, Pay 1 Life: Gain one mana of any colour.
|Want (9)||wkli6 , DJGam-G , KnutW , Dragero , mefisto22 , ptwooddy , TyPo1130 , bCubed , Hollowdude711|
Combos Browse all
|Commander / EDH||Legal|
|Quest Magic RPG||Legal|
Mana Confluence occurrence in decks from the last year
Latest Decks as Commander
Mana Confluence Discussion
1 month ago
*Edits are not possible but a Mana Confluence with a first turn discount and stacking damage drawback would not be useless - but it would be too closely related to Mana Confluence and quickly overshadowed in usefulness.
1 month ago
I feel like this land has a place that occupies another design space than Mana Confluence.
Simply making a Mana Confluence with a first turn discount and then a cumulative stacking damage draw back would simply make it useless.
Also the model that it starts expensive and then gets cheaper makes it a lot better in format where you have time. The starting cheap and then getting expensive is a lot stronger in eternal formats with a short time-to-victory timeframe - like vintage and to an extend legacy.
I feel like this card would flourish in Commander. Perhaps it could make do with longer time being a pain, like start with 6 counters, each turn remove one. Whenever tap, it deals damage equal to half the number of counters rounded up. That effectively makes it deal its damage numbers twice before getting cheaper and it extends the period before it gets "good". That would double its damage from 6 over 3 turns to 12 over 6 turns. That actually feels bad, so the starting number could be 5 to reduce it to 9 damage over 5 turns. If you abstain from using it turn 1, reduce the damage to 6 (2 times 2 damage + 2 times 1 damage), which actually seems like a fair trade to effectively have it "enter tapped" / not use.
It needs to feel viable compared to Mana Confluence but at the same time it cannot be too "cheap" too early.
The damage is front loaded, so it is better in slower formats. I think that's a preferable design to ramping the damage.
1 month ago
wereotter that could be decent, but it would need to do 0 damage to the user on their first use, because otherwise it would be strictly worse Mana Confluence, ie both do 1 damage on the first use, and the new card would do more damage on every use afterwards
1 month ago
Hey there, pretty cool deck! With Progentius being a lot of mana, you may want to include some more/upgraded ramp cards- which are exactly the things I can recommend! Let's start off with the lands. Note that I may recommend things you purposely left out or can not afford, so if that is the case please feel free to ignore those! In 4+ color decks, there are usually 3 types of lands I recommend running. The first type is the shock lands. These are must-haves, for more reasons than you may originally think. Shock lands are cards like Breeding Pool, and there are ten shock lands in every two-color combination. These guys give you the option for two different colors and the option to be untapped! But a huge reason they are so powerful, is because they can be used effectively with cards like Nature's Lore and Three Visits. While nature's lore and such only say forest, if you wanted red mana, you could search for Stomping Ground, giving you both the red and the green! Thus, I would consider adding these shocks and replacing some of the less good effects you have that do something similar, like Sakura tribe elder, etc. The second type of land I would recommend adding are fetches- however, these can be super expensive, so I will explain other options after. Nonetheless, fetches are great because you can use them, to get shock lands similarly to what we did with natures lore! Fetch lands are cards like Windswept Heath and Scalding Tarn, allowing you to search for any land with those subtypes. They also work SUPER well with cards like Ramunap Excavator and Crucible of Worlds, because now you can play these fetches again and again and again every turn, meaning you'll never miss a land drop and can pick any colors you could possibly want if you have the shock lands. However, these are pretty expensive, and so I would recommend the pain lands or filter lands. Pain lands are cards like Battlefield Forge, giving you guaranteed colored mana. Filter lands allow you to put in one color, and get any combination of a different color and that color! For example, Mystic Gate. This can be especially great with Progentius's casting cost. The last and possibly the best type, are multicolor lands, that give you any color. Mana Confluence, City of Brass, Forbidden Orchard, Command Tower, and Tarnished Citadel are all great examples of this. A lot of these lands are super expensive, and yet lands are a super important part for getting progenitus out, so if you ever are looking to upgrade progentius, consider the ten shocks, ten fetches, ten filters, and ten pain lands, as well as a few multicolor lands.
