Manalith

Manalith

Artifact

: Gain one mana of any colour.

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Printings View all

Set Rarity
Magic Game Night (GNT) Common
Core Set 2019 (M19) Common
Hour of Devastation (HOU) Common
2012 Core Set (M12) Common

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Legality

Format Legality
Canadian Highlander Legal
Pioneer Legal
Modern Legal
Historic Legal
Vintage Legal
Casual Legal
Highlander Legal
Legacy Legal
Noble Legal
Magic Duels Legal
Commander / EDH Legal
Tiny Leaders Legal
Block Constructed Legal
Leviathan Legal
Pauper Legal
Oathbreaker Legal
Pauper EDH Legal
Arena Legal
Duel Commander Legal
Penny Dreadful Legal
1v1 Commander Legal
Unformat Legal
2019-10-04 Legal

Manalith occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

Manalith Discussion

azja on Gisa and Geralf Zombies

18 hours ago

Creatures:

  • cut Doomed Dissenter since it can't be recast with your commander, and there are plenty of 2/2 zombies for 2 which can
  • cut Festering Mummy because in commander, most creatures will not die with a couple of -1/-1 counters. Consider keeping it if your opponents play lots of mana dorks such as Llanowar Elves
  • cut Ghoulraiser, your commander casts a zombie of your choice from the graveyard anyway
  • cut Liliana's Steward, targeted discard is bad in commander. You and the targeted opponent lose a card, but your other two opponents don't.

My suggestions for possible replacements are Cemetery Reaper, Cryptbreaker, Rot Hulk, Sidisi, Undead Vizier and Undead Warchief.

Sorceries:

  • cut Increasing Ambition, it simply costs too much mana for the effect in my opinion
  • cut Sealed Fate, it's pretty bad unless your opponent just used a Worldly Tutor or something
  • cut Shamble Back, you don't want to exile your own creatures, and it's a pretty poor form of graveyard hate.

Suggestions: Demonic Tutor or the budget replacement Diabolic Tutor, Windfall, Night's Whisper, Reanimate and Buried Alive

Instants:

Suggestions: Cyclonic Rift, Entomb, Swan Song, Pull from Tomorrow

Artifacts:

  • cut Manalith and Nyx Lotus. When you're in 2 colours, you generally don't want to pay more than 2 mana to ramp. Plus if you ramp on turn 2, you'll have 4 mana on turn 3, allowing you to cast your commander early

Suggestions: I think you're a bit low on ramp, most commander decks want 8-10 ramp pieces. Try Arcane Signet, Dimir Signet, Talisman of Dominance, Fellwar Stone, or Mind Stone.

Enchantments:

  • cut Telepathy, it's not worth using a card to see your opponents hand unless you're playing something specific like maybe Sen Triplets.

Suggestions: Animate Dead, Phyrexian Arena, Rhystic Study

Lands:

  • For semi-budget 2-colour deck, your mana base looks pretty good. I would just cut Skyline Cascade, having it come in tapped isn't worth it for it's effect in commander. You can probably just play a basic island in its place.

If you want to upgrade your mana base, avoid lands that come in tapped like Dimir Guildgate. A few suggestions would be Command Tower, Choked Estuary, Darkwater Catacombs, Drowned Catacomb, Tainted Isle, Underground River, Watery Grave.

I hope that was helpful! Here's a link to my The Scarab God commander deck which has a pretty similar zombie tribal theme to what you have. Take a look through it and maybe you'll find more cards that I forgot to mention. If you have any questions don't be afraid to ask!

https://tappedout.net/mtg-decks/27-08-19-scarab-god-edh/?cb=1597359288

SideBae on Oloro

1 week ago

If you wanna be a grade-A dork-a-saurous, I suggest running Zur's Weirding. With your automatic life-gain, you can filter OPs draws so they never draw a relevant card again.

