Manaplasm

Legality

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

Printings View all

Set Rarity
Conspiracy: Take the Crown (CN2) Uncommon
Shards of Alara (ALA) Rare

Combos Browse all

Manaplasm

Creature — Ooze

Whenever you play a spell, Manaplasm gets +X/+X until end of turn, where X is that spell's converted mana cost.

Manaplasm Discussion

Kogarashi on When does a spell without ...

10 months ago

Correct. In this case X will be determined upon the spell's resolution, since it's not defined in the casting cost.

You'll put Traverse the Outlands on the stack and pay its cost, at which point Manaplasm triggers because you cast a spell. The trigger goes on the stack and resolves, giving Manaplasm +5/+5, making it a 6/6. Then when Traverse the Outlands resolves, it sees that the greatest power among your creatures is 6, so you get up to 6 basic lands.

Because it checks on resolution, if your Manaplasm is destroyed before Traverse the Outlands resolves, you get no lands (unless Manaplasm was destroyed by something like Beast Within).

CrazedGinger on When does a spell without ...

10 months ago

So if my only creature on the field is a Manaplasm and I cast Traverse the Outlands my question is basically when does the cast spell check what X is? A part of my says is checks when cast so a creature destroyed afterword doesn't change the effect. Another part of me says it would allow a triggered ability to resolve before the check happens.

JoeBob21 on Rashmi, Tempo Crafter

1 year ago

I run a Blue-Green Standard thats all about 'cheating' cards out. Here are a couple of the cards from my decklist: Manaplasm is a great card because you'll play at least three cards a turn with Rashmi, Eternities Crafter out. Plasm Capture is (in my opinion) better than Mystic Snake. Wayward Swordtooth gives some good mana advangtage. Traverse the Outlands is just an awesome ramp card. Lifecrafter's Bestiary is a scry/draw inlet. Strionic Resonator is a slightly pricey ability copier. Rishkar's Expertise is a perfect cheat card but im not sure how it willl work out in this deck... Lurking Predators works with Rashmi on other peoples turns!!! Do you face any counter decks at you playgroup? I play against one so I have a Prowling Serpopard

Comfordor on

1 year ago

I was thinking of building a Ghalta deck, seems like a fun, simple, stompy deck!

i like your idea of crewing vehicles in order to get Ghalta out sooner. Very Clever!

Not sure about your play group, but I would imagine you wouldn't need any "fight" cards if you have lots of big creatures with trample? perhaps a card like Predatory Focus can get around it if is an issue?

If you have some $$ to spend I believe there are some cards that would really benefit your deck.

Managorger Hydra, Manaplasm, Omnath, Locus of Mana, Kalonian Twingrove, Regal Behemoth, Tangle Golem.

Emerald Medallion (must have in mono green) and/or Rhonas's Monument, Sylvan Library, Abundance, Beastmaster Ascension, Reliquary Tower

CogMonocle on

1 year ago

So you commented on my half-finished Ghalta list suggesting I look here, but I don't actually see what I'm meant to be looking at. The deck is glacially slow, often incapable of doing anything meaningful at all until turn 5, you're running a strangely low number of lands, and there are only 7 cards in the entire list capable of interacting with the opponent's cards outside of combat (three of which need to successfully attack to use the effect). Cards like Terastodon, Woodfall Primus, and Admonition Angel, would at least give you some ways of interacting with artifacts and enchantments. Too high of a percentage of the cards in this deck don't really do anything besides put power and toughness onto the board. This does has some insurance against wraths, but it seems like mass bounce, exile, or -X/-X effects still destroy you. Having personally already tested Mayael, putting enough 5 power creatures into the deck to make the activated ability consistent (which is really important when you're paying so much mana for the ability) is essentially guaranteed to make the deck slow and clunky. This is why I instead elected for a commander like Ghalta with more of a focus on cards that benefit from having at least one large creature at a reduced cost, able to make plays like casting Ghalta for 2 mana and following up with Life's Legacy for a 4 mana draw 12, or combine Ghalta (as the commander) with Food Chain and Manaplasm, for example, to produce unlimited mana.

I never decided to take that deck past theorycrafting, and instead continue to get my big-creature fix from playing this deck: Thromok, where I get to make plays like sacrificing Thromok to Miren for 300+ life, or make so much mana with Druids' Repository to cast Thromok three times in one turn, with 50+ power each time, as it gets killed in response to the lethal Chandra's Ignition, before Thromok's spark successfully ignites on the third try burning all opponents to a crisp.

Pieguy396 on Fruits of the Ooze

1 year ago

Hello again! I'm not sure how all-in you want to be on the Ooze plan, so I'll split my suggestions into tribal suggestions, Atraxa cards, and generally-good-cards suggestions. Oozes first!

Now Atraxa cards!

And some just-generally-good cards:

Good luck with your deck! Oozes forever!

zephramtripp on Budget Progenitus EDH

2 years ago

For cheap mana fixing (<$1):

Calciform Pools
Dreadship Reef
Cascading Cataracts
Fungal Reaches
Molten Slagheap
Saltcrusted Steppe
Opal Palace
Commander's Sphere
Exotic Orchard
Fellwar Stone
Gift of Paradise
Grand Coliseum
Pyramid of the Pantheon
Weirding Wood
Bant Panorama
Esper Panorama
Grixis Panorama
Jund Panorama
Naya Panorama
Fertilid
Explosive Vegetation

Cuts I'd suggest:

Gideon's Lawkeeper for Journey to Nowhere
Manaplasm for Managorger Hydra or Forgotten Ancient
Ondu Giant for Wood Elves
Rhox War MonkSengir Vampire for Archfiend of Depravity or Desecration Demon
Serra Angel for Serra Avenger
Stormblood Berserker for Sulfuric Vortex
Circle of Flame for Mizzium Mortars
Glory of Warfare for Chromatic Lantern
Honor of the Pure for Spear of Heliod, if you really want an anthem effect.
Frost Breath for Mana Leak
Guardians' Pledge for Sakura-Tribe Elder (you really dont have enough white creatures for this effect)
Incinerate & Lightning Bolt for Terminate and Murder
Plummet for Oblivion Ring
Titanic Growth for Harmonize
War Report for Day of Judgment
Exploding Borders for Burnished Hart
Traveler's Amulet for Wayfarer's Bauble

I suggest choosing a theme for your deck. Right now it seems to be pulling in too many directions.
Want to cast and swing with Progenitus? Include cards that grant haste like Temur Ascendancy.
Want to play fun multicolored shenanigans? Include whatever value you like.
Want to use overcosted enchantment cycles? Include the Shrines.
Focusing will allow you to better determine what your deck wants. Regardless, I recommend playing heavy green to maximize your ability to mana ramp.

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