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

Daedalus19876 on Chromium, the Mad

4 days ago

I guess I'm a little confused on the purpose of what you want this deck to do, in terms of function. Is it sorta Esper goodstuff?

I'm surprised you're running zero instants in here, to be honest. Is there a reason for that? If not, some strong removal and answers like Mana Drain and Swords to Plowshares might be helpful.

There seems to be a reanimator theme, and given that, Final Parting might be very good here (to tutor for Reanimate/Animate Dead to hand and a target for reanimation into GY).

Do you feel you have enough draw and ramp? Your curve is VERY high here (though part of that is due to playing a reanimator deck), and I'm worried you'll run out of cards in the late game. Options like Rhystic Study, Mystic Remora, Phyrexian Arena etc could help you keep your hand full.

Hope this helps a bit!

YaminoNakani on Animar

6 days ago

Biggest issue I see here is a lack of focus and not enough creatures for a creatures only matter deck.

Animar, Soul of Elements wants two main things: Cast creatures and get +1/+1 counters to cast larger creatures. Everything in the deck should be focused on those two goals.

Setting up the deck to achieve this purpose will make it efficient and powerful. All cards should therefore do one of the following:

  1. Ramp up to Animar.

  2. Protect Animar.

  3. Place counters on Animar.

  4. Cast game ending creatures for cheap or free.

  5. Draw cards to allow us to do 1 through 4.

Priority should be given to cards that does something now > does something before your next turn > does something on your next turn > does something eventually.

Because Animar offers a discount based on creatures played, the deck shouldn't be filled with only high cmc game enders, but creatures from low to high cmc, preferably with as little colored mana symbols as possible, to give the deck a natural progression to casting free or cheap high cmc game ending creatures.

Let's split the deck into 3 parts. Pre-Animar setup, Post-Animar setup, Finale.

Note that $: (0 to 0.99), $$: (1.00 to 4.99), $$$: (5.00 to 9.99), $$$$: (10.00 to 19.99), !$!: (20.00+)

Unnecessary on a computer, very helpful on a phone.

This section will be all ramp, and protection to get Animar out quickly and make sure he is secure.

- The land base should be arranged to where there is more emphasis on , then , then since can color fix and can offer protection.

- Exotic Orchard is pretty good and cheap and can usually offer every color in multiplayer, especially if an opponent has a Command Tower out or even a Vivid Grove without even needing charge counters. - Kazoo lands such as Simic Growth Chamber, Izzet Boilerworks, and Gruul Turf are good in casual EDH where there is lack of land destruction and they artifically increase your deck ammount by posing as two lands in one. Though overall you do not want too many tap lands as you'll constantly be a entire turn behind.

- Birds of Paradise creature ramp & color fix. $$$

- Carpet of Flowers could be a dud or amazing ramp with two main phases. $$$

- Shrieking Drake easy continuous counters. $

- Sol Ring Always. $$

- Voyaging Satyr creature ramp & color fix. $

- Zhur-Taa Druid creature ramp & burn. $

- Bloom Tender creature ramp. !$!

- Coiling Oracle ramp or card draw. $

- Cyclonic Rift removal or 1-sided board wipe. $$$$

- Explore ramp and card Draw. $

- Den Protector cast for free with morph and surprise Regrowth. $

- Sakura-Tribe Elder creature ramp and color fix. $$

- Sylvan Caryatid creature ramp and color fix. $$

- Beastcaller Savant creature ramp and color fix. $$

- Kiora's Follower creature ramp or vigilance on a stick. $

- Rattleclaw Mystic creature ramp and color fix. $

- Walking Atlas potentially free creature ramp. $

- Ainok Survivalist cast for free with morph, surprise Naturalize. $

- Dream Stalker Cast a Boomerang for . $

- Elvish Visionary a better, creature version of Aggressive Urge for this deck.

- Stratus Dancer an almost Negate. $

- Willbender basically Redirect. $

- Simic Charm so versatile. $

- Hooded Hydra Normally, not a good card. However in this deck. It can become massive and a dangerous thing to see a Wrath of God. $

- Lightning Greaves Protection and quick haste for a large creature. $$

- Spellskite For those , & removals. $$$

- Ring of Kalonia Ramp every turn and makes Animar a lot more threatening. $

This section will be about setting up our board state to win. All cards from this point onwards will be casted after Animar has been casted.

