Mana Geyser

Mana Geyser

Sorcery

Gain for each tapped land your opponents control.

Latest Decks as Commander

Mana Geyser Discussion

plakjekaas on Your Favorite Plays

1 week ago

Opponent's end step: Dictate of the Twin Gods

Mana Geyser into Fiery Emancipation into Insult / Injury into Fiery Confluence for 2x3x2x6= 72 damage to each opponent.

IHATENAMES on Rionya, Finance Dancer

3 weeks ago

Cards that I'd suggest that I had or have in a simular deck based around Zada, Hedron Grinder.

Cheaper decent options is Hate Mirage Sudden Breakthrough Seize the Storm

Cards that I'd you want to up the budget they can be very impactful Past in Flames Manaform HellkiteMirror March Mana Geyser

Pashalik Mons(pashalik mons instantly dies when copied but all the copies see each other so you get get ton of death triggers)

Other general goodstuff that may just be cute idk. Twinflame Heat Shimmer and maybe Sundial of the Infinite

QuestionMarc on Vadrik's Discount Spell Emporium

3 months ago

Looking over the deck and playtesting it a few times I have what I consider a pretty exhaustive maybe list with some cards being worth considering and discussing and a few being real treasures! Here is the full list and if I did it right hopefully all the cards are links.

  1. Call the Skybreaker
  2. Capsize
  3. Cascade Bluffs
  4. Champion's Helm
  5. Clockspinning
  6. Coalition Relic
  7. Commander's Plate
  8. Contagion Clasp
  9. Darksteel Plate
  10. Deflecting Swat
  11. Door of Destinies
  12. Drown in Dreams
  13. Elementalist's Palette
  14. Expanded Anatomy
  15. Expansion / Explosion
  16. Fanning the Flames
  17. Fatespinner
  18. Fierce Guardianship
  19. Finale of Revelation
  20. Fists of Flame
  21. Flux Channeler
  22. Force of Will
  23. Galazeth Prismari
  24. Haze of Rage
  25. Illuminate
  26. Insurrection
  27. Izzet Boilerworks
  28. Jaya's Immolating Inferno
  29. Jeska's Will
  30. Leyline of Anticipation
  31. Lonely Sandbar
  32. Lunar Frenzy
  33. Mana Drain
  34. Mana Geyser
  35. Metallic Mimic
  36. Midnight Clock
  37. Mikokoro, Center of the Sea
  38. Mystic Remora
  39. Mystic Sanctuary
  40. Oona's Grace
  41. Opal Palace
  42. Prismari Campus
  43. Reality Ripple
  44. Reality Shift
  45. Reiterate
  46. Rhystic Study
  47. Ring of Evos Isle
  48. Riverglide Pathway  Flip
  49. Runechanter's Pike
  50. Sage of Fables
  51. Scour from Existence
  52. Sea Gate Restoration  Flip
  53. Seething Anger
  54. Shatterskull Smashing  Flip
  55. Spark Double
  56. Storm-Kiln Artist
  57. Swiftfoot Boots
  58. Sword of Truth and Justice
  59. Temple of Epiphany
  60. Tezzeret's Gambit
  61. Tyrite Sanctum
  62. Unleash Fury
  63. Valakut Awakening  Flip
  64. Vandalblast
  65. Vedalken Orrery
  66. Volcanic Island
  67. Volcanic Vision
  68. Wandering Archaic  Flip
  69. Whispers of the Muse
  70. Zaffai, Thunder Conductor

Abaques on Unbanning Biorhythm?

4 months ago

SynergyBuild Hey, I'm not saying Worldfire won't lead to some un-fun games. Just that I believe it's easier to just randomly cast Biorhythm than Worldfire.

The scenario that you outlined requires more then just the 9 mana for Worldfire. You'd need at minimum 12 for Jeska. It's another hoop to jump through. Yes there are cards like Mana Geyser that can get a deck there quickly... but it's still another hoop.

With Biorhythm you need 8 mana and a creature on board. It's just a lower bar for when you can pull the trigger. I think if both cards were unbanned, that Biorhythm would lead to more feel bads then Worldfire, that's all.

Honestly both could be unbanned and I don't think it would majorly kill the format. Iona wasn't banned for a long, long time and most people just didn't play her*. I think the same thing will happen with Worldfire and if it were unbanned, Biorhythm. That doesn't mean they are cards that make the game fun for everyone either. I'm honestly okay either way on if they are banned or not. I know I won't play them unless it's in some kind of gimmick deck.

*Just noting that I did see Iona in play once in a 5-player game. And she got cloned twice.... eventually we all agreed to call that game a draw.

multimedia on Fort Burn

4 months ago

Hey, interesting budget version of Kykar.

