Oh yeah, remember when you didn't actually lose the game for being on zero life until you went to the end of a phase? Crazy, you'd get lightning bolted to negative life, and you'd just keep merrily casting spells like nothing had happened.
Mono, Poly and Continuous Arifacts.
Tapping turned off any continuous artifact.
No 4 card limit (Landless Rukh Egg was actually a thing).
Only Walls had Defender.
Banding that only so-called Pro players detested.
Circle of Protection printed in every core set.
Out of all of this, only Damage-on-the-stack, mana burn, and maybe the tuck rule (EDH specific, I know) would be fine again without being an inexplicable mess. Hot dog, this sounds like a spicy spinoff to me!
Hurts big mana lands and dorks if they don’t have a way to use all the mana immediately. “End the turn” cards have more oomph. People experiment with everything, so I was curious.
I remember the good old days when you could block with a mogg fanatic and then sac for extra damage. Guess you technically can still do this if you have it first/double strike.
Hurts big mana lands and dorks if they don’t have a way to use all the mana immediately. “End the turn” cards have more oomph. People experiment with everything, so I was curious.
So let's say the mono-black deck doesn't have a good mana sink..... would mana burn change the game at all? Let's say they have 3 extra mana that is unused... that is only 3 damage.
I think it is super niche and was rightly taken out of Magic. It is all downside and barely impacts any games of magic, and when it does, it doesn't make a significant impact.
Neither is relevant to Commander, but Type 2 requiring five cards from each set (and also "Type 1" and "Type 2") and legendary cards being auto-restricted because muh flavor.
Interestingly enough, without mana burn, Omnath, Locus of Mana would still work the same way, but you'd still need a mana sink since killing it would most likely kill its controller. I base this on Upwelling.
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Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
Interestingly enough, without mana burn, Omnath, Locus of Mana would still work the same way, but you'd still need a mana sink since killing it would most likely kill its controller. I base this on Upwelling.
Interestingly enough, without mana burn, Omnath, Locus of Mana would still work the same way, but you'd still need a mana sink since killing it would most likely kill its controller. I base this on Upwelling.
Or you'd simply do what Omnath decks already do, and include Winding Canyons, Vedalken Orrery, and Yeva, Nature's Herald. When Omnath gets killed you spend some of the floating mana to immediately re-cast him.
Hurts big mana lands and dorks if they don’t have a way to use all the mana immediately. “End the turn” cards have more oomph. People experiment with everything, so I was curious.
So let's say the mono-black deck doesn't have a good mana sink..... would mana burn change the game at all? Let's say they have 3 extra mana that is unused... that is only 3 damage.
I think it is super niche and was rightly taken out of Magic. It is all downside and barely impacts any games of magic, and when it does, it doesn't make a significant impact.
Somethings being all downside is an okay thing for a game to have. Not everything should be all upside. 3 damage a turn is a meaningful amount. It's losing a Mana Crypt flip.
I play both Gaea's Cradle and Mana Drain. Mana burn coming back would be a-okay with me. Players no float mana all the time and there's no downside/tactical/strategic reason behind doing it because it's always the optimal strategy since manaburn is not a rule anymore.
I would have to say that I would be completely okay with mana burn coming back as well. I'm one of the old guard(since Fallen Empires), so I remember the turns where you had excess mana, and had to really stop and think, "Do I want to cast this creature and take some burn, or do I wait until next turn to cast him with no downside?". I continue to feel that mana burn added a nice 'upside' to the game, and it is lesser with burn's removal.
Untiger is not wrong in his assessment either; everyone floats mana, not just because it fits into their plan, but BECAUSE there's no downside. I dunno, it just rubs me the wrong way.
...Mindslaver, Sorin Markov and Emrakul, the Promised End would give new ways to kill your opponents, though. There is that, I admit.
Interestingly enough, without mana burn, Omnath, Locus of Mana would still work the same way, but you'd still need a mana sink since killing it would most likely kill its controller. I base this on Upwelling.
Or you'd simply do what Omnath decks already do, and include Winding Canyons, Vedalken Orrery, and Yeva, Nature's Herald. When Omnath gets killed you spend some of the floating mana to immediately re-cast him.
I was thinking more generally, TBH. Note that you can't do that with Upwelling, which is why it used to fall on my "This could almost be good." section of my personal Bad Card List. It's great, but it's a potential green Lich if you're not careful. When mana burn was removed, Upwelling was removed from that list.
Anyway, returning mana burn might make Power Surge and Citadel of Pain make sense, and it might make Braid of Fire and Mana Flare genuinely feel red again. But it's still more feeling than actual value.
