Mana Drain

Legality

Format Legality
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
MTGO Legal
Vanguard Legal
Leviathan Legal
Archenemy Legal
Planechase Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Iconic Masters (IMA) Mythic Rare
Vintage Masters (VMA) Mythic Rare
Masters Edition III (ME3) Rare
Legends (LEG) Uncommon
Promo Set (000) Mythic Rare

Combos Browse all

Mana Drain

Instant

Counter target spell. At the beginning of your next main phase, add an amount of to your mana pool equal to that spell's converted mana cost.

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Mana Drain Discussion

Mokan on Baral, Chief of Counters

3 days ago

By any means, Wizard's Retort should be strictly better than Disdainful Stroke in your deck. When it comes to your maybeboard Cursecatcher, Spell Pierce and Syncopate don't seem like they deserve inclusion as the "paywall" they give your opponent isn't really relevant in a commander game where everyone has an abundance of mana; the only "paywall" counter that might be worth it could be Censor as it serves the early game utility purpose, but can cycle when it becomes irrelevant in the late. Aside from that Delay seems kinda bad and Muddle the Mixture might not be worth it, unless you're looking for something specific. I would imagine there isn't much of a difference between Unwind and Negate in your deck, so the former might just serve a better purpose. I reckon you can rethink Desertion as it is basically a Mind Control that is devastatingly situational for the same cost; if you already want to get rid of the MC, you might as well give the boot to this thing. That would open some really good space for Force of Will. I also think it's pretty easy to replace Confirm Suspicions with Pact of Negation. If you're looking to play Mana Drain, I also suggest Spell Swindle for the flexibility. I think the weakest remaining link in your counters base should be Dissolve, after that you can side out an exile counter if you're looking for space, starting from Faerie Trickery.

Lemme know if you want more suggestions, cause I've already written a wall of text, and I don't wanna flood your comment section :DD

Happy brewing!!

Daedalus19876 on The Locust God EDH Fast Combo

3 days ago

Hello! Your deck has a lot of similarity to mine (The Ten Plagues: Locust God EDH | *PRIMER*), and overall this definitely looks good.

I don't have much time to write currently - graduation week at my university - but a few quick thoughts:

1) Why both Kozilek, Butcher of Truth and Ulamog, the Infinite Gyre?

2) I'd run Whir of Invention here - it can tutor for a combo piece, or an altar, without too much difficulty. I'd almost run it over Transmute Artifact, though the best plan is probably to play both.

3) With this few nonbasics, Back to Basics seems like it would be AMAZING.

4) I'd run Shared Animosity over Coat of Arms. In my experience, it's much faster and more unexpected, plus you can easily cast it on the same turn as a wheel after you cast The Locust God.

5) If you can find copies, I'd play Pact of Negation and Mana Drain over Forbid and Counterflux.

6) Mystic Remora for a thousand years :)

I hope this helps a bit! :)

BolasAgent on Sedris, the Combo King (EDH) !Critique, Please!

4 days ago

Your manabase is truly awful.

Manabase issues:

  1. You have too many lands that ETB tapped.
  2. You manabase color consistency is spotty at best.
  3. You have too many utility lands that don't provide colored mana (this is likely the root cause for #2).
  4. You are missing some key artifact ramp/color fixing.
  5. You are running some very questionable choices: Examples: Crypt of Agadeem you only have 7 black creatures total (not counting commander) Save this for a mono-black deck & Glacial Chasm my guess is you are using this to hold off attacks until you can combo off. The issue is this card combos best with Solemnity, but you can't run white.

Potential Fixes:

  • 1,2,3: Drop a bunch of the ETB lands and utility lands bring in Fetchlands and Duals (OG Duals, Shocklands (Ravnica blocks), Tango Lands(Battle for Zendikar) and Bi-cycle lands (Amonkett)). Choose what works for your budget.
  • 4. Add Chromatic Lantern it will help with color fixing, stops Blood Moon attacks and makes non-mana producing lands into mana producing lands. I would also suggest Mana Vault and Voltaic Key. These will help you mana ramp and keep pace with Ramp decks which have access to green mana. Also missing is Crucible of Worlds. It help you recover from mass land destruction and ensure you hit your land drops if you are running fetchlands. Other artifacts to consider are: Mox Opal, Chrome Mox, Grim Monolith, Rakdos Signet, Dimir Signet, Izzet Signet, Lion's Eye Diamond Again, choose what works for your budget.
  • 5. Remove your questionable choices and run Urborg, Tomb of Yawgmoth and Cabal Coffers instead. Urborg will make all your lands swamps, which will solve any black mana issues and make all non-mana lands into mana producing lands. And it combos amazingly with Cabal Coffers. It is way better than the Crypt of Agadeem. I also suggest running Maze of Ith instead of Mystifying Maze. Maze of Ith doesn't cost mana to activate and will deter attacks or at least nullify their best non-shroud, non-hexproof creature. Mystifying Maze will just encourage certain attacks since it can trigger ETB effects for your opponents. Which can be more valuable then shrinking your life total.

