Mana Confluence

Legality

Format Legality
Noble Legal
Leviathan Legal
Hero Legal
Magic Duels Legal
Heirloom Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
MTGO Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Zendikar Expeditions (EXP) Mythic Rare
Journey into Nyx (JOU) Rare

Combos Browse all

Mana Confluence

Land

, Pay 1 Life: Add one mana of any color to your mana pool.

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Mana Confluence Discussion

enpc on Vorosh

1 week ago

They tap for 2 mana yes, but I wouldn't count them as two. There's a bit of adisconnect between number of sources and total produced maan, but that's a lot more complicated of a conversation. the important thing is that they techincally count for zero by themselves, as you can't play them as your only lands (they bounce themselves).

As for lands to play (within a budghet of course), Command Tower, Mana Confluence and City of Brass all tap for any mana colour you need. Exotic Orchard can also help out and Forbidden Orchard isn't bad either as your primary source of damage has flying. Hinterland Harbor and Drowned Catacomb finishes off your check land cycle (which are good), you have pain lands like Yavimaya Coast, Llanowar Wastes and Underground River. That being said, don't feel like you have to run the full cycle of a land. I would persoanlly run the full cycle of shocks and check lands, but would be reluctant to run all 3 temples.

Given that you have minimal land search ramp, I wouldn't increase the number of basics you have by too much, however you could up your total basic count by 6 (2 of each) if you included more basic land searching. You also have the Panoramas (Grixis Panorama, Jund Panorama, Esper Panorama, Bant Panorama) which gives you colourless the turn you play it, but you can later crack it for a basic.

As for ramp, Chromatic Lantern is good fixing. Nature's Lore and Farseek are both good as they can fetch shocklands. Cultivate and Kodama's Reach are both decent, as is Rampant Growth. you also have the signets (Golgari Signet, Simic Signet, Dimir Signet) as well as Talisman of Dominance and Fellwar Stone.

garrukhunter98 on Ramos, dragon engine the blessed by the mighty ods

1 week ago

I would go with Mana Confluence instead of City of Brass, since it can't be manipulated to deal the one damage by opponents, unless you have something in the deck that prevents that one damage. With the Chromatic Lantern, City of Brass would still deal the one damage to you, while Mana Confluence would give you the option to pay 1 life or just tap to add the mana with no repercussions. The same fact is true about Prismatic Omen.

Forbidden Orchard and Reflecting Pool are also good options to replace the City of Brass. The 1/1 that Forbidden Orchard gives to opponents is negligible considering a lot of the creatures you are playing are way bigger than that, and it is like the one damage you would take from City of Brass could be dealt to someone else. Reflecting Pool is also good with all of the fixing that you have already. Deathrite Shaman is also a good card to have, especially with the 10 fetches that are in the deck, and just the graveyard hate that it brings along with it.

Ethir on Omelette du fromage

1 week ago

For Spire of Industry, i already said why i don't use it, City of Brass and Mana Confluence have the same problem, you can't afford to loose hp against aggro MU, you have nothing to tempo with the deck. And gemstone mine is unusable after 3 turns. You don't need a lot of colored mana in the deck, just 1 or 2 for ancient stirring, that's all, so Aether Hub do perfectly the job.

Last_Laugh on Temur Animar EDH

1 week ago

Your lands also need some tlc. First, get Command Tower and Ancient Ziggurat in here. Also consider Mana Confluence, City of Brass, Exotic Orchard, and Reflecting Pool. Vizier of the Menagerie is also great here for mana fixing.

Jimmy_Chinchila on Naga Vitalist and Weird Lands

1 week ago

Naga Vitalist checks the type of mana a land could produce, and there are some lands that could produce any color but there are stipulations. Unclaimed Territory can make any color, but it becomes restricted for what it can be spent on. Can Vitalist then make any color? Similarly, Cascading Cataracts also has an ability to make any color, and while Im not sure it isnt even also considered a mana ability even though it doesnt have a color icon, Vitalist doesnt say the type must be produced by tapping only with no additional costs. It is a land, and it can produce any color potentially so it should allow Vitalist to do the same, like Mana Confluence but with a mana cost instead of life. Help!

Last_Laugh on The Ultimate Timmy Deck

1 week ago

I'm honestly struggling a bit. I'm really not familiar with the deck.

The most obvious thing I'm not seeing that would streamline a deck like this is tutors. Obviously Demonic and Vampiric Tutors are best (albeit expensive) but you're in the 3 next best colors for tutors and have options for pretty much any spell. Enlightened Tutor, Mystical Tutor, Diabolic Intent, Chord of Calling, Green Sun's Zenith, Eladamri's Call, and creatures like Recruiter of the Guard, Protean Hulk, and Fierce Empath. Running tutors allows you to count it as a 2nd copy of several effects as it covers redundancy like a champ.

Another thing I'm noticing is very little ramp/Mana fixing and your manabase could use some tlc. I'd probably go with Birds of Paradise, Farseek, Ash Barrens, and probably Nature's Lore and Skyshroud Claim because they put the lands in untapped.

I'd drop any colorless lands like Temple of the False God, Alchemist's Refuge, High Market and Reliquary Tower just because you're 4 colors. I'd add more basics (to support a few of the above cards) and Reflecting Pool, City of Brass, and Mana Confluence just for the mana fixing.

Anyways, off to bed. Hope I helped, and good luck.

Polybius on Mairsill

2 weeks ago

Very cool deck! Since your goal is to keep it casual I'll suggest cards that are upgrades to stuff you already have, that way you can do what you've been doing just a bit faster/more consistently.

Mana Ramp:At the moment I see 7 sources of artifact ramp in your deck. I'd highly recommend increasing that to the 10-12 range, it will drastically speed up your deck.

Consider Adding:- Prismatic Lens- Fellwar Stone- Mind Stone- Rakdos Signet- Izzet Signet- Dimir Signet- Coldsteel Heart- Sphere of the Suns

Consider Removing:- Commander's Sphere- Darksteel Ingot- Worn Powerstone

Card Draw:The 6 card draw spells you have here are fine but I'd recommend adding at least 5 more, specifically card spells that help you discard into your graveyard or fill up your hand on the cheap.

Consider Adding:- Thirst for Knowledge- Careful Study- Phyrexian Arena- Read the Bones- Night's Whisper- Dig Through Time- Chart a Course - Tormenting Voice- Preordain- Brainstorm- Ponder

Consider Removing:- Winds of Rebuke- Tragic Lesson - Essence Flux- Fervor- Rolling Thunder- Unstable Obelisk- Treasure Cruise- Conjurer's Closet

Land:If you up your mana rock count to the 10-12 range, you can drop your land count down to 32-34 and have no issues.

The best way to go about improving your landbase is focusing on adding lands that enter untapped and can give you multiple colors.

Are just a few examples of lands you should consider adding in place of slower, enter tapped lands.

That's just the basic rundown of how to improve the core of your deck and make it a bit more consistent. Hopefully those ideas help!

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