I don't know about you guys, but I'm an old school player who used to play with Mana Burn. I was really irate when Wizards got rid of Mana Burn. I really liked the idea that if you made all this mana and it was just floating around and you didn't use it, that it would hurt you somehow. I remember having to build decks with mana filters just so I wouldn't burn.
Anyways, here's the card.
Mana Burn :symr::symr:
Enchantment
At the end of each phase, Mana Burn deals 1 damage to any player with any unused mana left in a player’s mana pool.
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
I play more in a casual environment. If you double Dark Ritual and can only cast something for 4, you take 1. But, I suppose in the Vintage setting, it wouldn't do much.
I have friends who play Elf decks that generate tons of mana and just let it dissapear.
I personally am a fan of Mana Burn. Hence why I made the card.
Mana Burn
Enchantment
At the end of each phase, Mana Burn deals 1 damage to any player with any unused mana left in a player’s mana pool.
I think regressing the rules is silver-bordered territory, like R&D's Secret Lair. The way you worded it, it is only 1 damage no matter how much unspent mana is a player's mana pool. Also, it triggers even if the mana pool wouldn't be emptied, like with Upwelling. My wording for this is currently:
Mana Burn1 [silver-border] Artifact (R)
Mana causes mana burn. (As steps and phases end, each player loses 1 life for each unspent mana that is emptied from his or her mana pool.)
I don't like it though because it doesn't work right with Sakiko, Mother of Summer, but I'm not sure how to do that since she and the other cards like her have been errata'd to remove the no-mana-burn interaction. That is one small reason why this is silver-bordered.
I don't like it though because it doesn't work right with Sakiko, Mother of Summer, but I'm not sure how to do that since she and the other cards like her have been errata'd to remove the no-mana-burn interaction. That is one small reason why this is silver-bordered.
Doesn't trumps does, unless there's some weird interaction I'm missing. In that situation, mana would burn except for mana produced by things saying its mana doesn't burn.
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I think that Sundial of the Infinite or formats that use it would make this card plenty relevant.
They put mana in their pool for a few spells and you end the turn when thay drop the first one. Mainly this aims at elf decks that spew mana and care not of the left overs.
Just my opinion
I do miss mana burn though
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I think that Sundial of the Infinite or formats that use it would make this card plenty relevant.
They put mana in their pool for a few spells and you end the turn when thay drop the first one. Mainly this aims at elf decks that spew mana and care not of the left overs.
Just my opinion
I do miss mana burn though
so it could be used as half of an on-table combo to stop elf decks, but only if the elf deck, with the combo staring in his face, still decides to add 20+ mana to his mana pool?
Lets say I have a few elf cards a Elven Archdruid and a lot of tokens. I now can't use the archdruid for mana with the card in question on the board. Given that I'm fighting a red deck or at least one with red I also have to worry about land destruction. I have been in many games where this card would have slowed me down a lot.
But to be fair this card really needs to be running next to some thing that would end the turn for you to be the most useful
The thing I liked about mana burn is that it help to make people more precise players in their playing.
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to summarize my POV, i don't believe this card would see play, in maindeck or sideboard, in any competitive deck ever, even if 50% of the field was playing the exact elf deck you say it hoses. does anyone disagree with this? remember that just because a card CAN be used to hose a deck doesn't mean it would be chosen to do so, if a handful of other cards hose that deck just as or more efficiently.
So what I am hearing is that you have no real problem with the card other than it's not competitive enough for your tastes.
Also as is the card would stack with itself for the damage it would deal
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I don't think there's any problem with the card, it's just bad. It does nothing against most decks, hoses a very narrow margin of decks, and takes some weird combos to be useful outside of that.
There are players who like mana burn, so I'd be ok with printing this just so they can have it, since it would basically have no impact on anything.
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This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
So what I am hearing is that you have no real problem with the card other than it's not competitive enough for your tastes.
not every card has to be competitive playable, but every card does have to serve some sort of purpose. there are only 2 possible purposes this card could serve and i don't like them:
1. punish people for tapping mana wrong or making similar mistakes - i don't think this is a purpose that needs to be served at all
2. punish decks that rely on generating lots of unused mana - i don't like this purpose because so far, i've only heard of 1 deck that even uses this strategy and its not like this card even stops that strategy. given that this card has to be IN PLAY, any player piloting said elf deck can easily go through his strategy without generating 21 extra mana and killing himself.
