Mana Vault


Mana Vault doesn't untap during your untap step.

At the beginning of your upkeep, you may pay . If you do, untap Mana Vault.

At the beginning of your draw step, if Mana Vault is tapped, it deals 1 damage to you.

: Add to your mana pool.

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Mana Vault Discussion

Winterblast on Artifact Angels (BANT)

3 days ago

Archangel Avacyn  Flip has a red backside, it doesn't fit your commander's colours...

Also, Trinket Mage with only one target to tutor for is awfully weak. It's a great card but you need some sort of toolbox to make it relevant in any stages of the game. For example Pithing Needle, Engineered Explosives (nice with Academy Ruins and Crop Rotation/Sylvan Scrying to tutor for it, also makes a good pile for Intuition with Crucible of Worlds/Academy Ruins/Engineered Explosives or Regrowth), Aether Spellbomb or some mana rocks such as Mana Vault, Voltaic Key, Lotus Petal, Chrome Mox and a bit more expensive Mana Crypt, Mox Opal, Mox Diamond.

I wouldn't recommend lands like Simic Growth Chamber, because they are very much fun for the first person, who happens to have a Strip Mine, Wasteland or any other land removals in the early game and it sets you back like 3 turns. It happened so often and recently I've not seen anyone play these lands anymore because they are so risky. If you combine them with Amulet of Vigor (also a target for Trinket Mage) they are good, but alone they suck.

Human_Wizard on Human_Wizard

4 days ago

Mortiganil Thank you so much for the compliment! I really appreciate that my deck list helped you out. For an artifact based build you're gonna want good mana rocks and other cards that synergize with artifacts. In my opinion Mana Crypt is the best rock you can get to improve your deck. Other rocks like Sol Ring, Mana Vault, Grim Monolith, and Fellwar Stone are great too. The tutors I'd recommend are Fabricate, Whir of Invention, and Transmute Artifact (There are others but I don't believe the deck requires more). Other cards that also work really well in the artifact heavy build are Aphetto Alchemist and Voltaic Key. The real star of this build is Paradox Engine of course. It is the center combo piece of the build. Mind Over Matter and Iso/Dramatic combo are now more backup plans now. But yeah, those cards are the stars of the build. Let me know if you have any more questions.

HezTheGod on Straightedge to Dredge

6 days ago

Mana Crypt is good you should replace 1 Mana Vault with it (the vault is restricted my friend). I would side board 15 cards from your mainboard.

Winterblast on Only Time

1 week ago

I just realised that Dissipation Field is nice with Mana deals damage to you in the upkeep and you can replay it and get to use it each turn. I'd include much more acceleration in general, also Paradox Engine so you can easily cast the huge spells if Jhoira doesn't live long enough.

Clockspinning does also work great with Planeswalkers, to kill your opponents' or to boost your own. I managed to ultimate Jace and kill the whole table with Paradox Engine and Clockspinning in my Jhoira deck. It's quite a surprise and before that game I hadn't even thought about that possibility...

Playing mainly blue and not using counterspells at all is a bit weird, especially as there's nothing that prevents you from using them effectively in this deck (would be something different if you played Stax in blue for example).

Winterblast on The Suspense Is Real (Jhoira EDH)

1 week ago

1-3 hours is pretty long, so maybe winning on turn 7 is already a shortcut, lol. Games here can take long as well, but that usually happens when 2 or more combo/control decks meet and everything is locked down while people try to find a way to sneak in their own game winner without opening a hole for everyone else.

With Jhoira I usually try to make a very offensive start, for example turn 1 a land, Mana Vault and turn 2 another land, Jhoira and with the remaining 2 mana suspending something like Blightsteel Colossus or Ulamog or some other Eldrazi bastard. Opponents have two ways to go then: either they try to kill me before the suspend spell is cast, or they try to prevent the spell from resolving (or let it resolve and answer it immediately). At that point you have to find out what they are planning to do and prepare yourself. You don't really want additional suspend spells then, because Jhoira is either gone again by then or you don't need to throw another fattie into the ring...and you don't want to draw 2 or more mass removals afterwards either.

