Mana Reflection

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Mana Reflection

Enchantment

If you tap a permanent for mana, it produces twice as much of that mana instead.

plakjekaas on question about dino commander

3 weeks ago

If it's a dedicated dinosaur deck, Gishath, Sun's Avatar is probably the better choice.

Yes, Zacama, Primal Calamity is bigger, but apart from untapping your lands to cast more dinosaurs, it doesn't actually do much for your dino plan. Building that commander, it's usually better to lean into the "untap your lands"-aspect, using cards like Mana Reflection to actually make more mana by untapping than you spent casting Zacama.

Gishath is straightforward, swingy and very fun. Not complicated to build, you mostly want lots of dinosaurs and ways for Gishath to actually deal combat damage (by making it unblockable, for example) and the deck will snowball out of control pretty fast.

Good luck brewing!

JoyTheEnbySliverLover on Does card:Mana Reflection double the …

4 months ago

Thank you, Rhadamanthus, for answering my question and explaining it so well.

I will definitely need to find another card to use now since I want to use Mana Reflection for my stuff. I hoped to keep Relic of Legends but since it no longer works for what I want to do in my deck, I'm going to have to replaces it. I now need to find out what works best to replace it lol. Any suggestions?

Rhadamanthus on Does card:Mana Reflection double the …

4 months ago

No, it won't. To "tap something for mana" specifically means to activate a mana ability of that particular thing with in the activation cost. You're tapping the legendary creature to activate Relic of Legends' ability, so that means it doesn't count as "tapping the legendary creature for mana". This is different, for example, from something like Tyvar Kell which actually does give creatures a mana ability of their own, and activating those abilities would count for Mana Reflection.

106.12. To “tap [a permanent] for mana” is to activate a mana ability of that permanent that includes the {T} symbol in its activation cost. See rule 605, “Mana Abilities.”

sanddeviljack on Order of Trostani

6 months ago

Some ideas for you:

At least 5 more lands. Tro is mana hungry. I would suggest Mana Reflection and Mirari's Wake as well.

Trudge Garden will make you a board quickly once you get a lifegain trigger. Another option would be Divine Visitation.

Populating a 4/4 or 5/5 or 6/6 costs the same as populating a 1/1. Another benefit to focusing on larger token creatures is that Elemental Bond and Garruk's Uprising will trigger reliably for the extra card draw you are looking for.

The creatures with Myriad are worth considering. You can populate the token before the end of combat, and the one(s) you make this way will be permanent. Second Harvest is a card that can guarantee a dominant board.

You've got a lot of cool ideas here. Tro was one of my first, so she's got a special place in my heart, you know? I hope you're loving her too!

eliakimras on Dinosaurs go Rawr!

7 months ago

Great build! Dinosaurs are such a fun experience for newcomers.

Some points you might want to consider regarding your ramp package:

1: Ramping with creatures or artifacts is riskier than with lands (boardwipes usually leave lands alone). Also, has many mana doublers that benefit from land ramp:

2: If you're willing to include Cinder Glade and Canopy Vista (or their expensive siblings Stomping Ground, Temple Garden and Sacred Foundry), you open up some more options for you:

3: Then you might want to increase your land count. 33 is too few for Temple of the False God to realiably function.

I recommend swapping out your mana dorks for lands that ramp you (you can never have too much mana with kill-on-sight Gishath, Sun's Avatar):

4: Some card draw:

5: Better combat tricks

6: Broader utility

I'd suggest removing Reliquary Tower. If you have more than seven cards in hand as Gishath, you're already winning hard. In its place, consider one or more of the following:

Noire_Samhain on Why Are Most Hatebears so …

8 months ago

As it was mentioned by AstroAA, many hatebears affect everyone. If it affects everyone, generally its going to be cheaper. Neither of these are hatebears but compare Heartbeat of Spring to a card like Mana Reflection, symmetrical vs asymmetrical.

White also is one of the colors of efficient creatures, the color Hatebears often are- generally they're going to be cheaper, and its not like Hatebears are often that impressive stat-wise to make up for their potentially game changing effects. (Mono-)White also generally needs to get a bunch of small fries out or slow things down to do anything, and Hatebears are both.

RCD2023 on Lathiel, Who Blots Out the Sun

10 months ago

hello rakdosrunner!!

i really enjoyed the enforce that u had describing the deck and the mechanics.

i'm playing Lathiel for a long long time and i'm updating him a lot since then.

all the cards that u described i alredy test it, some of then still in the deck but mostly i had cut from the deck in order to be fastier and be more "Go for the troat" (my playgroup dont play easy haha).

firstly i wanna say the awesome cards that i wouldn't dare to touch that u metion before: Aetherflux Reservoir Authority of the Consuls Mangara, the Diplomat True Conviction Worldly Tutor Teferi's Protection Ozolith, the Shattered Spire Branching Evolution Light of Promise Well of Lost Dreams Scholar of New Horizons Tribute to the World Tree Esper Sentinel

it took me a long time to get this deck better and i still getting some frustations but if you like to consider, here some tips of cards to be implemented in order to have a better experience with it: ( mostly of this cards i proxed it because i dont wanna spend a lot of money and because i dont have a headache changing they every 2 months when wizards bring some new things )

starting with the nasty combos :

