Mana Flare

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Masters Edition (MED) Common
Fifth Edition (5ED) Rare
Fourth Edition (4ED) Rare
Revised Edition (3ED) Rare
Unlimited Edition (2ED) Rare
Collector's Edition (CED) Rare
International Collector's Edition (CEI) Rare
Limited Edition Beta (LEB) Rare
Limited Edition Alpha (LEA) Rare

Combos Browse all

Mana Flare

Enchantment

Whenever a player taps a land for mana, that player adds one mana to his or her mana pool of any type that land produced.

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Mana Flare Discussion

StopShot on Any Suggestions for Mardu Draw ...

5 days ago

Hello, I'm looking for ways to draw more cards in . I'm trying to find effective two-card draw engines, basically any 2-card synergy that can repeatedly draw cards every turn. As a reference I am only looking for card draw engines that would draw more cards than simply playing Phyrexian Arena would, because why would I need two cards to do what 1 card already can?

I've made a list of card engines I'm currently utilizing, and another list of ones I've considered, but wouldn't fully commit to. I'd like to hear some fresh ideas or second thoughts on what I've laid out.

~Draw Engines I'm already running:

  • Skullclamp + Bloodghast = Draw 2 cards whenever you play a land. 4 cards if that land is a fetch land.

  • Land Tax + Scroll Rack = Get 3 basic lands, exchange them for cards on top your deck. Next turn get 3 basic land, and shuffle your deck to repeat process. Basically draw 3 every turn.

  • Necropotence = Pay 7 life, draw 7 cards. Obviously the best.

  • Geth's Grimoire + Geier Reach Sanitarium = While card draw is variable on the number of opponents - in a standard 4-player game you'll draw 4 cards and discard 1 after the first for each use.

~Draw Engines I've considered, but felt underwhelmed by:

  • Aggressive Mining + Drownyard Temple = A repeatable draw 2 for 3 mana is fine, but the restriction I can't play lands is detrimental and may not make up for the value produced. I also couldn't play it right away until I have enough lands in play to last me the game.

  • Aggressive Mining + Herald of Leshrac = Bonus points that my commander is Alesha, the only issue is while the combo is so evil that it will draw hate from across the table, the demon's culumative upkeep is too slow to effectively be oppressive.

  • Mind's Eye = Tends to get targeted and removed just as easily as Necropotence. Unlike Necropotence, Mind's Eye costs more mana to put on the field and can be removed before you make any advantageous card draw off of it.

  • Norin the Wary + Mentor of the Meek = Practically a creature version of Mind's Eye for one less mana and in addition I can use it to draw on my turn, however; I find draw engines using creatures tend to get removed more easily than those that use artifacts and enchantments, and that disruption can make this one impractical.

  • Humble Defector + Homeward Path = Same issue with the last draw engine mentioned. Creature-combos tend to be removed more easily, and in addition, this combo is limited to two cards per turn and usually I have to wait until my next turn to get started since Humble Defector will likely have summoning sickness.

  • Well of Lost Dreams + Words of Worship = While there is a slew of life-gain cards to choose from, none of them seem as practical or as reusable as Words of Worship . The issue sort of amounts to a combination of small issues being; it costs 7 mana to get both pieces on the table, it can only be started (mostly) on your draw step, and you got to pay a minimum of 4 mana just to draw 1 card more than Phyrexian Arena would which can be pretty harsh for a start-up tax.

  • Tower of Fortunes + Thran Turbine = While the turbine can be switched with Sol Ring or Mana Crypt, it tends to beg the question why not run both or all three? Essentially your 1 or 0 cost artifact helps by making the activation cost from 8 to 6 which is much more reasonable for drawing 4 cards, yet still as costly. Braid of Fire may be considered instead, but you'd need to wait 3 turns after playing it just to make 1 mana more than the Thran Turbine to make a difference. Mana Flare can also be used instead to practically make the activation cost 4 mana, but it gives your opponents a ridiculous amount of mana to use which can be too severe of a drawback.

  • Sensation Gorger + Runed Stalactite = Unless you're already running a Goblin or Shaman tribal deck, revealing a creature card on your upkeep will result in discarding your hand and drawing 4 cards, plus the additional card you'd draw on your draw step. The three issues with this set up are; if your opponent(s) like their hand removing this will become their top priority, if your opponents have no hand or useless cards in hand this may restock them with what they need faster, and lastly there's always the possibility you might not reveal any creature cards for turns and turns to come unless you're running a creature-heavy deck, and even then you can still top-deck a land.

  • Kurkesh, Onakke Ancient + Sensei's Divining Top = This works similar to how Sensei's Top works with Future Sight, but not as good. Essentially you can tap the top to draw a card and copy the draw ability with Kurkesh so you can draw a card and the top again. This allows you to pay 2 mana to draw 1 card as many times as you'd like. Do note though creature draw engines tend to be more weak since creature remove and boardwipes tend to be prevalent.