I slightly mentioned some ramp cards before that work well with shocks, though there are quite a few other ones that could work super well in the deck. First one is Chromatic Lantern. This guy can help you EASILY not worry about which lands give you what colors, and allows you to just try your best to get 10 mana, as well as producing any color mana himself. Bloom Tender could be GREAT in this 5 color deck, meaning that before progentius it could tap a lot of mana but then even with him out, could add FIVE mana which sounds pretty great to me. Selvala, Heart of the Wilds could work wonderfully once Prog is out, tapping for 10+ mana all at the expense of a single mana. Even before that, it can be a very helpful mana dork. Speaking of dorks though, I would seriously recommend some smaller ramp dorks like Birds of Paradise, Sylvan Caryatid, Ilysian Caryatid, Noble Hierarch (which can also buff progentius) and a lot more. Last but not least, some extra ramp cards that I would recommend including are Arcane Signet, Commander's Sphere, Exploration, and Burgeoning!
But OMG there are so many amazing synergies here I would recommend too! Hunter's Insight and Hunter's Prowess could draw you SO many cards with Progenitus, especially if you give him double strike! Berserk could immediately double his power, and you don't have to worry about him dying because he has inestructible! Basically one mana double strike for progentius. Blessing of the Nephilim, Civic Saber, and Might of the Nephilim would be GODLY with progentius, the last one giving him +10/+10 already!!! You also may want to consider unblockable spells that can make Progentius unblockable for cheap mana, giving you an auto-kill.
Anyways though, that was a lot to think about, please ignore any spelling errors I was kind of rushing, and I hope this helps! Be sure to check out some of my decks like Double Trouble EDH ⫸PRIMER⫷ (where you can also find some of the best unblockable spells)!! Hope this helps, good luck on this great deck, an have a wonderful day! Cheers
1 month ago
GenericToaster: This isn't anything like Transguild Promenade, sorry. Coming into play tapped is one thing, but the fact that you can play this turn one and you can't do that for promenade is a big distinction. Not to mention promenade completely consumes your second turn.
Paying 3 life for mana of whatever colour you want is akin to a turn one fetch into shockland. After that the life loss is negilgible and the kind of decks that would run this (both modern and Commander) would play this turn one and then watch the counters melt away.
1 month ago
The idea that I have for this land kind of mimics off of shock lands and Mana Confluence. Its supposed to be playable for early mana fixing, but at the cost of life if you abuse it too early. Here's the idea
When Landname enters the battlefield, put 3 Something Counters on it. At the beginning of your upkeep, remove a Something Counter from Landname
Tap: Add 1 Mana of any color to your mana pool, you lose life equal to the number of Something Counters on Landname
What do you guys think? Too strong? Or too much damage? It would be at most 6 damage if you used it every turn
1 month ago
Gontilordofmtg Thanks for commenting! I feel the life gain card are pretty important in this deck as Phyrexian Arena, Bitterblossom, Ancient Tomb, City of Brass, Mana Confluence, Spire of Industry, and Tarnished Citadel all do damage to me or make me lose life, and having that life gain cushion is important.
As for removal, a friend of mine always says "A fun commander deck is all questions and no answers", so all of my decks tend to just be very selfish and try to get ahead as quick as possible rather than worrying about other players decks.
However, I do have two ways of removing things, Capricious Efreet and also Dominus of Fealty + World Queller let me do this fun thing where I take any permanent and then immediately sacrifice what I took with the World Queller trigger.
I've considered adding the red siege enchantment, but I typically rely on Golos and hardly cast cards from my hand, nor top of the deck.
2 months ago
Ral Zarek IN, Daretti, Scrap Savant OUT because daretti hasn't performed very well and i think ral's untap ability can enable more shenanigans. Also his ultimate is really nice, especially if we get to copy it with ..
Clockspinning IN, Izzet Signet OUT: This is probably a mistake but I've been hitting a lot of mana rocks, not always having a place to put the mana. This would be the one to cut i think. Maybe 12 rocks is pushing it? Clockspinning may not be the best, but with enough mana this can ult a walker out of nowhere, which is how I've been winning games with the deck. Will test and see how it goes.
Training Center & Mana Confluence IN, Vivid Creek & Vivid Marsh OUT - these are just straight upgrades on all fronts. I'm glad i got these lands. The proliferation on the vivid lands was a cute idea, but just that