I also suggest reconsidering your artifact mana. Arcane Signet is a wonderful card -- good you're running it! Similar 2-mana mana-rocks exist that I think are way better than Manalith or even Chromatic Lantern. (I've never liked lantern -- if you're running 2-mana-rocks, you don't need its extra fixing, and being 3 instead of 2 mana is an awkward taco...) I suggest running things like Talisman of Progress, Talisman of Dominance, Talisman of Hierarchy, Dimir Signet, Orzhov Signet... In general, landing a 2-mana rock and having 4 mana on turn 3 is better than landing a 3 mana rock and having 5 mana on turn 4. I'm not entirely sure why this is, but it is (almost) infallibly borne out in my play experience.

I think people tend to overlook cantrips in EDH -- I suspect that costing just {u} makes people think they aren't powerful enough. This is unjustified. I recommend running Ponder and Preordain more highly than any other card in this comment -- they're simply too good to leave out. Brainstorm is similar, but unless you're running free shuffle effects (i.e. fetches), it's not going to be better than mediocre. If you don't want to fork over the cash for Flooded Strand and friends, consider running Flood Plain, Bad River, Grasslands and/or Rocky Tar Pit. Evolving Wilds and Terramorphic Expanse are good, too.

The majority of EDH games (and magic games in general) are decided by card advantage. Phyrexian Arena is a good start, but there're other cards to consider. Right off, here're a few: Fact or Fiction, Treasure Cruise, Painful Truths (a personal favorite of mine), Sphinx's Revelation, Mystic Remora etc. You can also attack from the other side, preventing other players from drawing cards, though this is more difficult since there're fewer cards to choose from. The best that comes to mind is Narset, Parter of Veils, followed by Alms Collector. I think Narset is way better tho.

Depending on your meta, you may be able to lay out the monarch mechanic for recurring card-advantage without needing a specific permanent. The best card I can think of that introduces this mechanic is Palace Jailer, which doubles as an Oblivion Ring on a stick!

Right. That's all I got. Good luck!

bushido_man96 on Spreading Rot

2 weeks ago

Karn's Bastion and Evolution Sage are solid inclusions for upping your spore counters.

You could improve your mana rock section, going with more 2 mana rocks. I rarely find Chromatic Lantern to be that useful in a two-color deck. Or, you could go in on land ramp with cards like Rampant Growth, a Wayfarer's Bauble, and even Summer Bloom can be useful. Since Slimefoot costs three to cast, I'd try to keep my ramp under 2 mana as much as possible, so I'd skip on cards like Cultivate and Kodama's Reach. Manalith and Darksteel Ingot are just not good.

I don't think Bontu's Monument is worth a slot here. You don't have many creatures to cast at all, and if it's not dead in your hand, it's going to be dead on your board. Lifecrafter's Bestiary will likewise not draw you many cards, and just having the scry isn't worth including it, in my opinion. Something like Vampiric Rites and Arguel's Blood Fast  Flip will help you draw cards more reliably in your current build. Harmonize would be a better draw spell for you, too.

Last thing I noticed is your lack of sacrifice outlets. Slimefoot does damage when saprolings die, and the most consistent way to kill saps is to do it yourself. If your budget allows, the altars are a good place to start: Ashnod's Altar, Phyrexian Altar, and Altar of Dementia. If your budget isn't that friendly, there are other options. Evolutionary Leap is a cheap sac outlet that lets you trade a sap for a creature in your library. Phyrexian Ghoul and Nantuko Husk are similar creatures that are free sac outlets, and Carrion Feeder is another decent one. Viscera Seer provides good value, too. Going all in on Slimefoot's abilities lets you get benefit out of enchanting it with cards like Keen Sense and Snake Umbra.

You've got a nice start. Hopefully this helps you focus it in a bit better.

SynergyBuild on Uumaka, Nature's Fury

3 weeks ago

DeinoStinkus Sadly, this doesn't give mana the turn it comes out, and at 3 more mana than Domri, Anarch of Bolas it's closer to Manalith versus Lotus Petal.