Lots of burn here doesn't have enough oomph when each opponent will have 40 or more life. Glacial Ray, Magma Spray, Lightning Helix and other single effect burn spells like this are subpar in multiplayer Commander. Flame Rift doesn't do enough, hitting all players for 4 damage a single time is not worth a card. Even being able to flashback these spells with Backdraft Hellkite isn't good enough because they're only doing damage to one player. Some advice is research Torbran, Thane of Red Fell burn decks and mimic the burn strategy with Kykar?

Impact Tremors and Zo-Zu the Punisher are good, it's the kind of repeatable burn you want in multiplayer Commander. Consider more repeatable burn sources?

Barbs and Earth seem like very good repeatable burn sources with Kykar since have lots of mana rocks (could have more), Spirits can make red mana and playing lots of basic lands. Tremors and Goblin Bombardment want an infinite combo for they're burn that can create infinite tokens with Kykar or Saheeli, Sublime Artificer.

By adding this budget combo you add some more competitiveness to your deck and Guttersnipe is another burn win condition with the combo. You can't do this combo if you control Spellshock. But with Jeskai you have many options that can bounce/tuck/destroy an enchantment before comboing while still keeping it in your control to burn your opponents until you want to combo.


What Kykar provides for a burn strategy is extra damage from attacking with fliers, 1/1 Spirits and Kykar. Animosity can make Spirits more of attacking threats and with a lot of them a win condition. Consider increasing the fort with Obedience and Prison? Obedience can also be a nice source of repeatable life gain with extort since you gain life each time equal to the number of opponents you have.

Consider adding more draw as well as more mana efficient draw to expand on spellslinger?

Tandem Lookout when soulbond to a creature who can do damage to an opponent or all opponents you draw cards. Use this interaction with Guttersnipe since when he does damage you draw a number of cards equal to the number of opponents you have. Zo-Zu the Punisher is also good with Lookout because all players can play lands including yourself to draw. Lookout can change who it's soulbond to which is really helpful to first soulbond with flying Kykar or a Spirit and then change when a creature ETB who can do damage to opponents.


Some cards to consider cutting:

Good luck with your deck.

Stardragon on Feisty Gruul Mother

4 months ago

Crucible of Fire, Obelisk of Urd,Vanquisher's Banner or Jugan, the Rising Star to buff your dragons and give you more card draw, Gruul War Chant or Goblin War Drums to give them even more evasion Purphoros, God of the Forge, Impact Tremors and Warstorm Surge for more ETB Burning, Balefire Dragon for massive field clearing potential (the bigger it get the damage it to the field) Moonveil Dragon for a field firebreathing effect, Dragon Broodmother for big tokens, while not dragons Neheb, Dreadhorde Champion and Neheb, the Eternal both ramp you very well, Ryusei, the Falling Star, Star of Extinction, Savage Twister, Starstorm and Blasphemous Act for board wipes. Red rituals like Pyretic Ritual, Seething Song, Mana Geyser or Battle Hymn quick mana and Braid of Fire for steady ever increasing mana. Can't go wrong with the Bird duo of Birds of Paradise and Gilded Goose for mana nor is Archetype of Endurance bad for protection Gratuitous Violence and Fiendish Duo are both one sided Furnace of Rath. Fervor or Fires of Yavimaya make dragons hasty, and Glorybringer and Combat Celebrant can be massive boon and if you Seedborn Muse you can alway have them untapped as exerted creatures only don't untapp during your phase but since seedborn untaps during opponents turns they also untap so you can get 4 free damage and an extra combat step ever turn. Savage Beating + Spellbinder can give free extra combat and if you use this combo the entwine also happens so you get both Savage Beating's effect's each time it goes off.

king-saproling on Carah Approaches with Pyromantic Intent

6 months ago

Hey CalebKT thanks for checking out the list and offering some ideas!

Yep Mana Geyser is great and has been on my radar. I decided against it since it doesn’t get Carah out faster and can be tricky to cast within a chain of Approaches due to its high cmc. It’s good for the turn following Carah’s entry or like you said, as part of a Past in Flames or similar replay effect, so it’s definitely worth considering.

For this deck, a copy of Approach is actually more useful than Double Vision. We just need one Approach + Carah to start chaining them, so I think the 5 mana investment into DV isn’t worth it. In playtesting I can usually close out the game the turn after Carah drops, or at worst the turn after that. That’s also the reason I don’t run much removal. It’s definitely a glass cannon strategy but I think that’s spiritually fitting for mono red haha.

The cool thing about Carah + Approach is we never need a draw spell. Carah is essentially +1 draw and every Approach is like +3 draw. Also you could always snag a Knollspine Dragon off a fifth Approach if you really need to pick up some some accelerant (e.g. Lotus Petal , Rite of Flame ) to continue the chain of Approaches.

Great recommendations though, thanks again for sharing!

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