Mana Confluence

Mana Confluence

Land

, Pay 1 Life: Gain one mana of any colour.

Latest Decks as Commander

Mana Confluence Discussion

lagotripha on Modular explosion

15 hours ago

Lands always need some tinkering - I like to think about it like this.

T1 you need green for hardened scales, no matter what. T2 you need white for creatures, most games Lategame you need red - your red creatures/spells can afford to wait as they are finishers.

This means green highest priority, white the next, then red/fixing splashed to turn on fling/shikari, finally utility lands.

The large number of colourless creatures means you can afford to have limited access to coloured mana, making things like Tendo Ice Bridge Crumbling Vestige or Aether Hub a little better than Mana Confluence type fixing. Which in turn makes filter lands less useful, but most of that just needs testing. I always end up with less utility lands than I want - you should be able to fit more with the colourless options.

legendofa on The Only-Lands Challenge

5 days ago

Well, if you're removing cards, you could add a red source, like Mana Confluence, or even Tendo Ice Bridge or Aether Hub for single use.

I'm not trying to be pushy with my suggestions, and I hope I'm not coming off that way. I just don't see a lot of ways to ensure Lair of the Hydra connects, or Inkmoth Nexus deals significant damage in the current build.

Scytec on Meren: Necromancy & haruSpEX

3 weeks ago

To be honest with you, the competitive meter here means almost nothing, I honestly dont know how it is calculated. haha. The strongest meren lists i have seen are Hermit Druid combo lists. how that combo works is like this (synopsis by SynergyBuild years ago, but still relevant because he is a badass) "Nah, by using the five color lands (City of Brass, Mana Confluence, Forbidden Orchard, Tarnished Citadel, Exotic Orchard, and Reflecting Pool), along with fetchlands, you can build up a fast (low to no tapped lands), consistent (at getting your colors), and no-basic landbase for Hermit Druid to deck you. Bring back Dregscape Zombie and Bloodghast, sacrifice them to Dread Return, bring back Necrotic Ooze, then use Wall of Roots's ability to activate Blighted Bat's, then make infinite mana between Devoted Druid and Channeler Initiate, then use Walking Ballista to instantly win the game!"

As a bonus, Ballista combos with Mikaeus as well, so you have some synergies between the two. Things like Entomb and Buried Alive will net you Hermit early so you can access him in a hurry. Some fast mana in the form of creatures and rituals, some nice interaction like you already have, and bringing the average manavalue of your deck down will help as well. You are already runnning Stitcher's Supplier which is my favorite bit of tech. Ramunap Excavator is another solid bit of tech I really like to combine with Azusa, Lost but Seeking to get all kinds of value. Blood Pet, Stinkweed Imp, and Golgari Thug are all good bits of tech for Meren. The Gitrog Monster is also surprisingly good for us. The card draw he can get us with a little bit of ssetup is nothing to be scoffed at. To be honest, the main issue i am having currently is finding solid self-mill options.

hungry000 on $15 Dredge

4 weeks ago

TheBubbaEA Thanks!

In general, I would reference a non-budget Dredge list (from MTGgoldfish or another website like it) when you make upgrades, since those lists contain all the cards you'll want to get in the exact configurations you'll need. However, the Dredge deck in particular requires large investments alongside certain cards (like sets of fetchlands with Life from the Loam) in order to make them work, which can be difficult to figure out on your own.

I'd recommend making smaller upgrades first; the $25 Mardu version I listed above (Dredge ($25)) adds some white tri-lands to the mana base for Thrilling Discovery, Smiting Helix, and sideboard cards. Any other upgrades you'll want to make are going to be really big investments, so it'll be good to have a solid but fairly inexpensive base to play with while you work towards the more expensive stuff.

Now, it's important to consider which particular variant of Dredge you want to build before you start investing: some decks splash white for Thrilling Discovery and Prismatic Ending, some go for the traditional Jund list, others are straight Mardu. As of right now the most successful Dredge decks are cutting white for 1 mana enablers like Merchant of the Vale and Burning Inquiry for more speed (since graveyard hate is very popular atm). I personally like the white splash, but you do you.

Once you've figured that out, the most important upgrades you'll need to make are to the mana base. Competitive Dredge is heavily reliant on land synergies with Bloodghast, Life from the Loam, and by association Conflagrate (which is usually casted from the graveyard for big X values after filling your hand with lands via Loam). Fetchlands are by far the most important cards to have if you want to go this route. Having a nice suite of lands will also help with casting costs, which is always an issue with budget mana bases.