  • Invasion Plans + Infiltration Lens = It might be a three card draw engine since you need Infiltration Lens equipped to a creature, but it doesn't matter what creature it is preferably one without flying though. Because Invasion Plans says the attacker chooses blockers you can have your equipped creature be blocked by all creatures an opponent controls, which will trigger Infiltration Lens for each creature that blocks. That means if your creature is blocked by 3 creatures you'd draw 6 cards. The main issue with this draw engine is it depends strongly on the number of untapped creatures your opponent controls. Invasion Plans can also leave you open to large beaters since it can allow your opponents to have you block only their smallest creature or force you to make unfair trades in combat.

  • Sensei's Divining Top + Darkblast = This isn't so much a draw engine as it is an effective top deck filter. Sensei's Divining Top suffers from the fact you're stuck with whatever the top three cards of your deck are. Luckily Darkblast tends to mitigate this with its dredge 3 as well as being easily disposable to put back into your graveyard for further use. While these two won't net you any extra cards it should be noted that both pieces can be pretty hard to remove on their own and may get you to your more valuable cards faster, so I felt it was worth a mention.

RazortoothMtg on Quick...Kill The Hippo!!

1 week ago

Move over Force of Will!! This purple hippo is the best card to come out of alliances obviously!

Love the hippo! I personally switched to Kynaios and Tiro of Meletis for my grouphug build. Red doesn't give you much outside of Mana Flare and K&T themselves, but personally in my playgroup hippo actually has become a target due to the ability to just give someone lethal in hippos whenever I want. Still have him in the deck, tho!

+1 from me! Don't really see many grouphug decks on T/O, you gave me a few ideas for my build (still need to find a copy of Braids, Conjurer Adept)

SirSh4ggy on Riku Group Hug Help!

3 weeks ago

Good name lol. Riku is one of my favorite commanders. Some cards you'll for sure want for him are:- Riptide Laboratory- Quicken since your win-cons are mostly sorceries- Dualcaster Mage + Ghostly Flicker this will allow you to create infinite mana, + Riku of Two Reflections to make infinite 2/2's, and with your landfall abilities can make infinite life. If you have Skullwinder then you can return everyone's entire graveyards to their hands, and you'll wind up with Ghostly Flicker in your hand again for instant speed abuse. That's one of my favorite combos since it's not mean, and it defuses graveyard decks for another turn.

You might consider changing out:- Mana Reflection for Mana Flare since it's cheaper and is more group-friendly.

J-pants on Nekusar: Death by Hand Job

3 weeks ago

Thanks for the suggestion, Ziembski ! I think it just somehow skipped my radar.

I've made that and several other changes recently, aiming to turn the deck into a bit more of a Group Hug situation in hopes to diminish the hate that Nekusar, the Mindrazer draws when he comes into play. My hope is that by giving other players access to things like Mana Flare and Ghirapur Orrery, it may make me seem like less of a threat, and therefore less of a priority target.

Darke on Noprin Peekaboo

1 month ago

Have you considered Treasonous Ogre? Maybe as a replacement for Mana Flare?

HOPMONSTER on One More Red Nightmare

1 month ago

Awesome deck. I have a mono red dragon deck with Zirilan as well (not fully updated on this site though).

Some cards you def need:

Braid of Fire - a growing pool of red mana.

Conjurer's Closet - Use this on a dragon you've tutored for with Zirilan and poof, you don't lose the dragon.

Hoarding Dragon - Finds conjurer's closet or other Artifacts

Mirrorpool - Can also be used to copy a creature that you've tutored for with Zirilan, a copy that you get to keep.

Mudslide - All your stuff flies...

Hellkite Tyrant - An alternate wincon

Some other cards I'd highly consider: Mana Flare, Warstorm Surge, Belbe's Portal, Crucible of the Spirit Dragon

Some other cards to consider: Crucible of Fire, Curse of Bloodletting, Dragon Tempest, Rage Reflection, Ryusei, the Falling Star, Great Furnace, Rogue's Passage, Spinerock Knoll, Dragonspeaker Shaman

Good Luck +1

Neotrup on Question about countering abilities

1 month ago

Abilities that can be countered are activated abilities and triggered abilities that are not mana abilities.

An activated ability is easily identified by the presence of a colon (:). Some keyword abilities are activated abilities with the colon in the rules defining them, which may or may not appear in reminder text. Examples of this in standard are Crew, Cycle, and Embalm. Loyalty abilities are also activated abilities, in the form of "Add or Remove the appropriate number of loyalty counters: Do this."

For an activated ability to be a mana ability it must have the potential to add mana to a player's mana pool, cannot target, and cannot be a loyalty ability. Examples are the abilities of Llanowar Elves, Spectral Searchlight, or Pristine Talisman.

A triggered ability can be identified by the starting word "When," "Whenever'" or "At." Some Keyword abilities are triggered abilities whose rules text start with one of these words, though reminder text may or may not include them. Some examples in standard are Ingest and Afflict.

For a triggered ability to be a mana ability it must trigger from the activation of another mana ability and have the potential to add mana to a player's mana pool. Some examples are the abilities of Mana Flare, Wild Growth, or Overabundance.

An ability doesn't have to be from a creature, or even a permanent to be countered. Disallow can counter: the cycling ability or triggered ability from cycling of Renewed Faith, though it will only counter one ability, not both; the on cast trigger of Ulamog, the Ceaseless Hunger; the activation of a Embalm or Eternalize; or any number of other activated or triggered abilities.

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