice to bring into play unexpectedly.

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