Other than that, the only upgrade you can really make until you have the lands is adding 3 Ox of Agonas for 1 Haunted Dead and 2 Smiting Helix; it's not too expensive to do this, but it also happens to be better with fetchlands, as they help pay for Ox's escape cost.

For lands, you'll want 8 R/X fetches, 4-5 R/X Dual lands, a couple fastlands, 3ish five-color lands, and one or two basics (~19 lands total). My recommendation for a 4c (RBgw) list:

Other Upgrades:

Hope this helps!

multimedia on Dragons Forever

1 month ago

Hey, good start. Overall you have good sense with the high budget you have.

Consider revisiting the manabase, you forgot Command Tower and also expand on ramp? 31 lands with only seven 0-3 CMC ramp sources is a risky amount when you need a lot of mana to cast Dragons and Ur-Dragon is nine mana. You really want a ramp source in your opening hand and consistently to get this you want more ramp. Not playing one basic land is an interesting choice, not a choice I would make, but if it's working for you than nice. I would include at least one of each basic.

The Pathways are not good lands for five colors since can only choose one color, they don't give you enough color fixing. With your high budget you can do better than the Pathways especially since a few of them cost more price than much better lands. Castle Locthwain and Westvale Abbey  Flip look out of place and are not powerful enough only able to make one black or one colorless mana in a five color deck. Some Rainbow lands are helpful when playing five colors or with Dragons:


More land ramp that can search for a Triome or Shock land:

Lore and Visits are two drops, similar to Farseek, but the land you search for can ETB untapped if you search for a Forest Shock land. Skyshroud can search for two Forest Triomes or Forest Shock lands. Adding Overgrown Tomb would help with these land ramp spells. Some good ramp sources for five colors to consider:


There's a few other nonDragon cards here that you don't need because they're not as good as other cards here:

Nyx Lotus is not a good ramp source here since it's a four drop that ETB tapped and then it doesn't make mana unless you control another colored permanent. Cover of Darkness is an expensive price card that's not doing much here because Dragons don't really need fear since they already have flying evasion.

Because you have Tiamat then you could cut some of the lesser Dragons such as Deathbringer Regent, Amareth, the Lustrous and Ramos, Dragon Engine. You have Old Gnawbone, if you add Hellkite Charger then you have an infinite attack combo that Tiamat can tutor for.

There's several expensive price cards in the maybeboard that would be good upgrades, but there's also some budget cards that would be upgrades for any of the above cards I mentioned to consider cutting:

Good luck with your deck.

Atsuma on Jodah

2 months ago

Hey, it's clockwork.

After playing, I think you may want to refine the payoffs you run and have a more streamlined ramp package. WUBERG is an interesting ramp but there are a few key things for mana fixing you can run such as The World Tree, Mana Confluence, Tarnished Citadel, City of Brass, and the cards like Urborg, Tomb of Yawgmoth and Yavimaya, Cradle of Growth to mana fix your other lands. there are also tapped WUBERGs like Rupture Spire. fetches + dual lands is also a very consistent mana base.

on the ramp front, you may likely want to lower your curve down. Even though you can semi-free cast once you reach it, you don't want to be in the situation like you had of having 8 cards in hand and them all being huge payoff cards. I would also strongly urge you to ignore the casual/competitive slider for deck tuning.

GreenHamma on Black Bolt | Athreos, Shadowborn [PRIMER]

2 months ago

Beware I agree with most of what you said. I do feel that sol ring and other fast rocks would help out depending on how the deck is suppose to play. My view is coming from playing K'rrik, Son of Yawgmoth as the commander but my deck is also competitive and doesn't need the amount of Colored mana this one does. Mine pumps out is more pump out Thrumming Stone, Secret Salvage or Peer into the Abyss (which I highly recommend and Aetherflux Reservoir Turns 1-4.

Dark Confidant shouldn't hurt too much but I understand why you say what you do. A bonus is at least with the commander out it is draw that is hard to remove.

"I also like having some kind of backup to avoid getting my apostles Pithing Needle. I chose Mirror Entity but there are plenty of other alternatives." This is just hilarious... never would have thought about it.

Mana Confluence Definitely agree on this being changed. Would even swap it with Forbidden Orchard it gives a creature to the enemy yea but attack with a shadowborn make them block taking away their creature and yours then cast Secret Salvage.

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