God Mode ( infinity mana + infinity draw :D ) : Argothian Elder or Priest of Titania + Quirion Ranger+ Ashaya, Soul of the Wild + Beast Whisperer with Eternal Witness in the deck u can even cast your grave again

Lathiel Gatling Gun: Walking Ballista + Heliod, Sun-Crowned or Cleric Class

“Life moves pretty fast..” — Ferris Bueller’s Spike Feeder + Light of Promise

ramp : Marwyn, the Nurturer : counters will get him a good ramp Mirari's Wake : awesome ramp Land Tax: can save you in early game Burgeoning : get ahead Priest of Titania : every elf in the battlefield Exploration : get ahead again Arbor Elf : very good with Selesnya Sanctuary or some mana that u need Mana Reflection: awesome ramp Circle of Dreams Druid : gaeas crandle in creature Nykthos, Shrine to Nyx : why not ? proxy <3 Crop Rotation: get those good lands in battlefield Carpet of Flowers: very good against 2 or more people Smothering Tithe : just perfect

draw : Generous Patron: our green budget risky study, perfect in lathiel Guardian Project : good in general The Great Henge : we have big creatures so probably will cost onle 2 green mana Toski, Bearer of Secrets : unstapable, can't be countered and draw Archivist of Oghma: meh... sometimes good sometimes not, but its 2 mana

tutors: Finale of Devastation : go for the troat Enlightened Tutor: very good tutor in our deck Eladamri's Call : get those pieces that u need Fauna Shaman : get those pieces that u need Defense of the Heart: this is funny, but moste of times works haha Yisan, the Wanderer Bard : good in general Natural Order : to the battlefield! Primal Command : say goodbye to ur grave zombie players

utility: Akroma's Will: defense or end game Alhammarret's Archive : it's 5 mana, but double life gain and double draw Eternal Witness : u have awesome cretures that people wanna destroy so... also good piece of combo God Mode Elesh Norn, Mother of Machines : Hushbringer + Hardened Scales, but better Serra Ascendant: sooooo goood in this deck ... first piece to be tutored by yisan, the wanderer bard Angel of Destiny: go for the troat Ashaya, Soul of the Wild: combo, but also a big creature Overwhelming Stampede : go for the troat Walking Ballista: good in general andd combo Cleric Class: combo but also grave Spike Feeder : Snowball effect, one of the best synergy of lathiel, 'each turn' change counters for life/

Good interactions : Aura Shards , Force of Vigor 2 ducks 1 shot ,Farewell exile :) , Kenrith's Transformation (interaction with draw)

Icaruskid on Azusa, Lost but Seeking Cthulu [Primer]

1 year ago

Thank you Profet93!

Fierce Empath replaces Time of Need. I like the early blocker and the classic synergy with Woodland Bellower.

Seek the Horizon replaces Kodama's Reach. Three lands per card is better than two.

Gaea's Cradle and Itlimoc, Cradle of the Sun are pretty good here. But this deck goes tall with a few creatures rather than wide as you said about Eldrazi Monument. Even though I have the card and there is no budget technically, I can play this deck in more pods when not running the more competitive card that is not at its best here anyway. Leaving it out for now but mostly because I want to play this deck as often as I can.

I'm keeping Shared Summons in for now as well because I like the cast triggers of Kozilek and Ulamog which are my most tutored Eldrazi. I'll try to find a spot for Tooth and Nail too as it helps with velocity even if I don't get the cast trigger.

Harrow and Springbloom Druid effectively give Azusa extra lands, just from the graveyard. They help with consistency when I don't hit Lotus Vale, Lotus Field, or the fetch lands and help justify Ramunap Excavator, Crucible of Worlds, and Perennial Behemoth. Speaking of, Perennial Behemoth's unearth ability is handy when Eldrazi Monument is out and even when I don't have it on the battlefield there are usually some other fodder like Tireless Tracker, Springbloom Druid, or Ramunap Excavator to buy three or more turns of indestructible flying Eldrazi which make the monument more than just a flavor win. If I cut the monument I would still need some protection from boardwipes in that spot. This is why Planar Bridge is so useful as I can grab Eldrazi Monument or Akroma's Memorial to get damage through. And using Planar Bridge to get Mana Reflection is also a near game winning play too. These cards are imperfect but they are hard to replace with single cards. Like Heroic Intervention or Asceticism or even Wrap in Vigor don't give multiple turns of indestructibility and evasion (flying).

I hear you on Desolation Twin. It does do work after a boardwipe though and I don't want to diminish organic threat density too much. Maybe this is where Tooth and Nail belongs. I'll try it out.

I really appreciate your ideas!!

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