Other Issues and Potential Fixes:

  1. Graveyard Hate/Enchantment Removal. You added Pithing Needle to deal with certain artifacts but have ignored enchantment based graveyard hate. And I don't see any real enchantment removal. The only card that could hit an enchantment seems to be Nicol Bolas, Planeswalker. Leyline of the Void, Rest in Peace, and Ashes of the Abhorrent just straight up ruin your day. Grixis is weak to this permanent type, but blue has your best answers. I would add Cyclonic Rift which is the best 1 sided boardwipe in EDH and will help you recover from an oppressive board state or seal your position as the Victor. I would also suggest adding Venser, Shaper Savant. He can delay a spell from hitting the table or bounce back a troublesome permanent. He combos well with Riptide Laboratory.
  2. Troublesome Lands. I don't see any way for you to deal with lands that could ruin your day. Opponents running huge mana lands like Gaea's Cradle, Serra's Sanctum or Cabal Coffers or other trouble some lands like Scavenger Grounds. You have nothing for targeted removal of these threats Look to Strip Mine or Wasteland or similar lands.
  3. Missing Combo Pieces. Teferi's Veil combos with Sedris, just be mindful of the leaves battlefield clause from Sedris as they are still the same permanent still when they phase back in. And both Sneak Attack and Whip of Erebos combo with it and have high synergy with your deck. (same leaves battlefield clause applies to the whipped creatures) Also think about running Embalmer's Tools
  4. Quality Creatures. A lot of your creatures don't make sense or are just low on value. I would look back towards your original thought about ETB based creatures for the majority of your creatures to abuse. Combustible GearhulkNoxious Gearhulk,Molten Primordial,Sepulchral Primordial,Trinket Mage,Trophy Mage,Sidisi, Undead Vizier,Zealous Conscripts,Massacre Wurm,Sphinx of Uthuun. And then a few other key enabler creatures like: Deadeye Navigator which helps remove the leaves clause from creatures you cheated back from the graveyard and River Kelpie which will help you draw
  5. Better Tutors. You should be running better tutors in general and better tutors for your graveyard. Like: Entomb,Buried Alive,Demonic Tutor, Vampiric Tutor, Final Parting, Dark Petition, Merchant Scroll, Mystical Tutor, Fabricate, Personal Tutor
  6. Better Looting/Rummaging. Like: Faithless Looting,Frantic Search,Dack Fayden,Windfall,Ancient Excavation,Cathartic Reunion, Careful Study
  7. Better Counterspells. Like: Mana Drain,Force of Will,Disallow,Forbid
  8. Cantrips. Getting to your best cards is key to being able to play your game. Brainstorm, Ponder,Preordain,Thought Scour
  9. Recursion. Some options open to you are: Snapcaster Mage, Yawgmoth's Will, Time Spiral, Past in Flames, Mizzix's Mastery,Magus of the Will, Crucible of Worlds

cdkime on Atraxa Reprint

1 week ago

IMMG54

It was not ever a reserved list card--Mark Rosewater made jokes about not wanting the card reprinted, but there was never an official statement that could reasonably be relied upon. As such, there was never any issue reprinting Mana Drain.

The only cards from Legends that were placed on the initial reserve list were Rares that had not yet been reprinted with a white border--Mana Drain was uncommon.

Wizards has only removed a few cards from the Reserved List, all when it would be fairly insignificant to do so:

  • Commons and Uncommons from Limited Edition (likely due to strong public support, and the cost/risk of a lawsuit over these cards being negligible)

  • Feroz's Ban, which was reprinted by mistake and subsequently removed from the reserved list. Seeing as the damage was already done, there was no reason to keep the card reserved.

LilGuy on 5 Color Answers

1 week ago

Alternate name "Most Expensive Deck Possible"

Have you considered Mana Drain or Force of Will, since this deck doesn't seem to mind the cost of cards.

x12721 on Augustin's $t4ks (Primer)

1 week ago

You have Mana Drain listed twice!

TheDevicer on [Obey] - Competitive Control

2 weeks ago

both deadman and I play basically the same deck (I copy his HW as I don't get enough serious games in to innovate). The basic aim of the deck is to tax people just enough to slow them down and throw out hate cards that hinder your opponents disproportionately more than they hinder you. Finally, you try to counter other threats while building card advantage or assembling a combo. That's really how the deck intends to win. Although you can win quickly with the list, it's pretty rare. I'd say you're looking at turn 6 to 10 most of the time. Trying to combo right out of the gates is usually pretty dumb.

Arbiter in most metas can be played as 'soft lock' or 'value-control' as you said, but tends to draw tons of hate from most players as unfun. At higher levels of play, that's not really an issue any longer, but aiming to play 'soft lock' or 'value-control' doesn't work all that well.

When it comes to the cards you suggested, I don't like any of them for arbiter.