- Fierce Empath Tutor for something big. $

- Man-o'-War Another Shrieking Drake. $

- Sage of Fables Emergency card draw. $$

- Pestermite Vigilance, chump blocker vs flying or stopping a giant creature. $

- Guided Passage One of the best card draw and pick your poison spells ever. $$

- Pir, Imaginative Rascal A creature hardened scales and specific tutor. $$

- Sylvok Replica A quick Naturalize. $

- Cloudstone Curio An auto include if you can afford it. $$$$

- Temur Ascendancy Makes all your casted creatures threatening and some card draw. $

- Ancestral Statue The best Shrieking Drake for this deck. $

- Phyrexian Metamorph Costs 2 life and can do so much for you. $$$

- Purphoros, God of the Forge Ends the game with one of the Shrieking Drakes. $$$$

- Solemn Simulacrum Free ramp, chump blocker and card draw. $$

- Faerie Artisans It doesn't look like much, this is card can get crazy. $$

- Toothy, Imaginary Friend A growing monstrocity that explodes into cards. $$

- Altered Ego with lots of counters on Animar, Soul of Elements and depending on the board, this card could be a massive threat. $

- Herald of Secret Streams Let Animar, Soul of Elements go nuts. $

- Spike Weaver When you need to buy yourself some time. $$$ - Forgotten Ancient Let your opponents ramp you fast. $

- Silent Arbiter Protection against swarm decks. $$

- Mulldrifter Cheap card draw and flying blocker. $$

- Peregrine Drake Budget Palinchron. $

- Xenagos, God of Revels Game ender. $$

- Vesuvan Shapeshifter On your upkeep, you may pay to clone the biggest and baddest mofo on the field. $

- Zealous Conscripts Your friend just played Darksteel Colossus and you only have left, what do you do? $

- Deepglow Skate Potential huge ramp for just . $$$

- Draining Whelk A different kind of Mana Drain. $$

- Duplicant Free Mind Control. $$

- Soul of the Harvest Huge card draw with a Shrieking Drake. $

- Primordial Sage Huge card draw with a Shrieking Drake. $

- Deadeye Navigator and Peregrine Drake or Great Whale = infinite mana. $$

- Progenitor Mimic Very dangerous to copy one of the heavy hitters in this deck. $$

- Consecrated Sphinx All the card draw. $$$

- Deadwood Treefolk Repeatable creature recusion. $

- Steel Hellkite Situational, but very deadily against token decks. $

- Great Oak Guardian Great, quick surprise block when tapped out. $

- Pathbreaker Ibex Quick, game ender. $$

- Thunderfoot Baloth Setup for getting past defenses. $$

- Scourge of the Throne Depending on the situation, can be deadly. !$!

- Great Whale Another budget Palinchron - Stalking Vengeance Please don't use Wrath of God. $

- Hamletback Goliath Good setup for a game ending creature. $

- Palinchron So expensive, yet so infinite mana. !$!

- Balefire Dragon Destroy all the creatures. $$$$

This section will be about ending the game with giant behemoths.

- Stormtide Leviathan Swing in with impunity. $

- Platinum Emperion Deletes a win condition. $$$$

- Vorinclex, Voice of Hunger Can win the game on its own. $$$$

- Stonehoof Chieftain Win through commander damage. $$$$

- Nullstone Gargoyle Nothing but creatures from here on. $

- Void Winnower Turns the game into an odd match. $$

- Kozilek, Butcher of Truth Card Draw, Mill Protection and Devastating power. !$!

- Jin-Gitaxias, Core Augur Look ma, no hands! $$$

- Darksteel Colossus Not something people want to see cast for 0 or worse, cloned. $$$$

- Ulamog, the Infinite Gyre Vindicate, Mill Protection and Devastating power. !$!

- Blightsteel Colossus Not something people want to see cast for 0 or worse, cloned. !$!

- It That Betrays Now clone it. $$

- Emrakul, the Promised End Take out the combo or sacrifice player easily. $$$$

Daedalus19876 on Vial Smasher & Thrasios

6 days ago

Hi, came here from FB.

Hmmm. I don't see the forest for the trees, so to speak: what is the Purpose of this deck? Is it to assemble Basalt Monolith/Rings of Brighthearth combo, and sink the mana into Thrasios? A well-worn path, but not a bad one ;)

In terms of single-card changes: I'd run Mana Confluence over one of your lands (probably Cinder Glade). You're missing Vampiric Tutor, and I'd absolutely run Beast Within before I ran Chaos Warp (unless there's a LOT of indestructible stuff running around in your meta). I'd run Coalition Relic over Commander's Sphere (6-drops on T4 are AWESOME), Toxic Deluge over Damnation, Regrowth over Volcanic Vision, and a Mana Crypt over... most about anything TBH. If you have the money, Mana Drain is a strictly better Counterspell - though I'd probably cut Arcane Denial instead. I'm not confident in hitting the mana cost for Cruel Ultimatum, and I feel that slot could be better used by something else. Finally, I'd look into getting more draw and tutors in the deck, because I feel you'll run out of cards quickly.

