If you tap a permanent for mana, it produces twice as much of that mana instead.
|Want (2)||oknom , Hobo_Grandpa|
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|Commander / EDH||Legal|
- How does Doubling Cube interact with mana from Savage Ventmaw?
- Order of priority for Mana Reflection plus other mana fixers
- Can I have upkeep abilities trigger the way I want them?
- How much mana do you get from a land when having Mana Reflection + Zendikar Resurgent + Vorinclex, Voice of Hunger?
- Does Rings of Brighthearth reference a permanent becomming tapped, or just the effect?
Latest Decks as Commander
Mana Reflection Discussion
1 week ago
Whenever you exile a creature, it's controller draws a card and you gain 1 life.
I'm not entirely certain, but Livio seems to want to be built around ETB effects. Exile your own creatures, then bring them back into one massive drop; For example, Luminate Primordial would be an incredibly strong blink creature. Sure your opponents gain a ton of life, but you remove their biggest threats permanently. Additionally, as he has Partner, you can add in for something such as Woodfall Primus or Terastodon . You could even use use Meteor Golem . If you run Selesnya, you're already in extremely strong ramp territory as green loves to ramp with creatures and white loves to make creatures. Suddenly your Itlimoc, Cradle of the Sun , Gaea's Cradle and Cryptolith Rite look astounding. Not to mention Circle of Dreams Druid and, if you use enchantments to protect yourself such as a Prison / Stax deck, Serra's Sanctum . There's also Nykthos, Shrine to Nyx , Nyxbloom Ancient and Mana Reflection .
Hone in the strategy with Trostani, Selesnya's Voice and similar life-gaining creatures such as Suture Priest , Soul Warden , Soul's Attendant , Angelic Chorus and Essence Warden for a massive gap between you and your opponents.
Anyway, there ya go. A skeleton for a down and dirty Selesnya deck. Go have some fun with it.
Since you are going for extreme ramp and board presence, I'd recommend Partnering with Halana, Kessig Ranger so that when they enter you can pay and have removal-on-a-stick, too.
Kodama of the East Tree would be nice but that's a trap. You'll be outed as the archenemy at the table on Turn 0. Sure you get to cheat a bunch of things into play, but that doesn't help advance your wincon. I'd rather see Halana in the Command Zone for that removal option, so that the creatures we are playing around with can get through and finish the game off quickly. You're going creature-heavy, so use them.
1 month ago
Using the cards you mentioned as examples:
Mana Reflection will not allow for the additional mana to be used on anything but creature spells/abilities, because the mana produced is still being produced by Garenbrig itself.
Heartbeat of Spring , however, allows you as the player to add the mana, meaning it isn't tied to the Castle. You may spend that mana on anything.
Doubling Cube , similarly to the Heartbeat, adds the mana independently of Castle Garenbrig--you may spend that additional mana on anything (this card was, incidentally, the basis for a legacy deck that utilized Jeweled Lotus ).
Horizon Stone simply retains the mana, it doesn't change its properties. Therefore, that mana may only be spent on creature spells/abilities. The same is true for Omnath.
1 month ago
Suppose I pay 2GG and tap Castle Garenbrig for six G. It specifies that I can "spend this mana only to cast creature spells or activate abilities of creatures." How does this clause interact with Mana Reflection , Heartbeat of Spring , Doubling Cube , Horizon Stone , Omnath, Locus of Mana ? What mana is still restricted by that clause vs what can be used for other mana costs? Any other weird card interactions with that clause?
1 month ago
Ah, my favorite color. Not coincidentally, my wife hates it. I love ramp, I love the utility, the pervasive value, and I even like the shortcomings because I feel they're sporting. I have three mono-Green decks. My oldest deck is a Green deck. I have been watching Green so closely as each set comes out that I didn't even need to research the legends available in order to write this.
But enough squeeing about my preferences (for now). Let's talk turkey. Picking a best color is highly subjective: while I'd like to say that all five colors are equal in strength, it can't be said honestly. Black has the tutors and thematic viciousness to fight for the top. Blue's strength in control and draw make its long-debated position as most competitive highly secure. White and Red are solidly trailing the others. Where does this leave Green?
Green has a unique capacity to destroy (or fight) anything, but not all the thing: Beast Within and Acidic Slime are great, but unless you're an enchantment, artifact, or bird, then you don't need to concern yourself with Green boardwipes. The utterly absurd advantage that comes of Green's affinity for ramp is often shattering. However, all arguments for Green's strength are undercut by an unfortunate fact: if you can't smash face in the combat phase, you can't usually win. Helix Pinnacle . Epic Struggle . Against these two cards and the odd sorcery referencing some sort of windy calamity, the other colors have actual themes: Black has vampirism, Blue has milling, and Red has burn. Even White has a small but potent spread of alternate wins, generally tied to life totals.