The counters you run in arbiter should be as lean as possible while not being too narrow or weak. That's why you'll often see arbiter decks have stuff like Arcane Denial, Dispel, Flusterstorm, etc. The deck lists above doesn't really have the time to sit and draw tons of cards and try to play a reactive counter-based gameplan. That's going to fail miserably. Counters should be something you can sequence into your turn cycles so that you're always doing something productive on your turns. Unwind seems nice on paper, but too often you'll be faced with the decision to hold up the counter or play something relevant on your mainphase. Cheaper counters are great. For players that don't have that much money and can't afford cards like Mana Drain and Force of Will, I recommend cards like Arcane Denial. Delay, Negate, and even Memory Lapse. Cheap and unconditional is ideally what you want.

As for Damping Sphere, it's a tad narrow. I also like some other hate cards over this thing that target the same decks. Ethersworn Canonist, Rule of Law, etc. Still, if your meta is filled with decks that are annoyed by this card, you can run it. Arbiter is blessed with the ability to run a ton of flex cards that are often dedicated for hate. However, many of the hate cards aren't broad enough. For instance, there are games where Grafdigger's Cage is insanely good and others where it's a terrible card. One of the weaknesses of the deck is that it's prone to drawing hate cards that may not be ideal at facing down opposing strategies.

Teferi, Hero of Dominaria is a powerful walker and it would be nice to have one out for several turns, but it's a little too hard to protect. You generally want more consistent cards. I love Narset Transcendent. I actually used to play this deck in a league a while back and ulted her twice the night I first bought her. In some metas, walkers can stick on the field reliably. However, I found it to be really hard to defend walkers. I've since dropped her but I can't bring myself to get rid of her from my collection. Teferi's really in the same boat.

If you want more draw, I've recently been playing Windfall in my list and liking it quite a bit.

Saljen on The Scarab God of Zombie Combos

3 weeks ago

I too run a The Scarab God EDH deck. Mine started as a Grimgrin combo deck, so it's got a very similar feel. My comment will be a bit nit-picky, since it's coming from someone with experience with a similar deck. You seem to have gone full combo, which is pretty fun to see. I have lots of combos, but am backed up by lots of Anthem affects, since there are so many Zombies that already have that affect.

How's the mill sub-theme working for you? Do you often mill your opponents out? Not via the Duskmantle combo, but like milling with Undead Alchemist and what not. I'm very curious, because there are a few powerful mill cards in there, I'm just curious how well it works against 100 card decks. Especially multiple of them. Speaking of multiple, is this a 1v1 EDH deck or a multiplayer EDH deck?

You probably only need 2x Islands tops. Making the rest Swamps would increase the value from Cabal Coffers when Urborg isn't in play. It also makes it easier to spam Gravecrawler shenanigans.

Mana Drain is better than Counterspell. That being said, I'd suggest dropping one of your 3 CMC counter spells for it.

Geralf's Messenger is a good Zombie. I have a hard time running him over other more powerful Zombies though. Cryptbreaker is really solid both early and late game. More draw and tokens is never a bad thing. It also gives you a way to put cards into your graveyard that need to be there. Cards like Wonder, which I'd also recommend.

Entomb would help you get Gravecrawler more reliably. It's also great with Wonder and Risen Executioner.

Mystical Tutor can net you a counter spell, or it can grab a Demonic Tutor to fetch anything. Being able to fetch Cyclonic Rift is always nice.

Liliana, Death's Majesty and Liliana, the Last Hope both offer repeatable ways to recur creatures from your graveyard.

A couple new cards that I've been seeing a lot of success with are Arguel's Blood Fast  Flip and Search for Azcanta  Flip. Blood fast is draw when you need it, for a price. Once it flips though, it can save you from a loss. Especially if you've got some big zombies out. Azcanta helps fill the graveyard with the right things and is a crazy good and consistent draw engine once it flips.

If this is a multiplayer EDH, Call to the Grave is really solid. Much less value in 1v1 though. Endless Ranks of the Dead is also one that is amazing in multiplayer, as the games tend to last a little longer.

Dictate of Erebos compliments Grave Pact very nicely. I can't get enough out of spam cast/sac'ing Gravecrawler when one of those bad boys is out.

A good late game combo is Grave Betrayal + Plague Wind. Both cards are very good on their own, but when it combos out you win. It's super fun to just take all your opponents creatures, turn them into zombies, add a 1/1 counter, and demolish your foes with their own, now zombified, creatures.

Distant Melody is a stupid good way to refill your hand.

Ashnod's Altar is a really good ramp engine and a permanent/free sac engine. Gravecrawler gold right here.

Urza's Incubator helps drop the cost of zombies. I run a few more zombies then you do, so I get a bit more affect from it.

Lastly, Gisa and Geralf is fantastic.

Anyways, take this with a grain of salt as my deck is a bit different than yours, even if we do run a lot of the same combos and the same commander / theme. This seems like a really fun deck!

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