Hope this helps!

cdkime on

1 week ago

Apocalypse and Teferi’s protection is a win con, but not a good one. Teferi’s protection is a great card on its own, but Apocalypse is a dead draw most of the time.

You already have Cyclonic Rift to serve as a similar win con. Unlike Apocalypse, Cyclonic Rift does not require additional support to function, and can even be used early in an emergency.


I think the rest of your “must keep” are fine. I am still not entirely sure you have enough support to survive the aggro you are forcing, and I think you are overvaluing Lightmine Field in this deck, but if you think your meta has enough wide, creature-based decks to run it, that is up to you. At the very least, it does weaken creatures so a few multi-blocks by tokens can finish them off.


I think your other cuts are fairly solid. While some of them are very good cards, they all are not the most synergistic in your deck.

The one I am a bit torn on is Toxic Deluge. While this type of wrath could kill your tokens even if indestructible, you are likely to be able to rebuild your creature base faster than your opponents, as your planeswalker token generators will survive. I have not playtested the deck enough, and do not know your meta well enough to know if this is an effective card. If your meta has lots of indestructible creatures floating around, consider this card.


I think you can cut Disallow. Counterspells are not the most useful in multiplayer games, as they tend to be a bit slower and you are using mana for a one-time annoyance to only a single enemy. Cryptic Command gives you options, including a tap option to kill a single player with your tokens, and Mana Drain can let you cast your turn 4 card a turn early - hence why I raise no objection to either.

Draglord_Sim on Card creation challenge

1 week ago

Storm, the Crow

Legendary Creature - Bird 1/2

Flying

Storm the Crow, descending winter unending. Storm, the Crow departing, summer is starting.

Although it looks harmless, it would automatically be banned, because you could play Counterspell, Force of Will AND Mana Drain in the same deck. Instabanned!

On second thoughts, this doesn't fulfill the challenge because it isn't "ok", so I'm going to re-issue the challenge:

Make a Commander that seems okay, than explain why it would get the banhammer as has been happening recently.

Darkshadow327 on Fitness Gram Pacer Test

1 week ago

I would definitely up the mana base to 35-36 lands, 36 is what usually works best in my opinion.

I've noticed a few Counterspells, and these are some I really love: Render Silent, Insidious Will, Cryptic Command, and Plasm Capture. There's also Mana Drain and OG Counterspell if you are willing to pay.

I've got my own Arcades deck if you want to take a look. One of my best decks I've made, it operates around Aggro-control. Basically you just don't let your opponents play stuff and swing in with some powerful walls.


All it Takes is Strategy (EDH Tribal Series #17)

Commander / EDH* Darkshadow327

SCORE: 4 | 10 COMMENTS | 233 VIEWS | IN 3 FOLDERS


(My deck can also give you ideas on how you want to construct your mana base)

Vigilance is also powerful in Arcades, the Strategist. With this you can use cards like Akroma's Memorial, Brave the Sands, Oathsworn Giant, and some others that can be found in my deck.

Good luck building your deck!

Daedalus19876 on That's Mine Now [Beckett Brass EDH]

2 weeks ago

Hmmm. Cover of Darkness and Mana Drain seem good! Beyond that, more artifacts never hurt...maybe Curse of Opulence? You also don't seem to have many draw effects, so that might be a good place to start (Pirate's Pillage and Pirate's Prize?).

Darkshadow327 on O-Kagachi-O

2 weeks ago

I agree with everyone else here, the deck doesn't seem very good. There also doesn't really seem to be a theme/win-con. Scion of the Ur-Dragon is useless, and while Pelakka Wurm was good in standard, it kinda sucks in EDH. You need more cards that make people attack you to take advantage of O-Kagachi (Trove of Temptation is all I can think of off the top of my head).

Board wipes are important in EDH as well. You could go one-sided with In Garruk's Wake or, if counters are a problem, Supreme Verdict. Merciless Eviction is good too, it gets around the pesky indestructible stuff.

Card draw is important as well. Rhystic Study is good for this. Five color decks also need some mana rocks, I would recommend Chromatic Lantern and Darksteel Ingot.

If you want removal then Anguished Unmaking, Swords to Plowshares, and Utter End are some good options.

I've noticed a few counterspells in the deck, some of my personal favorites are Render Silent, Insidious Will, Mana Drain, Counterflux, and Plasm Capture.

Honestly I would run Solemn Simulacrum over Burnished Hart.

Long story short, I agree with DrkNinja. The deck isn't very good and "it's almost like 5 Color Good Stuff without the Good, just stuff".

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