Mana Vortex

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Masters Edition III Rare
The Dark Rare

Combos Browse all

Mana Vortex

Enchantment

When you play Mana Vortex, you may sacrifice a land. If you don't, counter Mana Vortex.

At the beginning of each player's upkeep, that player sacrifices a land.

When there are no lands in play, sacrifice Mana Vortex.

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Mana Vortex Discussion

Winterblast on Stax, the magic cure

2 weeks ago

I don't think Llawan, Cephalid Empress or Fog Bank are worth playing, you could also remove Wall of Denial...you have 40 life, so aggro isn't as much of a problem as it is when playing stax in other formats. Most aggro decks also have some combo included in case they run against too many protective permanents they can't remove. I don't think a card that is "just a good blocker" has any value in realistic matchups.

I would replace Crawlspace with Ensnaring Bridge because it's more effective (and your commander can always attack after you draw your card for the turn). maybe think about removing the artifacts that have activated abilities completely if you want to play Stony Silence and add Null Rod for an additional card with the same effect. Overburden seems a bit odd because it helps the opponents against Winter Orb and Static Orb - it's a great card, but only if your mana denial plan is based on bouncing/destroying lands instead of having them stay tapped. If you go for land bouncing I can recommend Mana Breach (super effective! you could get rid of Arcane Laboratory because mana breach also punishes players for playing too many spells per turn), Land Equilibrium, Ward of Bones, Words of Wind and Sunder.

In general I think it's best to focus on one or two types of lockdown and build around these. If you do a bit of this and a bit of that everything is there but weak. I would say the tapping locks are the easiest to escape because you leave everything intact and only disable certain permanent types...if the tapping card is gone, everything works again. The most effective locks are those that constantly make you lose cards permanently, for example Mana Vortex, Smokestack, Possessed Portal. You have to choose what suits your playing style best and then focus on that plan with your whole deck.

MagicalHacker on In light of the recent ...

3 weeks ago

In light of the recent MTGO Commander Banlist announcement, I thought to ask everyone what the banlist would look like if they made it.

The following proposed banlist is my opinion of what the banlist should look like. You will see 3 criteria for what makes a card unfit for the format, and a list of what cards could be banned based on them:

Proposed banlist Show

JaceTheSwagSculptor on Tier 1 Stax General?

1 month ago

Thanks for the compliment =].

It sounds really clunky to run 6 - 8 drops when you are also running Stasis, Mana Vortex, and most likely other lock down effects. Bitterblossom is going to be better as sac fodder since it is fetchable with Zur.

Nonetheless, if you post a list I can try to help you with it as long as you give me an idea of your budget.

entheogeneral on Tier 1 Stax General?

1 month ago

Sounds good, I used to have an Eldrazi deck that could consistently win on turn 7 but I got too many complaints so I took it apart. I just made a Zur deck with all my Stax artifacts. Meant to play Zur and protect him so I get Propaganda, Ghostly Prison, Mana Vortex, and lastly Stasis. I then usually get a Possessed Portal and Planar Bridge out, so basically they can't attack me and then they sacrifice everything and I'm the only one who can get cards, I usually get Elspeth, Sun's Champion so I get sac fodder. Very consistent. I'll be tweaking it according to your advice, JaceTheSwagSculpter (great username btw). Thanks

Lord_Khaine on Teferi Board Control/Stax

1 month ago

I read "stax" and clicked.

Sundial of the Infinite + Smokestack: for just $6, you get a combo that turns into a lockout that only ends by your opponent quitting or decking themselves.

You put a soot counter on Smokestack (its first ability), and in response to sacrificing (the second ability) you activate Sundial of the Infinite. Even though you effectively skip the rest of your turn, your opponents are forced to sacrifice more and more, until they quit or deck themselves.

I notice you have Rhystic Study, which would help getting around the lack of draw step in that situation. If you want to make it even more painful for your opponents, throw in Mana Vortex as well.

K00lDudE1 on Zur Monopoly

1 month ago

Here is my budget zur deck, it's quite a lot cheaper than yours, but there are some good options and ideas for you in there. A few off the top of my head that would be good are:

Diplomatic Immunity - People generally snap-kill Zur on sight, so this can stop that if he lives one turn cycle.

Stasis - Allows you to get way ahead of your opponents when Zur has vigilance, basically stops them doing anything much, and Zur keeps pumping out enchantments, should allow you to get a lethal combination.

Mana Vortex - This will slowly deprive your opponents of gas to cast stuff, to kill Zur or anything else really, sure, it removes your own lands, but you don't need them once Zur is out and protected, and your mana rocks are still around for mana.

There are 3 very strong options, there are loads more in my deck, hope you get some ideas from it!

cncfan on The Taxmaster

1 month ago

Hey I have a question about a potential maybeboard or sideboard card that can help fuel Sphere of Safety. If you had Arbiter of the Ideal then it would not only increase your enchantments that fuel your protection tax but can allow for free casting of cards. I know it is a bit high for its cost but with how much ramp you have in this deck in the early game it would seem like it wouldn't affect game play too much and it would allow for you to continue to play cards after you destroyed all of the land base in the current game with Mana Vortex. It is just a thought.

Winterblast on Enchanting Esper Tax

1 month ago

You could start with cutting all the mediocre planeswalkers and enchantments that are not doing anything for creating a lock (because you say that is your plan here).

You should have a look at these cards:
TAX: Sphere of Resistance, Thorn of Amethyst, Trinisphere, Nether Void, AEther Barrier, In the Eye of Chaos, Thalia, Guardian of Thraben, Spelltithe Enforcer

UPKEEP: Smokestack, Tangle Wire, World Queller, Pendrell Mists (if you don't already have The Tabernacle at Pendrell Vale), Mana Vortex, The Abyss

MASS REMOVAL: Armageddon, Ravages of War, Cataclysm, Sunder, Wrath of God, Damnation, Toxic Deluge

SLOWDOWN: Land Equilibrium, Ward of Bones, Overburden, Mana Breach, Ghostly Prison, Propaganda, Humility, Words of Wind, Thalia, Heretic Cathar

...There are so many cards that can effectifely create REAL locks, but I can't see how this current list could do that. I think you should cut a lot of irrelevant creatures here, because the most powerful lock pieces are enchantments and artifacts. Usually people can't run as many removals for these card types to prevent all of them from staying on the table, if your deck is full of that stuff.

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