Idk, I think mana at that point is really just useful in Commander, which is good so it doesn't hurt other formats. It's also really good and strong with Doubling Season, but isn't overpowered because cards like AEtherize, Toxic Deluge, Evacuation, Black Sun's Zenith, etc. can be such big blowouts. The fact it can be countered makes it pretty useful!

Honestly, I can't think of a way to break the -4, despite trying. The best I have is Dualcaster Mage and a Druid's Deliverance, Full Flowering, or Ghired's Belligerence. All of those are pretty tame considering the mage already went infinite with Heat Shimmer well before this walker. Still some strong but not op idea!

Ninokun on A Christmas Carol

1 month ago

Cool deck. Easy to play! That Shacklegeist is a good addition from the new set! Maybe add some mana rocks like Manalith to keep the budget, or Sol Ring and push the budget a little bit.

Whirlwind_2100 on The Ur-Dragon

3 months ago

Uh... Im not sure you know what your commander does based on your creature pool. On a scale of 1-10, i would rate this a 1.5, but i'll help you with that. You might as well be running Golos, Tireless Pilgrim. You have a small number of Dragons in the deck, and I noticed a bunch of useless non-dragon creatures in the deck.

32 lands is wayyyy to few, and you have an awful mana base, even on a budget, having only 1 tri-land and a random af arrangement of shock and gain lands.

You have little ramp, if any, which will slow you down greatly in a format such as commander Another concern is your lack of mana rocks. Why only one signet?

Your removal is pathetic, to be honest, with only one murder. Removal is IMPORTANT in commander, being used at both utility and a rich bargaining tool in the political side of the format.

But enough with flaming the deck, here is what I would put it.

First off, let's talk about your commander. It supports a heavy dragon tribal theme, and you want nearly all of your creatures creatures that either add to this theme or ramp you to get him out earlier. If you are to be running a non dragon creature, make sure it is a utility creature such as Reclamation Sage that can either ramp you or get rid of problems on the board.

Here is what I would cut if i was building him:

Creatures:

Ajani's Pridemate - No lifegain synergy and bad creature in EDH

Brineborn Cutthroat - A 2/2 with flash wont cut it in Ur

Corpse Knight - No sacrifice theme

Dreadmalkin - cmon, really?

Empyrean Eagle - Other cards do this a lot more efficiently

Exava, Rakdos Blood Witch - No madness or counter theme

Faerie Vandal - just no

Garenbrig Carver - bad in general

Gravedigger - not a dragon

Grumgully, the Generous - not efficent

Hackrobat

Kronch Wrangler

Law-Rune Enforcer

Leafkin Druid

Lightning Stormkin

Loxodon Sergeant

Meddling Mage

Nimble Birdsticker

Nyxborn Marauder

Shepherd of the Flock

Spectral Sailor

Squee, Goblin Nabob

Wandermare

Venerable Knight - no synergy in deck

Instant:

Gift of Strength

Infuriate

Murder

Scorching Dragonfire

Soul Manipulation

Artifact:

Manalith - You can keep it in, but it isn't very good

Helm of Awakening

Crystal Shard

Sorcery:

Compelling Argument - 0 MILL THEME!!!

Enchantment:

Moldervine Reclamation

Here is what I would add:

Creature:

Dryad of the Ilysian Grove - Can ramp you AND fix your mana

Lathliss, Dragon Queen

Utvara Hellkite

Silumgar, the Drifting Death

Scalelord Reckoner

Scourge of Valkas

Dragonspeaker Shaman - cuts down mana cost drastically

Dragonlord Kolaghan - Haste enabler and good beater

Dragonlord Dromoka - game winning lockdown effect

Ramos, Dragon Engine

Drakuseth, Maw of Flames

Deathbringer Regent

Balefire Dragon

Nicol Bolas, the Ravager  Flip

Hellkite Tyrant

Karrthus, Tyrant of Jund - haste enabler

Kokusho, the Evening Star - good beater with amazing ability

Birds of Paradise - great mana dork

Scourge of the Throne

Dragon Broodmother

Dragonlord's Servant

Removal

Swords to Plowshares

Path to Exile

Assassin's Trophy

Anguished Unmaking

Utter End

Beast Within

Putrefy

Terminate

Krosan Grip

Decimate

Ramp:

Kodama's Reach

Farseek

Cultivate

Explosive Vegetation

Skyshroud Claim

Circuitous Route

Mana Rocks

Sol Ring

Mind Stone

Commander's Sphere

Arcane Signet

Darksteel Ingot

ALL the signets (Emphasis on ALL)

Lands:

All tri-lands from Tarkir and Alara

Haven of the Spirit Dragon

Exotic Orchard

Terramorphic Expanse

Try to get all 10 fetch and shock lands if at all possible

City of Brass

Reflecting Pool

Fabled Passage

Temple of the False God

Utility lands:

Bojuka Bog

Reliquary Tower

Maze of Ith

Rogue's Passage

Planeswalkers:

Sarkhan, Fireblood

Kiora, Behemoth Beckoner

Anthems:

Metallic Mimic

Icon of Ancestry

Urza's Incubator

Coat of Arms

Vanquisher's Banner

This is just a few thing I think the deck could need, obviously it needs ore board wipes and wincons, however this is a good place to start. I want to be clear, I dont hate the deck, but I Think it needs improvements to become and 8. For your first commander deck, it's just fine. Thanks for reading. Cheers

GoblinElectromancer on Wait! I thought that was dead!

3 months ago

I love the commander and reanimating stuff. Getting big creatures for three mana seems good. First off: Obelisk of Grixis needs to go. It's just a strictly worse Manalith for three mana. Instead you should play Arcane Signet which does the same thing for two mana. Because you have blue you should be playing Counterspell and there really isn't any reason not to. Maybe also put in Jin-Gitaxias, Core Augur which basically just draws you seven cards for three mana. Rune-Scarred Demon also has a great enter the battlefield effect and is probably worth playing. Night's Whisper is a great draw spell. Play Entomb it's probably one of the best cards to get stuff into graveyards. If you ever need to get a creature to stay on the battlefield Animate Dead is good. Lastly with all the mana artifacts you don't need thirty-seven land. Probably cut just a few.

Good Luck!

Kjartan on Door to Winning

4 months ago

Hmm.

I think you could improve a lot of aspects of this list without raising the price too much.

First of all, there are much more better mana rocks for what you're trying to achieve, I'd say.

Coalition Relic is the obvious one, but it is somewhat expensive. But honestly, just even Darksteel Ingot would be a slight improvement over for example Manalith. But there are plenty of options there. I would perhaps like to see Pentad Prism as it makes your win-con a full turn faster potentially. Or perhaps even better Rattleclaw Mystic. That card seems like a very good fit here.

Secondly, your mana base is abysmal. You're trying to go off like this with only Forests and a few scattered multi-lands? Seems unlikely. (What are you even playing Evolving Wilds for if you're only running forests?)

I'd remove 4 forests for 1 of each other basic land, at the very least.

I also have a few issues with you running Sylvan Scrying. It's a tool-box card, but it doesn't really help you get to your win-con. You have plenty of lands so you'll never be in shortage. Rampant Growth would be far, far better I'd say.

Also, my final point is that you're pretty slow... Which is fine, but slow decks need to be able to slow the game down to a pace where they can get to their win-con without getting killed on turn 4.

A card like Sylvan Caryatid can help you both ramp and block, (but that card is expensive so I understand if you're not getting it.)

Thragtusk is another tool to help you get there and it is currently very cheap. (Especially compared to its high power level)

Gl with it all.

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