Mana Reflection


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

Printings View all

Set Rarity
Shadowmoor (SHM) Rare

Combos Browse all

Mana Reflection


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

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Recent Decks

Mana Reflection Discussion

TypicalTimmy on Help me make my R/G ...

3 weeks ago

Actually, now that I read it, I'm not 100% certain that Mana Reflection will double Savage Ventmaw since you are not tapping specifically to add the mana, you are tapping to attack.

The mana is a result of him attacking, not the result of an activated ability.

I apologize for this oversight. I've actually never played with Mana Reflection before. It's in none of my decks, so I was unfamiliar with it's rulings.

That's my bad.

Regardless, you can still easily end up with 16 mana on T4.

  • 8 from 4 tapped lands
  • 2 from 1 tapped Dork
  • 6 from Ventmaw

That's still an X=13 Genesis Wave, an X=14 Rolling Thunder (Which will be game with the Ventmaw's damage), an X=15 Crater's Claws for 17 damage (Again, game), or a Hydra Broodmaster with Monstrosity of 4 (Which is still pretty good, all things considered).

I have one deck where I have a playset of Hydra Broodmaster and a playset of Gelatinous Genesis. So, that'd still be 7 of 7/7 Ooze tokens, too.

TypicalTimmy on Help me make my R/G ...

3 weeks ago

Boza, while I personally do see your point about the mana restrictions, your comment of: "it is impossible to have 12 total mana any sooner than turn 5" is not entirely accurate.

I build speed-Gruul decks all the time. Gruul is super easy to pump out massive amounts of mana. BUT - you have to build for it.

We are assuming you have your hand of 7 cards. Works well if you went 2nd, so you have card advantage each of your turns. That draw really helps.

Turn 1: 7 - 8 cards in hand.

Turn 2: You played 2 cards last turn and drew 1 this turn. 6 - 7 cards in hand.

  • T2: Any other land that doesn't enter the battlefield tapped. You'll want to play something like Generator Servant, another 1-drop Dork, if able you can do both but let's not get greedy here. Normally I take a hand with a Servant that can be played T2

Turn 3: You played 2 - 3 more cards and drew 1. 4 - 6 cards in hand.

  • T3: Land. You're Gruul so you need to hit tempo. You now have three lands, and 2 - 3 additional mana at your disposal in creatures. At this point, I usually tap all lands, tap my Dork, sac my GS and play a Savage Ventmaw, swinging for 4 and adding . On T3, with six available mana floating from your Ventmaw, you can pay for either a second Savage Ventmaw, a Mana Reflection, or even work up to a Zendikar Resurgent. You get that 7th mana by either discarding a Simian Spirit Guide.

Another option you have available is to, instead of playing a Ventmaw, you tap out everything you've got for your 6 mana. You float 5 of it and use for an Infernal Plunge and target your Dork. This adds back which pushes you into 7. If you are lucky enough to have a Simian Spirit Guide on top of your Infernal Plunge (Don't count on it) you could theoretically nail a Vorinclex, Voice of Hunger.

Turn 4: There's a lot you could have done last turn. Between playing a land, a Ventmaw / Reflection / Resurgence and giving up an Guide / Plunge, it's hard to really tell where you are at currently. This all becomes situational at this point.

  • T4: This is normally where I begin to play big spells. See the Unwritten, Genesis Wave, Hydra Broodmaster, Dragon Broodmother. You could do all of this on T3, if I'm being honest. You do this by swinging with Ventmaw on T3 and dropping any of these 6-drop spells immediately after. But that aside, you play a 4th land. You'll either have 4 mana from lands and 6 from Ventmaw + Dorks, or you could have 8 mana from lands when you consider it'll be doubled via Enchantments + Dorks. Since Mana Reflection doubles Dork mana, too, that could easily tip you at or above 10 mana T4. So you can see just how easy it is to hit 12+ T5.

