How Do You Evaluate Mana-Generating Artifacts?

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Posted on Nov. 21, 2016, 3:36 p.m. by DemonDragonJ

Mana-generating artifacts have been an element of this game for as long as the game has been in existence, and some are better than others. Therefore, I wish to discuss how other players of this game evaluate those cards.

I typically evaluate mana-generating artifacts based upon how long they take to pay for themselves. Obviously, artifacts that generate more mana than what they cost to cast, such as Black Lotus, Sol Ring, or the original moxen, are amazingly good and without equal, so there is no need to discuss them any further in this thread.

The diamond cycle from Mirage (Sky Diamond, Charcoal Diamond, etc.) would be great, except that they enter the battlefield tapped, meaning that they cannot be used immediately, and, thus, take three turns to pay for themselves. In comparison, cards such as Darksteel Ingot and Chromatic Lantern also take three turns to pay for themselves, but they enter the battlefield untapped, so their mana can be used immediately. Therefore, I would be more likely to choose the lantern or the ingot over the diamonds. Since I discuss that, why do the diamonds enter the battlefield tapped? Given that they cost more mana to cast than what they generate, I see no reason for them to enter the battlefield tapped.

Two of my favorite mana-generating artifacts, Gilded Lotus and Thran Dynamo, each take only two turns to pay for themselves, and even provide additional mana on their second use, so I have them in each of my EDH decks.

What does everyone else say about this subject? How do you evaluate mana-generating artifacts?

legendofa says... #2

Another measure worth considering is versatility. Obelisk of Esper takes three turns to pay for itself, like Chromatic Lantern. The Obelisk, though, offers a more limited selection of mana, and the Lantern has an additional benefit.

Also, the deck it's going into matters. In a vacuum, I would consider Chromatic Lantern and Darksteel Ingot to be roughly equivalent. If I was putting together a deck with Plague Boiler and Pernicious Deed, the Ingot looks much better. If I was building a 3-5 color deck, I would lean toward the Lantern.

November 21, 2016 3:47 p.m.

joshuaizac says... #3

To paraphrase / summarize legendofa ... Context is Everything.

Sadly the way I evaluate most rocks (and other potential deck additions) is... budget. Do I have one? Can I easily trade for or buy one ? Will I have to cut 5 other cards off my list if I do buy one ?

On a semi-related note, I'm always stoked to see new rocks get their 1st print runs; the fairly recent Cryptolith Fragment  Flip fits some decks rather well even without flipping though not the greatest as an etb tapped/3 drop, and the more recent Prismatic Geoscope and Crystalline Crawler are both awesome (though again better in some decks than others obviously).

November 21, 2016 5:02 p.m.

hyperlocke says... #4

Speaking from a Commander player's perspective: It depends on your Commander. In most decks, Sphere of the Suns is pretty bad. In a Shattergang Brothers commander deck it's perfect. It brings the Brothers out on turn 3 and can be used as artifact sac fodder when its depleted (or even before that).

Generally, context matters, as the two peaple above me already said.

November 21, 2016 5:18 p.m.

kipahlord13 says... #5

Something that I've heard about mana-artifacts is that WotC would print an a land the same level of abilities that they would on an artifact costing 2. Think the Signet cycle vs Darkwater Catacombs. By that logic, something like the Diamond cycle seems bad, no one wants their basic Plains to etb tapped. By this logic, I consider things that cost 3 to have to be strictly better than 2 counterparts, and much better than something they'd print on a land. Thus Darksteel Ingot is pretty good, as lands can't tap for any color with no strings. However, something like Simic Keyrune seems worse, because it looks remarkably similar to a manland

November 21, 2016 6:49 p.m.

Arvail says... #6

You want good rocks in EDH? Go with shit that has a low CMC. You want your ramp to be accessible early in the game. Ramp should allow you to cast something like a 4- or 5-drop on turns 3 or 4, not cast a 9-drop on turn 6.

Some of the best rocks in the format in no particular order:

Outside of special circumstances, you really shouldn't run anything else.

November 21, 2016 9:09 p.m.

rob_shifflett says... #7

I agree with TheDevicer. The signets and talismans are often overlooked and are easily my favorite rocks for 2 & 3 color decks.

November 21, 2016 9:35 p.m.

This discussion has been closed