Mana Drain

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Highlander Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Mana Drain

Instant

Counter target spell. At the beginning of your next main phase, add an amount of equal to that spell's converted mana cost/mana value.

Mortlocke on Commander Sliver Deck

1 month ago

Okay Twinships, lets start with the most important thing you must know about Slivers - and repeat after me: "Slivers are a sometimes food.". While they are amazing, and the more show up the more ridiculous the boardstate - you don't need all of them. There are times when you absolutely need room for other things like interaction, engines, you know...an actual deck. First things first - Who is your commander? To designate a Commander for the list on TappedOut you need to tag the card with CMDR when editing your deck list. Depending on the Commander, choices and recommendations will vary.

As of now, your deck has no engines, interaction, or resiliency - all of which are needed as you seem to be suffering from the classic Sliver problem of poor table politics. So, lets start looking at some card recommendations:

  • Lurking Predators: You need an engine, and this is as good as any. It also plays into table politics as it disincentivizes other decks from popping off at best, at worst it gets your opponents focusing on it instead of your creatures.
  • Intruder Alarm: You need an engine, this one in particular is one of the usual suspects for slivers that help close out games. When Heart Sliver (or any other haste enabler) and Manaweft Sliver (or any other dork) are on the field you can at worst play your whole hand, and at best play your whole deck and close the game on the same turn. Just make sure you only play this when you can effectively end the game as it is an effect that benefits your opponents as well.

  • Worldly Tutor: You need tutors.

  • Sylvan Tutor: You need tutors.
  • Demonic Tutor: You need tutors.
  • Grim Tutor: You need tutors.
  • Guardian Project: You need card draw.
  • Dormant Sliver: This is an optional card draw suggestion as you need a reliable sac outlet to remove the Defender ability from your Sliver
  • Counterspell: You need interaction.
  • Mana Drain: You need interaction.
  • Strix Serenade: You need interaction.
  • Swan Song: You need interaction.
  • Kindred Dominance: You need mass removal to slow down faster players.
  • Blasphemous Act: You need mass removal to slow down faster players. This also combos very well with Spiteful Sliver as well.
  • Cyclonic Rift: You need mass removal to slow down faster players and have answers.
  • Consider the Talisman cycle: Talisman of Curiosity, Talisman of Dominance etc. You need more rocks and means of fixing your manabase.
  • Kodama's Reach: The Sister to Cultivate - you need as many options as possible to fix your manabase in this deck as you are running all 5 colors. 5 Color decks tend to run slow and inefficient if you don't invest heavily in the manabase and/or in many different options for color fixing. On that same note, consider Skyshroud Claim as it is also very similar in nature as long as you have lands with multiple subtypes e.g. Stomping Groundfoil or Breeding Poolfoil which are both Forests but also are other land types. Also on that note - get shocklands. All of them. If you can also afford it get the Kahns of Tarkir/Onslaught/Zendikar Fetchlands as well. An okay cheaper substitute for the previously mentioned would be the Mirage Fetchlands - but they're an incomplete cycle. Sorry for the tangent here.

Now, these are just a start to some suggestions and ideas for your deck. But we can't get started until you designate your commander. Then we can start cutting to make room. Are there any pet cards or ideas you have? Please share.

Mortlocke on water proof deck (v.3.0)

2 months ago

Felipix,

I can see that you are starting a Primer, in case you don't have them I suggest the following resource: Epochalyptik's Do you want to write a primer? I've found it useful and hope you do as well. So, first things first I have some questions:

  1. What decks do you intend to play with using this deck? Do you want to play in a High Powered pod with degenerate spells like Mana Drain, Force of Will, Winter Orb and the like? Or is this a pod with lower power?

  2. What's the budget with this deck? Is it to be in the same mold as an upgraded precon?

  3. How do you want to win?

I saw your comments on the Advertise your deck forum, and I can see that you wish to add more draw and more control. In regards to draw I can see that Rhystic Study was suggested before and you have budgetary concerns - there is always the option to proxy. If your playgroup allows it of course.

Possible subthemes/Wincons to consider outside of Voltron: - A flicker (exile a permanent then return it to the battlefield end of turn) subtheme may be an interesting direction to go with this deck. There are numerous options to go with in blue and including creatures such as Thassa, Deep-Dwelling, Scourge of Fleets, Archaeomancer, Spark Double, and Spellseeker to use and abuse their enter the battlefield effects.

Honorable Mentions for fun Control/Card Advantage effects:

  • Aven Courier - this guy helps your commander do more of what it likes to do. You should try and slot him in.
  • Stormtide Leviathan - this guy can stop combat damage from reaching you for a time
  • Faerie Mastermind - fun little taxing effects like this are great because it guarantees card advantage
  • Wavebreak Hippocamp - given your deck has a lot of interaction it's likely you could keep up your tempo with this guy out

Mortlocke on A Pulverizer? Perrie the Pulverizer?!

3 months ago

Hi Baron777,

Just responding to your post here. I hope you don't mind. Just for my own understanding, I think you need to clarify what kind of decks you want to play against. When you say "This is designed as a fun 6-7 level deck that..." This tells me nothing. When discussing your deck I suggest following this prompt:

  1. My deck has a budget of...
  2. My manabase has the most efficient lands available/most cheap and slow utility tapped lands and tapped fetches/a mix between the two
  3. My deck threatens to kill an opponent between turns x and y/The most important turns for my deck are between x and y when my deck can pop off when doing z.