If you were lucky and hit a T3 Savage Ventmaw who was hasted by Generator Servant (Happens a lot in my decks with the frequency I play them), you could even dump his six into a Mana Reflection. This means on T4, you have 8 mana from lands, 2 mana from a single Dork, and 12 mana from Ventmaw. That's 22 mana, on T4.

To put that into perspective: That's an X=19 Genesis Wave, a Hydra Broodmaster that you also turn Monsterous for 7 () which gets you 7 7/7 tokens, that's an X=20 Rolling Thunder, an X=21 Crater's Claws which deals 23 Damage from the Ferocious trigger...

Gruul, if designed properly, is the single most powerful ramp color combination in the whole game, in my non-professional opinion (lol)

Wolfrage76 on Magic: The Chaos Warping

3 weeks ago

Man, add Mirage Mirror - you have more than enough enchantments, creatures with abilities and artifacts to make it well worth it. I mean, dropping 2 helm of the hosts on something? Or how about having 2 Panharmonicon out? Wouldn't it be nice to have 2 Mana Reflection out? :D It'd be really sweet in this deck. That's not even counting using your opponents stuff.

1empyrean on Jodah's Maelstrom EDH

4 weeks ago

DrkNinja The way the deck is currently built, Cascading Cataracts doesn't do as much as it could, and I need to make some changes to the mana base to properly use it. I might end up getting Mana Reflection for this deck. Nothing is going to make my deck any less quirky and awkward, thats just the way I want this version of Jodah to be, so long as it works.

I might run Mycosynth Lattice, and run more cards that do stuff with artifacts. I just have to keep in mind it is a nonbo with Din of the Fireherd. I really want to see what I can do with a 5 color artifacts deck so that might end up becoming a second Jodah deck.


1 month ago

i know, i know, it will break budget. But imagine how effective a Mana Reflection would be. and i also like th budget aspect, as well. most mono green decks, sasaya especially, are expensive as hell to build. If you want to make the standard old beat the living daylights out of a person using Kozilek, Butcher of Truth/Blightsteel Colossus, which are each worth a ton. My favorite deck right now is an Omnath, Locus of Mana deck, and good golly was it expensive. It is effective as all get out, though, and a great alternative to the "Only good decks", combo decks. Keep up with the good work.

masterx25 on

1 month ago

With the announcement of the reprint of Seedborn Muse in BattleBond, it'll become a great addition to the deck, allowing me to cast more spells, and use Thrasios ability.
With it, I might also add Mana Reflection, for in case I don't draw/or lose Zendikar Resurgent.

JoJoem on Kresh Deck : Need help ...

1 month ago

First deck I made and it's been pretty cool :

Kresh Gun Give It To Ya - Strategy in a nutshell

  • Build Kresh to lethal Damage by sacrificing stuff
  • Kill an opponent within a few turns via Commander Damage (by trample, doublestrike, evasion or combination of any of these)
  • Easy removals for roadblocks when needed
  • Direct damage as finisher for dragged out matches

However, I've been running into some roadblocks and I could use some expertise on crafting some sideboards.

Two decks in particular that are giving me trouble :

  • A cost-reduction heavy Avacyn, Angel of Hope commander deck that can reliably get her out by turn 4, with tons of spot removals and boardwipes. Both destruction and exile. It also focuses on giving angels +2/+2 effects and constant vigilance and lifelink. If anything doesn't go my opponent's way, there is a high chance of a boardwipe. If I get too far ahead, there is a landwipe waiting.

  • A Progenitus commander Hydra deck that can get commander out by turn 5-7 reliably. Once commander is out, I'm just taking commander damage. The real difficulty, however, stems from the other hydras that grow insanely fast and have trample. X cost hydras mixed with Mana Reflection gets out of hand quickly. These come out way before the commander and are typically all that are needed to finish the game.

If I can get a good sideboard for each of these, it would bring a smug grin of joy to my face. Right now I'm a guy with a stick fighting Kaiju and Mobile Suits.

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