However: a jack of all trades is a master of none, but ofttimes better than a master of one. Let's consider whether Green is a specialist or a generalist: Blue has control and draw, but Green has a fine well of draw effects to pull from, a true wealth of hexproof and... and whatever keyword they'll eventually assign to "can't be countered." The sheer scope of creatures with game-changing effects that Green can tutor, while comprehensive, isn't quite the same as tutoring anything (shut up, Black). That said, a well-placed Tooth and Nail can win the game just as readily. Green can't burn players but can fight any creature and Terastodon any party of super-friends. No, Green isn't a powerhouse on the stack or outside the combat phase, but the raw versatility of Green isn't something the other colors can readily match.
Personally, I can't comfortably argue that Green is the most competitive mono-color in commander. However, I will argue that it's the most generally capable, and like all the colors a powerhouse in the right hands. Whether my hands are the right ones isn't the question: Green is the color I'm most comfortable with, the color I feel most capable with, and my answer to the most important question in any game: "What are you happiest playing?"
Today, we discuss three most prevalent trends in Green. Chonks: the biggest beasts on the battlefield. Ramp: mana for days. Land: all the land (bear with me, I know those last two are rather close). As always, please bear in mind that our focus here is not necessarily competitive but rather on thematic, archetypical commanders.
There are a lot of ways to make creatures threatening. Artifacts like Coat of Arms or Argentum Armor , auras like Green's own Blanchwood Armor , and everything in between. Green has another approach as well, tending toward, rather than making creatures threatening, instead making threatening creatures. Just look at the Primordial Hydra (or pretty much any hydra). Other colors have their own fatties, to be sure, but until the Eldrazi came Green's only real rival for the Bigger-is-Better Belt was Blue's theme of large, typically overpriced fish (Colossi also bear mentioning). Colored kaiju tend to come with additional costs beyond mana once they reach a certain size, examples being Death's Shadow or Jokulmorder . The only cost Green generally asks is mana, and frequently at a discount. Hehehehe...
Sometimes you just need a hulk, and at a trampling 12/12 Ghatla is the hulkest legend there is, provided you don’t go poking around the Blind Eternities for plane-eating spaghetti monsters. Like a certain strange woman lying in a pond, you might never have to pay full price for this general. That is a great, beautiful, thundering apex predator of a wonderful thing.
I love Selvala, but do her grievous wrong: I rarely remember the card draw because of all that sweet, sweet mana. In justice, this magnificent beast would be cozy in the ramp section, but filling your hand by dropping one chungus after another, then getting what’s likely a full refund on the mana? That’s what I call incentive! I'd consider her for a commander any day, except... well, we're coming to that.
The original mama-bear brings a fine pair of goodies to the table: a discount for your hefties and overrun-lite on the charge for such big boys, ensuring they heft even more heftily. Arm & Hammer owe her an endorsement deal. Hefty!
Anyone with a pile of rocks can manage fast mana. Black and Red both have decent options. Green, though, has been the ramp champ for time immemorial. Since mana burn is a thankfully dusty memory, you can flood that pool to your heart's content without the risk of accidentally frying yourself. Whether your taste runs toward slamming lands down with Cultivate effects, boosting the output of those lands with Mana Reflection , or tapping dorks like Priest of Titania , glorious excesses of mana can be yours!
Readers may recall I mentioned an Ashling deck with 99 mountains in the red article. Sometime after seeing it, I noticed a copy of Sasaya in my collection. 64 lands and a handful of mana dumps later, I had a deck that either died quietly or detonated into splendid, jaw-achingly excessive victory (seriously, it’s always one or the other). Wakeroot Elemental , Helix Pinnacle , and Sprouting Vines are just a few of the fabulously facetious options available to this, my favorite kamigawan commander. Nothing will be the same after your first opponent gets smacked in the face with Killer Bees for absurdly lethal damage. I have this deck built, and adore it. However, my favorite, to which we are by degrees coming, is not Sasaya.
I miss Rofellos, but since he’s banned we might as well talk elves somewhere in here. Boy howdy are there a lot of good elves: the tribal synergy in ramp alone is good enough that they get played where other decks would play rocks, and there’s more than that up their pointy-eared sleeves. Rewarding oneself for playing elf-ball with the mana to make said ball bigger is just good sense. However, slapping something like Strata Scythe on her will get some fine results too. Enjoy that general damage, or the effects of Umbral Mantle . And, if general damage isn't your thing but elfball is, pour all that mana into Ezuri, Renegade Leader .
