Mana Echoes

Mana Echoes

Enchantment

Whenever a creature enters the battlefield, you may gain for each creature you control that shares a creature type with it.

Latest Decks as Commander

Mana Echoes Discussion

Poly_raptor on Tazri, Echoes of Unity EDH

2 weeks ago

Hey! I’m sorry it took so long for me to post here, I’ve been so busy!

Something I have found useful in 5 colour decks is Chromatic Lantern or cards to the effect, Prismatic Omen is another one. I just find it helpful to not have to work out my available mana xD

Another idea would be Outlaws' Merriment - if you can get this out with Mana Echoes you’ll get that mana every turn to activate your commander straight away, which could be useful to do before your draw step.

I think the deck is really cool, it’s a bit out of my comfort zone so I’m sorry if my suggestions aren’t the best.

+1 from me :)

dingusdingo on Pattern Recognition #170 - Kobolds

2 weeks ago

Altar of the Brood + Cloudstone Curio + Crimson Kobolds + Crimson Kobolds for a combo kill with just 4 cards and mana.

Does incredible work with Mana Echoes, pair with any X spell.

Does incredible work with Paradoxical Outcome, especially with storm cards or Aetherflux Reservoir

Free cantrips with Glimpse of Nature, fantastic with multiples. This was the basis of a legacy deck, here's a link https://www.mtggoldfish.com/deck/508428#paper It is a deprecated deck, but it is probably 1 or 2 printings from a spicy return, and should be looked at in any serious discussion of kobolds

Also see Beast Whisperer, Primordial Sage, and Soul of the Harvest.

Huge ramp with Gaea's Cradle

Wombo combo with Essence of the Wild for beatdowns

Can even go for casual beatdowns with Tribal Unity or Coat of Arms or Beastmaster Ascension.

Just because you can't think outside the box doesn't mean they are terrible cards. It took me five minutes to find these combos and this deck, probably less time than it took to write your article.

Kher Keep is not a bad card. Instant speed token creation has lots of uses, especially blocking in EDH. Being on a land means it is extremely hard to interact with. Off the top if my head, it can be useful for creatures in a Polymorph style deck, or any deck that doesn't want to slot creature cards in the deck.

relyks16 on Phoenix of the Black Rose

2 weeks ago

Herald's Horn was in an earlier build of this deck along with Urza's Incubator, and the ramp was nice on occasion, however I always found that I was short on colored mana. I elected to change these to the the mana doublers Caged Sun and Gauntlet of Power, they exchange higher mana cost for better flexibility. Additionally the ideal situation is to cheat the Birds out with Sneak Attack which circumvents the mana cost and the ramp provided by the Horn.

The card draw is nice, however it is highly dependent on luck, and I found that I rarely had a tribe member on the top of my deck during my upkeep, so I average 1-2 extra cards a game for the 3 mana, which isn't enough to justify the slot for me. Though depending on your personal luck in games, this would be probably be better in place of Mana Echoes, which is arguably of equal effectiveness in the deck, especially without the additional pieces needed to utilize colorless mana from Echoes.

Savage1988 on Edgar markov, looking for feedback!

3 weeks ago

Since you're looking for feedback:

More lands 33 lands is not enough. On a quick count there's 6 other sources of "ramp" (counting the horn and the altar) which is also on the lower side.

I think 38 lands and 8+ ramp spells is pretty default for a deck with a normal curve. Since vamps are somewhat cheapish, you could cut some lands and maybe go down to 36, but 33 is just way off.

I don't necessarily advocate using deck templates (x lands, x removal, x wincons, x draw, etc), since every deck has different needs, but they're a good baseline and let's just say you need a damn good reason to diverge by so much (IMO, ofc). Good resources on this topic are easy to find. Command Zone and others have done a number of videos on the topic.

Cuts As for some cuts (which is always somehow harder than suggestions, so i'll leave that to others here):

  • Anointed Procession is not good enough in your deck. Making more 1/1s is not impressive or worth 4 mana and a turn

  • Mana Echoes doesn't really seem very good here either but i'll admit i've never touched the card so that's just me theorizing

  • Depending on your meta, 4 ways to protect your team seems a bit much between Scapegoat, Teferi's Protection, Boros Charm and Rootborn Defenses. Out of these I think i'd cut rootborn defenses

  • I'm not sure Athreos, God of Passage is good enough, not being a vampire and not being a creature. It may be interesting for diplomacy though.

I just noticed i basically mostly agree with most of the things Nightblad3 said but hope this helps

Feiryn on

3 weeks ago

Oh right I omega derped with Zur the Enchanter, totally forgot about his 3cmc limit when I wrote that because it's usually not very relevant.

I assumed as much for your painlands which is why I didn't comment on them. As for Mana Echoes with Eldrazi Displacer, I glossed over that interaction but I definitely can see it work fairly well. It may still end up being a bit slow but as you said, you don't play in a competitive environment so that doesn't matter much.

If you're wanting Ramunap Excavator as a cheap cleric, I feel like you would still get more mileage out of replacing it with something else. If you play against Blue at all, you could take Grand Abolisher. It protects you from popping off while not being too irritating to play against in a less-competitive group.

Doing your own thing is totally fair though, have fun with the deck!

1empyrean on

3 weeks ago

I am working on an actual in depth explanation of the deck and its combos, but here are a few things:

I don't play with or against competitive decks. This is meant to be a fun deck where I play whatever Tazri gives me.

I have the more expensive lands, but I tend to prefer a good number of basics, so Prismatic Vista and Fabled Passage work for that. The pain lands, like Caves of Koilos are actually an intentional choice as well, both for Eldrazi Displacer and for potentially powering up Greven, Predator Captain and maybe keeping thing interesting with Marchesa, the Black Rose.

Mana Echoes is a core part of the deck. It is used to feed Tazri's ability, and combos with Eldrazi Displacer.

Zur the Enchanter can't cheat those cards out.

The reason I am running Ramunap Excavator is it is a cleric that lets me play what lands do end up in graveyard.

I plan on making lots of changes over time. I may take out some of the other cards you mentioned or try new things out. Tazri doesn't have a lot of decks yet, so I'm basically doing my own thing, seeing if it works.

Feiryn on

3 weeks ago

The first thing that comes to mind reading through this list are your lands. I'm unsure what your budget is like, but if you wanted to spend a bit I recommend cutting basics for shocks like Steam Vents. You also have tri-lands such as Mystic Monastery when they can be replaced by triomes like Raugrin Triome, though this mainly benefits you if/when you pick up a set of fetches.

I'm unsure about Mana Echoes, Omniscience, and Sunbird's Invocation. Mana Echoes is good for tribal in general but since you're playing Tazri your creature types all over the place, and I'd recommend just running a dork or rock in its place. I assume you plan on cheating Omniscience and Sunbird's Invocation out via Zur, but without targeted tutors you'll most likely not draw into him consistently so those cards will be dead in your hand.

With how much graveyard recursion you have why not add Entomb, Buried Alive, or even Jarad's Orders? They could help with consistency quite a bit. At the very least you should replace Mythos of Brokkos with one as UBGG is far too rigid for its effect.

Since you don't have non-basic fetchlands and your only landfall is Moraug, Fury of Akoum, I recommend cutting Ramunap Excavator and replacing them with a dork instead.

I don't think Ramos, Dragon Engine fits very well into the deck either. While WUBRG helps with his effect, you have a very high CMC and don't have counter manipulation so I feel he'd be better off being replaced with something else.

Hopefully those give you a few ideas. I haven't played Tazri before so I don't know a lot about what her decklists often look like, but after a brief lookthrough with her general idea in mind those are my thoughts!

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