Based off of the previously mentioned cards in your post - namely Solemnity and Torpor Orb it sounds like your meta has a lot of particularly nasty control magic that can absolutely one card you out of a game. Therefore I suggest adding both more ramp and more interaction - you're in the colors for it:

In summary, I think your deck doesn't match what it's playing against. You need to have more consistency if you are going up against opponents who are going to completely lock you out of a game. To get that, you need to make sure you can target problem permanents as often as possible.

xraider on Losing Friends But Creating Ally's

4 months ago

I’m not sure why I’m helping you with this nasty deck. I would suggest adding more board wipes and counterspells to better protect your planeswalkers, especially in our creature-heavy meta. Cards like Blasphemous Act, Farewell, Supreme Verdict, Counterspell, Mana Drain, Reject Imperfection, and Desynchronization could be great additions.

Here are a few more cards to consider for your deck: Teferi's Talent, All Will Be One, Rowan's Talent, Deification, Sphere of Safety, Take the Bait, and Djeru, With Eyes Open.

Good luck

hyalopterouslemur on MASSIVE EDH RC ban list …

6 months ago

TBH, I usually don't support bans, but in Mana Crypt's case, yeah, it's arguably past time. And I've done basic land, Sol Ring, signet once, but at least I couldn't play anything else with my four mana that turn. Mana Crypt is arguably worse since you now have three mana available on turn 1.

Jeweled Lotus has the same problems as all lotoi: Three mana for nothing is just too much.

Mortlocke says... "This new found RC philosophy which desires to force players into slower games might continue with the sudden banning additional favorites like Mana Drain, Sylvan Library, or Smothering Tithe."

That's actually pretty funny, I actually think of Sylvan Library as somewhat overrated. It's great if you can either double your card draw or consistently scry/reshuffle the rejected cards away, but otherwise, you will have the same two remaining cards, just with a new one on the bottom. Unless you're paying 4 (or 8) life every turn.

Mortlocke on MASSIVE EDH RC ban list …

6 months ago

legendofa,

Maybe they get unbanned in Oathbreaker?

Imma toss a hot take here - even with the inclusion of both Mana Crypt and Jeweled Lotus there will still be no interest in that format.

Is this a false equivalence? As long as the effect is it the same, I don't think it matters too much what the cause is.

Yes. This is very much false equivalence. The reserved list is an official promise from Wizards to the most enfranchised players and stores that the collectables they invested in will maintain their value for as long as the game exists. Mana Crypt and it's banned ilk were never given that protection but were heavily marketed to players as cards to chase after. These cards moved product - but now there is a real possibility that new and exciting cards designed by wizards can just get banned no matter how long they've been marketed and accepted by players - without warning. The introduction of this instability in chase rares now casts a large shadow of uncertainty in our community.

This new found RC philosophy which desires to force players into slower games might continue with the sudden banning additional favorites like Mana Drain, Sylvan Library, or Smothering Tithe. Note: I'm not saying this will happen. I'm just saying that now there is a non-zero chance this could happen.

Players will not stop going after the most efficient cards for their prized decks. They'll just switch to the next best thing - so will the RC decide to just ban that too? When will it end? I do not like this precedent.

hootsnag on Glarb Black Green Blue Creatureless Control

9 months ago

I am moving away from counterspells that can't target creatures. I left in Dovin's Veto only because it can't be countered. If there were more counterspells that countered all spells and only cost 2 or less, I would add them. I own an original Legends Mana Drain and it's in my Oloro deck now. I had to make a choice with Rest in Peace. I decided to cut it because I wanted to be able to return cards out of my graveyard. I didn't like the graveyard exiling version of this deck so I reverted it and improved the win conditions. I don't currently run enough enchantments for Hall of Heliod's Generosity to be useful. As long as I am able to keep Soldevi Digger and Planar Portal in play, I can return ANY type of card from my graveyard back to my hand. Academy Ruins makes sure that can happen as often as needed. We will always disagree with Reflecting Pool. I cannot afford to draw it in my opening hand as my only land in this deck. It's an instant mulligan. I considered every single land currently printed in magic that can tap for any color. I decided against Glimmervoid and a few others a long time ago. I don't want artifact removal also destroying my land. It's not a good plan. Archway of Innovation is a great land for heavy artifact decks but not for this deck. Most of my artifacts tap for more mana than I would get from using it or have other abilities and need to be untapped to use. The only other card I'm still debating on adding is Isochron Scepter. I may still cut something for it. Run a few playtests with this so you can really see why I made the choices I did. You'll understand more then. Also, I'm preparing to make a different version of this deck with Sivitri, Dragon Master as the commander.

SufferFromEDHD on Glarb Black Green Blue Creatureless Control

9 months ago

Ok, what's the thinking behind Deprive? Big fan of this card but I'm not seeing how it fits into this specific strategy. Lands don't matter and you can't ramp. Do you own Mana Drain? Made for ramping into artifacts.

Energy Field this card is oozing with nostalgia for me but with Rest in Peace cut you have no way of turning off the bad trigger. Perhaps Hall of Heliod's Generosity for easy recursion of it and your other scary stax pieces that will be major targets?

Those two rainbow lands still stand out like a sore thumb. We will agree to disagree on Reflecting Pool. What about Glimmervoid?

Archway of Innovation potential new toy. Turn your stax pieces into mana rocks.

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