I've also tried all these time counter Manipulators and found they are not as necessary as they seem to be. Paradox Haze is perfect, sure. Also Fury Charm because it can do other stuff as well if needed and Clockspinning is also fine, also because you can meddle with Planeswalker counters too! The rest looks nice but is probably better replaced with counterspells and other protective cards.

I personally like Expropriate very much because it's one of the cards that can possibly turn around the game in your favour, even if most went bad for you until then. It also depends a lot on timing and on how well your opponents know what their decisions will do for the game state. It's also interesting to know that the decisions have to be made in turn order, starting with the active player. The first one after you will not know how the others decide in the end, even if they discuss the matter. I wouldn't worry too much about it being a boring play, because it will certainly result in political actions. Twincast on your own Expropriate make a lot of fun too, lol

SaberTech on Ertai likes Birds

1 week ago

Ok, so looking at your list there are two aspects that jump out at me as being possible issues with how the deck plays:

1) A restricted pool of efficient mana ramp options in combination with a bunch of the really cool spells being 5+ mana to cast. This is a general issue with playing esper colours unless you have access to money cards like Mana Vault, Mana Crypt, Mox Diamond, etc. You are already running a number of the cheaper options, but it might also be worth looking at Coalition Relic. It's pushing your card price limit, but the mana ramp and fixing that it offers is great, especially since you are running a few cards that cost three of a particular colour of mana. Some other ramp options are the myr creatures like Silver Myr. They are vulnerable to creature removal, but they can also be sac-fodder to Ertai if you draw them when you don't need them.

You can also look at trimming down your mana curve a bit so that you're not as reliant on mana ramp to be active early in the game. Your morph creatures don't have synergy with other parts of your deck, which means that with Voidmage Apprentice you are investing 7 mana to counter a spell. Sure, after it flips you can sac it, but that means an additional mana and getting Ertai on the board just for the payoff of countering two spells. I think that there are better ways to invest your mana.

Other cards to consider cutting are Lost Auramancers (likely to be killed before losing all its counters), Planar Bridge (again, likely to be destroyed before you can use it), and Ethersworn Adjudicator (I've tried it, and it either dies quick or demands too much mana to use when you have other cards you want to cast). Docent of Perfection  Flip is neat, but its ability being spell reliant can be an issue, so how about Bloodline Keeper  Flip instead?

You have also opted for a selection of expensive to cast counterspells, which would probably be more effective if you found cheaper alternatives instead. Ertai should be carrying a lot of the counter power, so other counterspells in the deck should be aimed at either helping to protect him or helping to make sure your big spells to slip past enemy counterspells. Either way, it's better if they are cheaper. Speaking of Ertai...

2) Ertai could use a bit more support for him to make him more effective. Thousand-Year Elixir is a good option, and gets better the more creature you have that tap to do something. Lightning Greaves is a must have for the protection and ability speed that it offers. And a monetarily expensive option, but useful, is Spellskite. It can draw away spot removal or be sacrificed to counter a wrath.

Regarding sac fodder, Bloodghast is a great option that helps offer redundancy alongside Reassembling Skeleton. Bitterblossom is an option, but you could prioritize getting Kjeldoran Outpost and/or Moorland Haunt since they cost less money and are searchable with Weathered Wayfarer. To go along with the additional token generation, Skullclamp gives you a card drawing engine.

Sorry that this comment has become so long. I'll leave it at that for now. There are a few other ideas I could offer, but it would be better to wait until you decide which way you would like to go with the deck. Anyway, I hope I've given you a few ideas to work with.

WeruniaB on Breya, the Infinite Whining Generator

1 week ago


I know about this combo, but I completly forgot about mentioning it in the description. I'll edit right away!

I also made some changes in deck itself: 1. Crucible of Worlds since I discard and sacrifice a lot of lands 2. Swan Song

Cards I will include next: 1. Pact of Negation 2. Mana Vault 3. Metalworker 4. Rhystic Study 5. Tezzeret, Agent of Bolas 6. Zendikar fetchlands (MM3 reprint)

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