Mana Drain

Mana Drain

Instant

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

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Printings View all

Set Rarity
Iconic Masters (IMA) Mythic Rare
Vintage Masters (VMA) Mythic Rare
Masters Edition III (ME3) Rare
Legends (LEG) Uncommon
Promo Set (000) Mythic Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Highlander Legal
2019-10-04 Legal
Oldschool 93/94 Legal
MTGO Legal
Leviathan Legal
1v1 Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Mana Drain occurrence in decks from the last year

Commander / EDH:

All decks: 0.09%

Blue: 0.52%

GU (Simic): 0.6%

WUB (Esper): 0.71%

UBR (Grixis): 0.68%

BUG (Sultai): 0.54%

Mana Drain Discussion

Artatras on The Many-Faced God - [Primer]

1 week ago

Providing budget alternatives is not that simple because the deck is balanced as is and changing any single card would alter its equilibrium. I will try my best, but do keep in mind that with the following changes you will need to play the deck a lot slower than before. Without free counterspells you will need to wait for when you can leave mana open, and so on and so forth. Hopefully, the fact that all the decks in the tournament follow the same budget restrictions can make up for this. Here are my budget changes:

Mana Crypt and Mox Amber: any two-mana rock, like Arcane Signet and Mind Stone.

Force of Will and Fierce Guardianship: a copy of Foil and Dispel. Depending on your specific meta, you could consider Mental Misstep.

Mana Drain: any two-mana counterspell. My choice would be Countersquall.

Ancient Tomb: a basic Island.

Cyclonic Rift: Echoing Truth. This can bounce a single permanent or an army of tokens, which seems particularly useful in your case.

Damnation and Toxic Deluge: your choice of Languish, Whelming Wave, Evacuation or AEtherize.

Dark Confidant: I once used Disciple of Deceit, which was suboptimal. Alternatively, Looter il-Kor or any draw spell.

Intuition, Demonic Tutor and Vampiric Tutor: Diabolic Tutor, Forbidden Alchemy and Beseech the Queen are okayish.

Training Grounds: Heartstone is the closest comparison, but do keep in mind it works for your opponents as well.

These are all direct substitutions. I took the cards you mentioned and replaced them with their budget counterparts. If you think some of them aren't good enough (and in most cases they are not), then you can consider including something completely different instead. I'm thinking about cards like Propaganda, Torpor Orb, more removal, more card draw, more ramp. You have the privilege of knowing the decks you will be facing, so you can tweak the deck according to your matchups.

If you want to be prepared against a token deck, try shaving some single target removals or counterspells for a few extra board wipes. Just be extra careful against Meren because they tend to play a lot of Fleshbag Marauder-like effects, which is something this deck really struggles with. Make use of your haste enablers to kill your opponent during the very first turn you play Lazav, before he or she has the opportunity to play those cards.

I wish you good luck for your tournament, and let me know about your results!

RNR_Gaming on no more friends

2 weeks ago

Inalla is arguably the best wizard tribal commander and has a higher power ceiling than nicol bolas; however if your mind is set on discard go with the dragon. Counterspell, Mana Drain, Narset's Reversal, Flusterstorm and Delay are a control players bread and butter. More of a balance between creatures and interaction will make a world of difference. It's a good start but could use a good fat trim.

jaymc1130 on Emry Forgeworks [cEDH Primer]

2 weeks ago

Sultai_Sir

For the most part, the combos in Emry Forgeworks are it's engines that generate infinite mana/card draw. The basic functions and components are discussed because they are simple and will see use in a lot of games. I don't think it's all that worthwhile to get into some of the more niche combo set ups that will rarely happen for a couple of reasons: first, half the fun of playing Emry Forgeworks is solving the puzzle of how to assemble a game winning engine combo with the tools a pilot currently has access to, and second, the crazy narrow combos won't be relevant in 95% of games because they often require very specific circumstances to function. I suppose the looping kills could also be considered combos of a sort, and that's why they got descriptions too.

As for a budget build, I can't make specific recommendations without a list to parse over. However, I can make some general recommendations about cards that have some merit in competitive settings that don't break the bank. There are a lot of low cost artifacts out there with sacrifice abilities that can be useful and these types of cards are wonderful Emry synergy pieces. Your spellbombs, lanterns, eggs and other such pieces are capable replacements for some of the more expensive pieces, particularly the expensive card advantage pieces when replaced with cheap card draw on sacrifice artifacts. Some of the combo engines could be cut entirely for a budget build that doesn't expect to be playing against $10k dollar decks on a regular basis, such as the Mystic Top combo that requires Sensei's Divining Top. The deck will still function fine without it even if it will be slightly less consistent or have more difficulty in certain game scenarios. The expensive interaction pieces like Force of Will and Mana Drain can definitely be replaced with more budget friendly options like Stoic Rebuttal. The expensive mana rocks can easily be substituted for with options like Everflowing Chalice or Jeweled Amulet. None of the fetch lands are a requirement for a budget build, and the same goes for some of the luxury lands like Gemstone Caverns and Ancient Tomb. Replacing these cards with some good old Islands is perfectly fine. Just with these types of budget replacements you could easily bring the deck's cost down under $500.