Mana burn was removed because it was irrelevant in 99% of games. This card doesn't make it any more relevant.
This. I'm sorry, but when I ever taught magic, I generally skipped over mana burn simply because outside of such a rare few cards (Braid of Fire, Piracy, Dark Ritual and [card]Chromatic Lantern[card] to name a few) it's largely irrelevant.
This sounds like the One With Nothing argument. You don't like it, that's fine. It isn't for you. There are players who would enjoy trying to make this work, even if they failed. Stoneshaker Shaman, among a select few other cards, suggests that it may be possible.
Since it obviously isn't OP, the only real concern is if the rules can handle it. And I don't know.
It can all lead to a deck, maybe 60 or maybe 100, that can cause other players who are unprepared for such shenanigans.
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Mana Burn :symr::symr:
Enchantment
At the end of each phase, Mana Burn deals 1 damage to any player with any unused mana left in a player’s mana pool.
the peeps pointing out the problems with the design are right, but i remember this one episode of star trek next gen that had an alien whose race that a policy of not bringing up problems until they could suggest a solution
seems like a good policy, creative criticism on top of constructive criticism
my suggestion would be to add a mana acceleration in addition to the burn, turn it into something like Overabundance (a mana flaremana barbs combination)
would word the card something like this:
"If a player taps a permanent for mana, it produces twice as much of that mana instead."
All this discussion and effort for something so minimal.
Why not just get together with your group and collectively decide to play with mana burn instead of forcing someone to draw into the card and waste mana on it?
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I'm still relatively confused by the rules of Pygmy Hippo, but would it cause mana burn with the proposed card?
If the card works similar to the old mana burn rule it doesn't, because mana burn just triggers at the end of the phase and causes damage equal to the total unused mana
For printing a relevant mana burn card would be better make it a ley line and change its damage for 2 or 3
the peeps pointing out the problems with the design are right, but i remember this one episode of star trek next gen that had an alien whose race that a policy of not bringing up problems until they could suggest a solution
seems like a good policy, creative criticism on top of constructive criticism
my suggestion would be to add a mana acceleration in addition to the burn, turn it into something like Overabundance (a mana flaremana barbs combination)
would word the card something like this:
"If a player taps a permanent for mana, it produces twice as much of that mana instead."
"As unspent mana empties from a player's mana pool, that player loses that much life."
for global mana burn
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...
...
I *LIKE* this. It'd make the burn relevant. That was my issue...not that I disliked it, but rather that it worked on something that was so rarely relevant.
Well, not everyone likes Mana Burn, but I'm one who does.
I agree, I may not be the best at wording and rules, but I coppied the words right off the rules for Mana Burn.
But, I suppose I could do this.
Mana Burn
Enchantment
Mana causes mana burn. (As steps and phases end, each player loses 1 life for each unspent mana that is emptied from his or her mana pool.)
I know it's not the most epic of awesome cards, but it's a part of the game that I used to play with.
Anyways, here's the card.
Mana Burn :symr::symr:
Enchantment
At the end of each phase, Mana Burn deals 1 damage to any player with any unused mana left in a player’s mana pool.
Questions, comments, concerns, conundrums?
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I have friends who play Elf decks that generate tons of mana and just let it dissapear.
I personally am a fan of Mana Burn. Hence why I made the card.
Mana Burn
Enchantment
At the end of each phase, Mana Burn deals 1 damage to any player with any unused mana left in a player’s mana pool.
Servien
Chaos' Realm
Escalation of Chaos
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Enigmatic Distrubance
Celestial Unveiling
Artifact (R)
Mana causes mana burn. (As steps and phases end, each player loses 1 life for each unspent mana that is emptied from his or her mana pool.)
I don't like it though because it doesn't work right with Sakiko, Mother of Summer, but I'm not sure how to do that since she and the other cards like her have been errata'd to remove the no-mana-burn interaction. That is one small reason why this is silver-bordered.