It's the simple things in life you treasure, and Azusa is nothing if not simple. There many ways to ramp, but doing so in the true green style means dropping lands faster than your opponents. Fill your hand, empty your hand, repeat. The raw advantage that Azusa represents is incredibly intimidating. Just be sure to bring a Horn of Greed so you don't run out of steam.
I acknowledge that this is somewhat under the "Ramp" umbrella. Again, bear with me. If you check the phrase "Search your Library" on Gatherer, Green has more cards than any two other colors combined, the catch being that most of those cards tutor basic land. If you consider a color's tutor strengths as thematic commentary (shut UP, Black), this suggests that Green has a lot to say on the matter of land. Whether tutoring, untapping, or animating and wrecking face a la mana base, no other color is as tied to the land as is Green. Just think on the implications of, say, Life and Limb and the aforementioned Coat of Arms (or any boardwipe, especially if Yavimaya, Cradle of Growth is out).
What's the opposite of a conniption? Whatever that is, I had one when they printed this glorious godsend to all green combo players. The sequoia-sized middle finger Ashaya sends to Cyclonic Rift is only the beginning. Consider that Kamahl, Heart of Krosa becomes Keywords-on-a-Stick with our girl out. Consider that anything which untaps lands now untaps your mana dorks too. Consider that Argothian Elder UNTAPS ITSELF. The only reason Ashaya isn't heading one of my Green decks is because, degenerate as she is, she doesn't have Partner, turn into a broke-ass enchantment, or... we're coming to that. Nearly there.
"Screw your boardwipes" about sums it up. Both Khamals can animate lands and buff them, but this one's wording is much, much meaner if you've got to teach some trigger-happy nuker a lesson.
One of my favorite Green cards is Constant Mists . There are enough other sacrifice effects in Green, as well as lands that drop themselves, that Titania can become a real menace in short order. Bring Glacial Chasm , a few effects like the Oracle of Mul Daya , and the all-important Crucible of Worlds . Trust me. It works. There's a guy in the local playgroup who does this with a most politely evil smile.
And, for my personal favorite:
Ok, is anyone who's made it this far actually surprised? Omnath is all that is Green, and I've been gleefully running this stompy monstrosity for over a decade. Who needs Voltron when you can simply turn on a glorious green engine of mana, throw out some trample (I prefer Nylea, God of the Hunt , and turn an opponent into so much paste? Don't feel like attacking? Save it for next turn! The banking mechanic alone would be enough: an early Vorinclex, Voice of Hunger is the best you can hope for if you're silly enough to let Omnath sit on unspent mana for even a turn. That he gets bigger with each mana in the pool is just a treat. A vicious, opponent-killing, delicious treat.
That's it for this round. Thoughts and questions are welcome. I hope you enjoyed it, and will come back next week for Azorius!
2 months ago
Cool deck, I'd imagine Kinnan, Bonder Prodigy would be a nice legend to add considering all the mana production that's not coming from land. Some of the enchantment mana doublers could be good too, Mana Reflection and friends, they actually double the mana, but Kinnan fits the theme.
2 months ago
This is an interesting deck. I've personally built Zacama as a strong casual deck twice already, and since recently picking one up in a trade am thinking of giving it a third shot.
2 months ago
jamochawoke Thanks for the recommendations. I actually hadn’t thought much about anything regarding Kogla’s third ability due to how this deck is designed to play out. The goal for this deck is to get Gruun, the Lonely King on the board on turn 5 with his kicker and have him attacking by himself on turn 6, which happens more often than I was expecting, So I haven’t put much effort into the rest of the board. I’ll take a look at these recommendations through out the day to see what plays out! I’ll likely end up keeping Llanowar Tribe for its ability to get big with Umbral Mantle when one of my mana doublers like Mana Reflection hits the board. Aside from that I’ll absolutely be looking at moving some humans in for Kogla to take advantage of when the inveitable happens and I can’t one shot opponents with Gruun.
3 months ago
No Sanctum of Eternity ? You might like these too: Temur Sabertooth , Cloudstone Curio , Mirari's Wake , Mana Reflection , Zendikar Resurgent , Regal Behemoth , Zhur-Taa Ancient , Shared Summons , Traverse the Outlands , Pir's Whim , Reap and Sow , Sylvan Scrying , Impact Tremors , Purphoros, God of the Forge , Aetherflux Reservoir