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Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
Hurts big mana lands and dorks if they don’t have a way to use all the mana immediately. “End the turn” cards have more oomph. People experiment with everything, so I was curious.
So let's say the mono-black deck doesn't have a good mana sink..... would mana burn change the game at all? Let's say they have 3 extra mana that is unused... that is only 3 damage.
I think it is super niche and was rightly taken out of Magic. It is all downside and barely impacts any games of magic, and when it does, it doesn't make a significant impact.
Somethings being all downside is an okay thing for a game to have. Not everything should be all upside. 3 damage a turn is a meaningful amount. It's losing a Mana Crypt flip.
I play both Gaea's Cradle and Mana Drain. Mana burn coming back would be a-okay with me. Players no float mana all the time and there's no downside/tactical/strategic reason behind doing it because it's always the optimal strategy since manaburn is not a rule anymore.
All downside doesn't add anything positive to the playing experience. To me, that's like saying "Poop flavored lollipops are fine because it is okay to have candy that doesn't taste good". In the rare case where 3 damage a turn would actually happen, I would argue it is still not relevant for a long time.
You mention Cradle - an amazing yet rarely played card because of cost. You would be okay with Mana burn because, even in the situation where you have insane amounts of mana, the downside does not affect your gameplay decisions.
Mana burn is all downside and is negligible as a consideration in 99% of games. The absence of mana burn creates much more interesting magic cards (think of the new Grand Warlord Radha). If mana burn was brought back in, I think it would restrict the variety of decks you see... I don't want rules that punish fringe magic cards and otherwise do nothing.
I think in general, mana burn nowadays would only hurt decks that use karoo-style lands (i.e. lands that tap for 2 mana instead of one), or other tapping for more than 2 mana in a single tap lands or artifacts. i mean unless your karoo-land deck only has cards that use an even CMC possibly.
It'd also allow players to use mana flare and dictate of karametra as a 'wincon'..? or i dunno, you could set up a situation where you word of command an opponent who plays mana drain, then you cast stroke of genius with x being 40, then force them to counter it, then mana burn them to death.
All in all, mana burn wouldn't actually affect 99% of games. I'd be very happy to introduce it here for a game or two, and see if it changes anything. But i'm pretty sure nothing's going to change.
Damage on the stack however, would change games drastically. i don't mean city of brass (because that actually does use the stack), but things like mogg fanatic would become playable again.
Oh yeah, remember when you didn't actually lose the game for being on zero life until you went to the end of a phase? Crazy, you'd get lightning bolted to negative life, and you'd just keep merrily casting spells like nothing had happened.
Guys - it stops storm from "just seeing if I can draw a win con," it stops infinite mana from necessarily being a good thing - you need to think through how much you will actually use if you don't necessarily win, it makes cards like coal stoker and cathodian make you care about what back up you have.
It maks he game different, bot better or worse - it suppresses some strategies better (burn, aggro) and others worse (storm, artifacts). So it depends on where you stand on like 10 other threads around here if it is good or not.
[quote from="umtiger »" url="/forums/the-game/commander-edh/806949-mana-burn?comment=14"]To me, that's like saying "Poop flavored lollipops are fine because it is okay to have candy that doesn't taste good". In the rare case where 3 damage a turn would actually happen, I would argue it is still not relevant for a long time.
You mention Cradle - an amazing yet rarely played card because of cost. You would be okay with Mana burn because, even in the situation where you have insane amounts of mana, the downside does not affect your gameplay decisions.
Mana burn is all downside and is negligible as a consideration in 99% of games. The absence of mana burn creates much more interesting magic cards (think of the new Grand Warlord Radha). If mana burn was brought back in, I think it would restrict the variety of decks you see... I don't want rules that punish fringe magic cards and otherwise do nothing.
Mana Burn actually makes games more interesting and impacts enough decisions in EDH games to make a difference. Infinite mana and big mana plays are common in EDH. Making something all upside and no downside is actually boring. Mana burn in and of itself is a downside, yes. But actually prompting players to make decisions is not a downside. Grand Warlord Radha is interesting with or without manaburn.
Your lollipop analogy is ridiculous. I'm sure that there are actually realistic flavors of candy that you don't enjoy.
Losing a game to decking is all downside. Might as well get rid of that too. I mean if your board presence is overwhelming (3 eldrazi titans) and your hand is 7 counterspells, why should you lose for not being able to draw a card? Decking is all downside for players. But as a way to lose, it opens up a strategy for opponents to use in order to win.
Could get rid of maximum hand size as well while you're at all.
