Mana Echoes

Mana Echoes

Enchantment

Whenever a creature enters the battlefield, you may add (1) to your mana pool for each creature you control that shares a creature type with it.

Browse Alters View at Gatherer

Trade

Have (0)
Want (3) Abel8658 , mitchlondon1998 , ActualBird

Printings View all

Set Rarity
Onslaught (ONS) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Mana Echoes occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Red: 0.16%

Rules Q&A

Mana Echoes Discussion

Liquidbeaver on Ib Halfheart, Goblin Sac-tician [PRIMER]

4 days ago

heavyuser I'm really glad you are enjoying it! It only gets better from here as you get more used to all the alternate play lines. I will say though that you may reach a point where people preemptively attack you because of what the deck can do, but then you just have to give them a hard time that they have bad threat assessment and how you have no boardstate and other people....and then kill them again!

Darksteel Citadel and Buried Ruin are the two most cuttable lands. I definitely suggest not dropping below 23 basics. Darksteel only interacts with Goblin Welder really.

I think both of your additions are solid. The only reason I don't run Gamble is since I have had the deck for several years now I want the most randomness possible (in all my decks regardless of color), so I don't run any more tutors than the creature ones. Running it is definitely advantageous, and there is hardly a more red-esque spell than Gamble.

Nyx Lotus is something I am also considering. The only thing I am questioning is the ETBT, but that could be mitigated in a deck running more ramp and things like Mana Echoes.

Please keep letting me know how your next games go! It always makes me happy to hear when people have fun playing a deck that was never really taken seriously before.

Jubzart on Marath CEDH

1 week ago

RylandL thanks! I’m glad that you like the list. Honestly the most consistent combo card in the deck in my opinion is Mana Echoes . This card is absolutely nuts with Marath, just having any other card on the field with this is usually infinite.

Liquidbeaver on Ib Halfheart, Goblin Sac-tician [PRIMER]

1 week ago

heavyuser Thanks!

My regular playgroup made a "no two-card infinites" rule (this deck didn't have any so it didn't effect me), but a long time ago when I had a few 3+ card infinite mana combos (mostly built around Mana Echoes ) and a few infinite Goblin generators (Krenko + Thornbite Staff , Goblin Warrens + infinite mana, etc..) I realized I had a lot more fun winning or losing through combat than I did with any of my infinite combos. Especially with Ib as a commander and the path this deck has followed since I started it, I definitely wanted the focus to be on combat shenanigans, even it meant working a lot harder to do win (dealing 120+ damage in a game isn't always easy!), or giving up on a few easy wins out of nowhere.

Personally no infinite I ever cast felt better than a Blasphemous Act + sac outlet win, wiping a table off the back of Repercussion , or going all into a Price of Progress / Acidic Soil combo after saccing all of my lands.

I still like something like Aggravated Assault a lot as it is a nice boost to combat on its own, but if you get the right 10+ cards/creatures on the battlefield it will go infinite in this deck as well. That's the kind of convoluted, hard to follow type of infinite that I like to pull off. Plus, no one really gets butthurt when it takes you 10+ cards to do it!

crowned on [cEDH] Krenko Combo [[Primer]]

1 month ago

Cool Thread! I came back to my own Krenko brew and was immediately hit by the comment of TheGeneralAdvisor - great advice, man!

If you play Combo and your Commander is part of the combo, it is mandatory to ramp your commander out a turn or two earlier. The before mentioned rituals and lands are a great place to start. Depending on a player's budget, a turn 2 or 3 Krenko should be number one goal. This reduces the amount of interaction your opponents will have since they either tapped out to ramp or don't have all their land colors yet.

Brightstone Ritual and Battle Hymn are very synergistic cards in this deck, but especially the latter won't be useful in early game, unless you had a very specific course of turns. You simply don't have the early game tokens/creatures to cast your commander a turn earlier and therefore a classic Ritual/Petal might do the job a bit more reliably. A higher Artifact count will also help towards Welder and Engineer!

Card Draw: Paired with your extra turn spells, you can do some prepairment in the form of Commune with Lava or Slate of Ancestry . They synergize well with Mana Echoes and might give you the confidence to built up your game-finishing combo a turn earlier. Thrill of Possibility to discard Anger in your opponents end step. So these are my suggestions.

Your removal package is also quite lacking. Depens on your meta, but Abrade , By Force can really help you out against stax and give you some interaction against non-blue spells - in case you need it.

X cost spells also have the neat synergy of working well with your leftover ritual/echoes mana.

FalseSilen on Grenzo's Slots of Misfortune

1 month ago

king-saproling- I'm so glad you like the deck! It's one of my favorites to play and I appreciate the suggestions.

Herald of Leshrac is one I've not heard of, and I like it a lot for disrupting opponents and gaining free mana! If your playgroup is cool with you thieving lands, go for it.

Marsh Flitter is a token generator and a free sac outlet. Huh, I'll keep an eye on it for future.

Transmogrifying Licid + Dross Scorpion + Goblin Welder is a hilarious combo and I wish you luck in pulling it off and destroying everything your opponents hold dear with Meteor Golem

Cathodion requires a sac outlet to get value, we prefer to have ETBs like Priest of Urabrask since a sac outlet won't always be available.

Grinning Ignus only works at sorcery speed and returns itself to our hand, which we don't want. I like where your head is at for mana generation, though.

Carnival of Souls is a fascinating and risky way to squeeze in more flips. It does put restriction on our timing as we have to use the mana when it is created, and is a nonbo with our infinites, as they often involve putting infinite creatures into play, which would drain us at the same rate as our opponents. I think you could try it and it would be a coin flip whether it won or lost you individual games just by itself.

Thran Turbine is a dead flip with Grenzo, and I'm not sure if it's impactful enough to include, even though it would be a Sol Ring worth of mana for flipping

Braid of Fire , Black Market , Imperial Recruiter , Mana Echoes , and Teferi's Puzzle Box are all cards I have considered playing, and would certainly be reasonable inclusions! I have not included them because I don't currently own them and they are expensive.

Mindmoil would not be a good inclusion because we don't want to play spells from our hand if we can at all avoid it. It does allow us to stack the bottom of our library, but it's 5 mana do nothing, and scry to the bottom if we have spare mana after that.

Vessel of Endless Rest seems unimpactful for 3 mana and we have creatures and artifacts that do the same thing repeatably, which is what we're looking for to win.

Junktroller is great for recursion, but unfortunately it taps to activate, making it hard to go infinite. Spending the mana to activate Epitaph Golem or Reito Lantern is honestly just more reliable and abusable than tapping, as we do not run untappers.

K'rrik, Son of Yawgmoth is a spicy include, though I have chosen not to do so because he only gets pumped off of casting, and doesn't contribute to a combo. He would be useful for getting black creatures out of our hand, and I assume combos with Blood Celebrant , but we have 1 card that performs that combo by itself: Treasonous Ogre .

Blood Artist I've gone back and forth on. It absolutely is worth an include, but I find that we have enough payoffs once infinite is achieved so I replaced it with redundancy in other places, like token generation

Sifter of Skulls has 4 power, which automatically excludes it from this build. It is important to get Grenzo out early to start building the value engine, so we cast him for X=1.

Petravark could work as targeted land destruction. We already have Avalanche Riders but if you need more this could be worth including

Here is the primer I took my inspiration from. I highly recommend reading it to get the general philosophy and lines of the deck! https://www.mtgnexus.com/viewtopic.php?f=35&t=22095

Load more