Mana Reflection

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Shadowmoor (SHM) Rare

Combos Browse all

Mana Reflection

Enchantment

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

Mana Reflection Discussion

dingusdingo on Flex

1 week ago

Nice deck! A lot of neat combos tucked in here. I have some suggested edits for you though!

Mouth of Ronom is a card you could very easily run. Green doesn't have a lot of targeted removal, and the opportunity cost for playing it is extremely low. If you swap your forests for snow covered forests, you're golden

I'm confused why you're running a fetchland at all. You don't need color fixing, and the deck thinning is extremely marginal when you consider how much it can slow you down against cards like Root Maze Back to Basics Thalia, Heretic Cathar Blood Moon Magus of the Moon Frozen AEther Kismet

Some of the card draw you run is pretty inefficient or extremely expensive. I'm specifically looking at Seer's Sundial and Sandstone Oracle . Sundial costs you 6 mana for the first card, while Sandstone is always dependent on opponents hand sizes for card draw, making it unreliable (and also costing 7 mana). I'm also not a huge fan of Sea Gate Wreckage but the opportunity cost for running it is extremely low. Have you considered Memory Jar or Howling Mine ? With your massive mana production Memory Jar could allow you to draw 7 and dump your entire hand. Howling Mine will accelerate your draws much earlier, although it is symmetrical. Beast Whisperer could be a good replacement if you don't want to give advantage to opponents, you certainly run enough creatures to justify. Life's Legacy is also a solid choice, especially since you're already running Greater Good

You run quite a few basic land tutors, some of them pretty low card quality. When you have access to Gaea's Cradle and Nykthos, Shrine to Nyx , why are you spending mana and card resources looking for basic lands? Specifically looking at Cultivate Kodama's Reach Nissa's Pilgrimage Seek the Horizon Journey of Discovery and Yavimaya Elder . If you ran fewer than 40 lands in this deck, you probably wouldn't have to run so many cards to deck thin to help your top deck, you could pretty easily cut to 34-36 lands. I'm also not wild about the very high CMC Hour of Promise , but it does search for non-basics. I'm also not very hyped about Tempt with Discovery , if you are playing against even mediocre or up skill level opponents you will be paying 4 CMC to search for one non-basic land. You're only getting more than one land off Tempt against bad players, or against players who can drop a Gaea's Cradle or other super value land against you.

Speaking of ramp, you should consider running Priest of Titania as well as Karametra's Acolyte . Currently you are very vulnerable to Armageddon and Ravages of War , two cards that see play in stax decks (as well as others). Having Ramunap and Crucible is a good choice, but you won't have access to those every single game you get hit by Armageddon. You should really consider mainboarding Carpet of Flowers as well, its virtually guaranteed someone will be running blue in a pod of 4, and it will let you hit turn 2 Azusa, and provide more value as the game goes later for very small investment.

On the topic of Stax, your deck is super vulnerable to getting caught. Almost all your draw is 3+ CMC, you have basically no removal, and you run a barebones 0/1/2 CMC ramp package. Thorn of Amethyst Sphere of Resistance Winter Orb Static Orb Thalia, Guardian of Thraben Lodestone Golem all cause immense problems for your deck. I understand that if you start your draw engine, you can escape from underneath them by dumping lands with your commander, but what do you do if one of those stax pieces lands on turn 1? Going fast works against stax, but there's no way you're going faster than a deck that runs the full suite of 0/1/2 cmc artifact ramp (which most stax decks do). You aren't going fast enough to threaten a win on turn 3, so you need to include removal. Having no removal is also a huge problem when beatdown is your wincon. What do you do against Moat ? Or Island Sanctuary ? Or Solitary Confinement ? A single piece of removal in the form of an 8 cmc creature is just not gonna cut it against real decks.

I would also recommend casting a really critical eye towards anything 5+ cmc. Cards that cost that much that don't actively win or directly lead to winning are most likely not worth the mana investment or the card space, even though you are a deck that ramps mana and draws cards. To put it in other terms, there are better things you could be doing with that mana. Your primary win con costs 10 mana to cast, 20 more to use, for a whopping 30 mana. Its forcing you to run pretty low quality cards like Mana Reflection and Zendikar Resurgent to get to that absurd amount of mana, on top of 40 lands. Running lower CMC spells will allow you to free up those expensive CMC slots that only enable you to play other expensive spells.

A couple more cards in specific you should reconsider Akroma's Memorial Ring of Three Wishes . Memorial you can replace with Lightning Greaves as a haste enabler for Craterhoof Lines, and Ring happens to cost you 10 mana to get a single card to hand, 15 for 2 cards, 20 for 3 cards, which we would call inefficient.

