Mana Tithe

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Mana Tithe

Instant

Counter target spell unless its controller pays .

Goldberserkerdragon on Zombies Ate My Neighbors (Zul Ashur)

3 months ago

Haha i feel you. Good pod, good pod... I would argue then why not just go combo K'rrk and win even faster? But the guise of zombies is cool I suppose :). Not so "sweaty." Lol... But what kind of chode counters a mana rock? Espeially one that hurts you and prolly wont be used past one time. Just counter the thing used from rocks/mana just like you dont counter tutors, let them waste their time and mana doing that and then counter the thing they tutored (you'll know lol). Im just over here in the corner playing Teshar with my Mana Tithe and Silence, lol...

Balaam__ on Purest White Bestowtempole

6 months ago

I love everything about this. Some suitably generic sideboard recommendations would be Mana Tithe and Path to Exile, or better still On Thin Ice (possibly even Chained to the Rocks but that would require mana base adjustments). You’d have to swap basics for snow lands to accommodate, but the Enchantments would count toward Kor Spiritdancer, Blessed Spirits etc .

legendofa on How Are Red, Black, and …

11 months ago

White's counterspells are taxing effects, requiring an additional mana payment, and delaying effects, returning spells to the controller's hand or library. The most recent example of this, and the only new one within the last ten years, is Mage's Attendant, and that creates a blue token (but doesn't need blue mana). The other Modern-legal options are Frontline Medic, Lapse of Certainty, and Time Spiral block's Mana Tithe, Rebuff the Wicked, and Dawn Charm. Generally, Time Spiral block shouldn't be considered as a precedent for anything, so that leaves three mono-white counterspells printed since the Modern era. This includes supplemental sets, Commander sets, and other specialty sets.

In my opinion, white counterspells should fall in the "very rare and inefficient" category, and other non-blue colors shouldn't get any counterspells. White is the only non-blue color with any Modern counterspells, with the Time Spiral-block exception of Dash Hopes, and is second behind blue in eternal formats. I think it's worth noting that green takes second place, behind blue, in countering triggered or activated abilities.

austintayshus on Ruh-Roh-Roggy… It’s Hammer Time

1 year ago

Embercleave is a good finisher/combat trick for your deck.

I might also recommend either Mana Tithe or Lapse of Certainty just to have a counterspell that you can find with Sunforger

looks fun!

wallisface on

1 year ago

Some thoughts:

  • Your deck is currently at 64 cards. While this might not seem much above 60, it's still weakening your deck by including 4 cards worse-that-the-rest, while also making your deck less consistent. I'd suggest dropping all of the Vizkopa Guildmage, as the card's not particularly good.

  • I would suggest adding around 3 copies of Deathbringer Liege - even though the mana cost is quite high, your deck is already doing a lot in the way of stalling out the game, and this card acts as a strong win condition if unanswered. To make room for it, i'd remove a single copy of Souls of the Faultless, and both copies of Athreos, God of Passage (Athreos isn't doing a lot for your deck here as your opponent is being beaten-down by your interaction, not your creature-threats).

  • 19 lands is waay too low. For reference, burn decks play 20 lands and only play spells costing 1-2 mana (and are happy being stuck on 1-land for most of the game). With your current mana curve, imo you need 21 lands. If you're adding in the beforementioned Deathbringer Liege, i'd suggest 23. An obvious card to remove for the lands is Mana Tithe - as while it's useful in the first 2 turns, it becomes largely useless after then, and your deck is playing a particularly long game, so it's going to be a dead-draw more-often than a useful one.

  • With the amount of coloured-pips all your cards require, i'd suggest not playing Vault of the Archangel - it's going to trip you up far more than help you. The absolute most you could justify playing is maybe a single-copy.

Balaam__ on Angels - Pauper

1 year ago

This looks pretty well optimized as it stands, but if you’re looking at possibly including another option for countermagic, consider Mana Tithe. It’s Pauper legal, effective (particularly in early game when plays matter most), and handily sidesteps the issue of available mana. You’re in blue but not set up to run all the usual spells, so at a single , Mana Tithe might be just what the doctor ordered.

CandiedRats on White Heroic deck

1 year ago

It looks like you’re going for a budget deck. A budget upgrade would be replacing x4 Plains with x4 Flagstones of Trokair These will help thin your deck out in mid to late game.

Fabled Hero also seems a little slow to run as a 4 of. A little more pricey upgrade would be replacing it with x4 Kor Spiritdancer adding card advantage from cast triggers of auras. She’s not heroic, but her ability feels similar.

Livewire Lash is another cut. I think the “shock” effect can be useful, but cards like Hyena Umbra, Sentinel's Eyes, Ethereal Armor would all be choice upgrades as a x1, x2, or x3 of any combination in its place.

Past that a sideboard can be extremely useful in modern. A fairly standard sideboard for the current meta that is fairly budget is.

4x Mana Tithe 4x Pithing Needle 4x Damping Sphere 3x Tormod's Crypt Or 3x Stone of Erech

Hope any of these suggestions helped!

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