jaymc1130 on Emry Forgeworks [cEDH Primer]

2 weeks ago

Sultai_Sir

For the most part, the combos in Emry Forgeworks are it's engines that generate infinite mana/card draw. The basic functions and components are discussed because they are simple and will see use in a lot of games. I don't think it's all that worthwhile to get into some of the more niche combo set ups that will rarely happen for a couple of reasons: first, half the fun of playing Emry Forgeworks is solving the puzzle of how to assemble a game winning engine combo with the tools a pilot currently has access to, and second, the crazy narrow combos won't be relevant in 95% of games because they often require very specific circumstances to function. I suppose the looping kills could also be considered combos of a sort, and that's why they got descriptions too.

As for a budget build, I can't make specific recommendations without a list to parse over. However, I can make some general recommendations about cards that have some merit in competitive settings that don't break the bank. There are a lot of low cost artifacts out there with sacrifice abilities that can be useful and these types of cards are wonderful Emry synergy pieces. Your spellbombs, lanterns, eggs and other such pieces are capable replacements for some of the more expensive pieces, particularly the expensive card advantage pieces when replaced with cheap card draw on sacrifice artifacts. Some of the combo engines could be cut entirely for a budget build that doesn't expect to be playing against $10k dollar decks on a regular basis, such as the Mystic Top combo that requires Sensei's Divining Top. The deck will still function fine without it even if it will be slightly less consistent or have more difficulty in certain game scenarios. The expensive interaction pieces like Force of Will and Mana Drain can definitely be replaced with more budget friendly options like Stoic Rebuttal. The expensive mana rocks can easily be substituted for with options like Everflowing Chalice or Jeweled Amulet. None of the fetch lands are a requirement for a budget build, and the same goes for some of the luxury lands like Gemstone Caverns and Ancient Tomb. Replacing these cards with some good old Islands is perfectly fine. Just with these types of budget replacements you could easily bring the deck's cost down under $500.

Annexus on "Since when do people actually use Moonfolk?"

2 weeks ago

McToters Hi! Thanks for the positive comment! I actually haven't thought about changelings, as they kinda don't do anything with lands, but they could actually come in useful with the Moonfolk Offering yeah. That's actually pretty legit. Good call!

On the islands: yes! I haven't touched the Tappedout list in a while, which is a shame actually. Currently redoing most of my lists on here, it's a WIP. Since MH1, I've been running snow-covered islands, as they work better indeed with the Lens. There's also some other stuff that went in there, such as Mana Drain, but I've yet to update that.

stivie492 on Oloro

1 month ago

should probly replace Mana Leak for Mana Drain

Daedalus19876 on Endless Forms Most Beautiful: Vadrok EDH [PRIMER]

1 month ago

Grind: Thanks for your thoughts! In order --

1) I have not yet added Mystical Tutor, but I definitely should. Part of the reason is that this isn't really INTENDED to be consistent, per se -- it came from a silly idea I had, not a desire to make an optimized deck -- but as it's gotten more tuned, Mystical Tutor's fit better. I probably should run Merchant Scroll too, since that's much better to cast off Vadrok's mutation trigger.

2) I'm pretty dedicated to only running UR here (with the possible exception of Restore Balance). Also, Recruiter of the Guard can't get one of my primary three targets (Lore Drakkis), so I'll have to pass on this one.

3) Chart a Course is actually rather intentionally included over a straight draw spell. I often cast it in my precombat main even when I have something that COULD attack. The reason is that I want to have as many spells as possible that let me dump something into GY to cast with Vadrok in early turns, so I have value ready and waiting when I mutate her. Also, comparing it with Brainstorm, the problem is that Brainstorm can be pretty bad when I cast it from GY, since I'll often be drawing through the same cards I just put on top (unless I can crack a fetch in between, or whatever).

4) I am not a huge fan of Arcane Denial -- I'd very much not like to give my opponents cards when I can help with it. Delay is cute, but if I add another counterspell my go-to will certainly be Mana Drain ;)

5) Char-Rumbler is not spectacular, but when he goes off it's pretty hilarious. I mutate my commander onto him, swing for 3 double strike... Then on the next turn I swing, pump with RRRRR, and kill my opponent from lethal commander damage. He's probably the weakest of my current hosts, but I'm just so amused by getting to play the most janky uncommon ever printed. I was considering War Elemental in its place, but I could never manage to make it survive the ETB trigger.

Your thoughts definitely weren't useless! Thanks, I really appreciate them :)

Forkbeard on Zaxara, the Exemplary: Hydra Infestation

1 month ago

Absolutely PolarBearSoup, that would be amazing in this deck. I've been playing this damn game for actual decades and I still haven't managed to get my hands on a single Mana Drain (it is in my trade binder 'want list', hint hint traders out there). I should've made the extravagant purchase while Iconic Masters was still fresh and the price was down a bit.

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