Would recommend Staff of Domination , especially if you include Priest of Titania or Karametra's Acolyte . Opens up lines for infinite mana and drawing your deck, or just provides a solid dump when you have too much mana and nowhere to go. I would also recommend Eldritch Evolution as another strong tutor. Uncage the Menagerie and Weird Harvest are a bit lower quality, but potentially what you're looking for as well. And I can't stress enough, add some removal to your deck. There are plenty of hyper efficient 1/2 cmc removal spells in green, as well as creatures that pack removal on ETB, which combines well with all the green tutors you run.

Justmaximum on EDH Land Destruction: No Lands for You!

2 weeks ago

I love the shenanigans, I would consider Zhur-Taa Ancient , Mana Flare , Heartbeat of Spring , Dictate of Karametra , Mana Reflection because you will always have more lands than your opponents because your commander and this will make it so that bringing back two lands gives you an excessive amount of mana. Traditionally group-hug cards like that will work really assymetrically with you land wiping the board and then putting lands back out, allowing you to get your commander back out quickly (-3) him and now you have a lot more mana to work with. Whenever you have a planeswalker commander it's not a bad idea to have a few proliferate cards in there as well just to keep up the toughness and in your case allow you to use your (-3) two turns in a row.

Paranoid1992 on Green Quick Eldrazi

2 weeks ago

I think you need to utilize the ability of ramping with green and elves way more.

Add Elvish Archdruid , Rofellos, Llanowar Emissary , Joraga Treespeaker , Farhaven Elf , Wirewood Channeler and there are plenty more if you search for them. I would include more ramp spells as well, not only Cultivate as you have it, but also Rampant Growth , Explosive Vegetation , Kodama's Reach and so on.

Personally I like Growing Rites of Itlimoc  Flip as I find Gaea's Cradle too expensive.

Last but not least you could add mana doublers like Gauntlet of Power , Heartbeat of Spring , Dictate of Karametra , Mana Reflection , Regal Behemoth or Doubling Cube .

To be honest: For a really fast Eldrazi Deck I would probably go with Nikya of the Old Ways as a commander and add Zhur-Taa Ancient , Neheb, the Eternal , Grand Warlord Radha . But I don't know if you would like to change the deck this much.

So have fun either way, I hope it helps!

BlakeBlues on Azusa Landfall

2 weeks ago

@Kapitein_Koekblik, thanks for the advice. I chose Karn as a removal spell. It exiles two permanents ideally or mainly just one. Thinking about changing that around though.

Vorinclex, Voice of Hunger goes in and out. I consider it and maybe Mana Reflection : they are good, just need room. I've never considered Praetor's Council an actual option. It feels clunky, but it seems like it'd be effective

Deserted Temple and Glacial Chasm are the next cards to get. I am thinking about adding stax pieces, maybe just a few. I need to test Mindslaver more, but if that doesn't work, I could maybe add Null Rod with no real problem. Space is tight.

Homelessguy on [PRIMER]Parley Girl cEDH

1 month ago

SP3CTR3_chelts I just feel that the the staff and sword cost too much Mana.

But to be completely honest I could probably work in staff without too much trouble.

Maybe I'll end up switching out with Mana Reflection .

The hall was in here I just switched it out for the Winter Orb .

Dankey

If they know better, never. But it's really useful for getting counters are removal out of someone's hand before trying to combo.

And if it actually goes off most of the time I have a dork that can tap for multiple Mana so I tend to go get Grand Abolisher to protect my combo and Stoneforge Mystic to go grab the mantle.

Joe_Ken_ on What does tuned Arahbo look ...

1 month ago

You would also have the colors for cards like Zendikar Resurgent , Mana Reflection and Mirari's Wake

Gidgetimer on Is there an alternative to ...

1 month ago

You seem to be bouncing all over the place today. Grim Monolith and Mana Reflection do indeed make infinite mana, as would Basalt Monolith . The monoliths untap for 3 and 4 and would tap for 6, netting you mana per activation and untap.

Rings of Brighthearth and Basalt Monolith work for infinite mana, you don't need a reusable source of 2 generic, simply an initial infusion. You would activate the untap and copy costing you 5, 3 of which would be floated from the monolith. You then allow the first untap to resolve, tap for mana, allow the second to resolve, tap for mana, and have 6 floating and can make another 6 by spending 5 of it, netting a mana. Grim Monolith would allow you to infinitely untap, but nets no mana without another card since it costs 4 to untap.

I do know of a 5 card combo that makes infinite colorless at sorcery speed, but it takes up an awful lot of card spots and tutors if you are not already running all the pieces. A sacrifice effect Myr Retriever , Scrap Trawler , Paradox Engine , and 3 mana from any non-land sources (including the monoliths) makes infinite mana. I'm not sure if you were looking for a way to do this without Paradox Engine , but thought I'd offer it since you may already be running 3/5 of the pieces.

I don't know if this is in any way helpful, but thought I'd put it out there since you seemed to be a bit confused on if those interactions worked. If you were trying to say something else pardon the confusion.

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Mana Reflection occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

Green: 0.24%