Doesn't trumps does, unless there's some weird interaction I'm missing. In that situation, mana would burn except for mana produced by things saying its mana doesn't burn.
They put mana in their pool for a few spells and you end the turn when thay drop the first one. Mainly this aims at elf decks that spew mana and care not of the left overs.
Just my opinion
I do miss mana burn though
Proud Father of a beautiful baby Girl as of 12-27-13.
so it could be used as half of an on-table combo to stop elf decks, but only if the elf deck, with the combo staring in his face, still decides to add 20+ mana to his mana pool?
But to be fair this card really needs to be running next to some thing that would end the turn for you to be the most useful
The thing I liked about mana burn is that it help to make people more precise players in their playing.
Proud Father of a beautiful baby Girl as of 12-27-13.
Also as is the card would stack with itself for the damage it would deal
Proud Father of a beautiful baby Girl as of 12-27-13.
There are players who like mana burn, so I'd be ok with printing this just so they can have it, since it would basically have no impact on anything.
This has made a lot of people very angry and been widely regarded as a bad move."
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1. punish people for tapping mana wrong or making similar mistakes - i don't think this is a purpose that needs to be served at all
2. punish decks that rely on generating lots of unused mana - i don't like this purpose because so far, i've only heard of 1 deck that even uses this strategy and its not like this card even stops that strategy. given that this card has to be IN PLAY, any player piloting said elf deck can easily go through his strategy without generating 21 extra mana and killing himself.
This. I'm sorry, but when I ever taught magic, I generally skipped over mana burn simply because outside of such a rare few cards (Braid of Fire, Piracy, Dark Ritual and [card]Chromatic Lantern[card] to name a few) it's largely irrelevant.
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Since it obviously isn't OP, the only real concern is if the rules can handle it. And I don't know.
However if you were to have four lands that did each cause that, you in turn have a way to cause either player to take four damage for each unspent mana.
Along with the fact that Land Hate is red's territory where it can turn lands against their own controllers by various means already (Stoneshaker Shaman, Power Surge, Citadel of Pain, Mana Barbs, Price of Glory, War's Toll, Tectonic Instability, Blood Moon, Magus of the Moon, Obsidian Fireheart, and more)
It can all lead to a deck, maybe 60 or maybe 100, that can cause other players who are unprepared for such shenanigans.
Legend of Korra
Return to Ravnica
(Not that the stories or character are inhernetly bad, but that they failed to further delve into the topic. Like Gateless/Non-Benders feeling opressed by the Guilds/Benders that sought a revolution but it became less of importance according to the story.)
the peeps pointing out the problems with the design are right, but i remember this one episode of star trek next gen that had an alien whose race that a policy of not bringing up problems until they could suggest a solution
seems like a good policy, creative criticism on top of constructive criticism
my suggestion would be to add a mana acceleration in addition to the burn, turn it into something like Overabundance (a mana flare mana barbs combination)
would word the card something like this:
"If a player taps a permanent for mana, it produces twice as much of that mana instead."
for global mana reflection, and then
"As unspent mana empties from a player's mana pool, that player loses that much life."
for global mana burn
Why not just get together with your group and collectively decide to play with mana burn instead of forcing someone to draw into the card and waste mana on it?
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If the card works similar to the old mana burn rule it doesn't, because mana burn just triggers at the end of the phase and causes damage equal to the total unused mana
For printing a relevant mana burn card would be better make it a ley line and change its damage for 2 or 3
...
...
...
I *LIKE* this. It'd make the burn relevant. That was my issue...not that I disliked it, but rather that it worked on something that was so rarely relevant.
The creator of Maro's Magic 8-Ball!
I agree, I may not be the best at wording and rules, but I coppied the words right off the rules for Mana Burn.
But, I suppose I could do this.
Mana Burn
Enchantment
Mana causes mana burn. (As steps and phases end, each player loses 1 life for each unspent mana that is emptied from his or her mana pool.)
I know it's not the most epic of awesome cards, but it's a part of the game that I used to play with.
Servien
Chaos' Realm
Escalation of Chaos
Tales of Cahdaria
Enigmatic Distrubance
Celestial Unveiling