Category Archives: Mana Abilities

Devotion and Counterspells

By far the biggest chunk of questions I’ve gotten from my players and my threads the past week are all about the last mechanic we’re covering this week (sorry, Scry): Devotion. Devotion is more or less a reworking of Chroma, … Continue reading

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Burning Earth only triggers if the land is tapped for mana, not for any other abilities.

An explanation of how Burning Earth works (or really doesn’t) when a nonbasic land is tapped for a non-mana ability. Continue reading

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Stony Silence and Artifact Lands

To finish out this week’s Modern flair, let’s talk about a deck called Robots (or back in my crotchety days, “Affinity”). It uses lots of artifacts to make your opponent and his life total very sad. The Legacy version (and … Continue reading

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Wall of Roots and +1/+1 Counters

There was a time when counters didn’t cancel each other out on the same permanent; you could have a bunch of +1/+1 counters and a few -1/-1 counters on a creature and they’d just co-exist happily on that creature, in … Continue reading

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You can’t tap a Cluestone for mana to activate its own “draw a card” ability.

There’s a small caveat in Magic: you can only pay any given cost for one ability or spell; you can’t use the same cost to pay for two separate abilities. That’s just not how life (or Magic) works. Very simple … Continue reading

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“Eggs” vs. Rest in Peace – Know when NOT to draw.

These two artifacts look very similar, and both see play in the popular and successful “Eggs” deck in Modern. But since is also a very popular sideboard card, you should be careful to note the difference! is rather unique. It … Continue reading

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Spreading Seas vs. the Urza’s lands.

So by now, most people are familiar with the “Urzatron” decks that are popular in Modern. They revolve around getting the three different Urza’s lands (Power Plant, Mine, and Tower) to cast large spells rather quickly, getting 7 colorless mana … Continue reading

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Elvish Archdruid Won’t Trigger Gyre Sage

If there’s one thing Elves love [beyond having Hobbits do their dirty work, but that's another plane entirely], it’s mana. Lots and lots of mana. Enormous, obscene piles of green mana, ready to be converted into an astoundingly large spell, … Continue reading

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Pithing Needle stops all of Deathrite Shaman’s abilities.

Before we go any further, we must ask ourselves… what is a mana ability? Well, that was semi-rhetorical, for those who didn’t snap answer the previous question. A Mana ability can exist as either an activated or triggered ability. For … Continue reading

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Tournament Tuesday: Announcing Floating Mana

Your mana pool is arguably the most important concept in all of Magic — but most of the time, it’s completely invisible.  If I tap four and three s for an , it’s pretty obvious what color of mana each … Continue reading

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