[quote from="umtiger »" url="/forums/the-game/commander-edh/806949-mana-burn?comment=14"]To me, that's like saying "Poop flavored lollipops are fine because it is okay to have candy that doesn't taste good". In the rare case where 3 damage a turn would actually happen, I would argue it is still not relevant for a long time.
You mention Cradle - an amazing yet rarely played card because of cost. You would be okay with Mana burn because, even in the situation where you have insane amounts of mana, the downside does not affect your gameplay decisions.
Mana burn is all downside and is negligible as a consideration in 99% of games. The absence of mana burn creates much more interesting magic cards (think of the new Grand Warlord Radha). If mana burn was brought back in, I think it would restrict the variety of decks you see... I don't want rules that punish fringe magic cards and otherwise do nothing.
Mana Burn actually makes games more interesting and impacts enough decisions in EDH games to make a difference. Infinite mana and big mana plays are common in EDH. Making something all upside and no downside is actually boring. Mana burn in and of itself is a downside, yes. But actually prompting players to make decisions is not a downside. Grand Warlord Radha is interesting with or without manaburn.
Your lollipop analogy is ridiculous. I'm sure that there are actually realistic flavors of candy that you don't enjoy.
Losing a game to decking is all downside. Might as well get rid of that too. I mean if your board presence is overwhelming (3 eldrazi titans) and your hand is 7 counterspells, why should you lose for not being able to draw a card? Decking is all downside for players. But as a way to lose, it opens up a strategy for opponents to use in order to win.
Could get rid of maximum hand size as well while you're at all.
</blockquote>
I have a mill deck. I have a strategy in place to make use of 'decking'. Is there a strategy to take advantage of mana burn? Not really.
So, let's take your infinite mana combos. Would you rather that the person go really slowly, adding small amounts of mana at a time and seeing where he goes? Mana burn would just force us to do that. It is effectively the same gameplay, except slower.
Maximum handsize is a pro if you want to discard things. I used to have a combo that depended on filling my hand with Fierce Empath and then discarding Netherborn Phalanx to hand size, then reanimating it with Reveillark. Maximum handsize is strategically interesting some amount of the time. Also, it has an impact on the game.
Mana burn doesn't add anything. Small increments of damage are not worth the extra bookeeping, or the slower play resulting from people carefully calculating how much mana they want.
Mana burn doesn't prompt people to make decisions. They make the same decisions, but instead of "I make 2 million mana" they sit there for 5 minutes and say "I make 23 mana".
I didn't say things should be all upside. Just saying that A) All downside mechanics are rarely fun, and B) Mana burn was taken out of the game because it almost never did anything, and this is a good reason to keep it out of the game
Only one of a legendary card anywhere on the battlefield.
Interrupts were king of the stack.
Mana burn.
When things didn't just get killed, they got "Buried" for good measure.
Removed from the game..sort of..not really..
Tapping an opponents blocked creature during combat didn't deal damage...or something like that, can't remember the specifics.
What am I missing?
The last one was that if a blocker got tapped, it no longer dealt combat damage (although it was still dealt combat damage). This is one of the many reasons that Icy Manipulator was a thing.
The ones you missed:
- Tapped artifacts were “turned off”.
- Pre-stack, damage was always dealt at the end of the “batch”
- You could go to negative life and still keep going because you weren’t dead until the end of a phase.
As for the topic at hand, we instituted a pseudo-errata to cards like Black Market, Mana Echoes, Eladamri’s Vinyard, etc that were designed with Mana Burn in mind as either a potential drawback or as a feature (mana burning your opponents), but this was short lived and we did away with it quickly.
I did petition WotC to errata certain cards that depended on Mana Burn to function like Power Surge and Citadel of Pain, but their minds were made up and they were not going to change them.
Anyway, Magic is a sufficiently complicated game without all the niche and obscure rules so in the end the game is better off without them. Commander is especially complicated due to the Highlander and multiplayer nature of the game. Adding mana burn doesn’t make things better in my opinion, but it wouldn’t hurt for a weekend of nostalgia to reinstate it and play Power Surge+Mana Barbs.dec
Most Gaea's Cradle players already run mana sinks, usually something like Ant Queen since, um, I'm already going wide. So yeah, that can't really be used as an example.
I gave an example of the few cards for which functionality would arguably be improved (or restored to original function, or, you know, actually have functionality) by mana burn. And I guess The Fallen would be restored to its original flavor. But beyond that, why?
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Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
(U/B)(U/B)(U/B) JUMP IN THE LINE, ROCK YOUR BODY IN TIME
(R/W)(R/W)(R/W) RISING FROM THE NEON GLOOM, SHINING LIKE A CRAZY MOON
(U/R)(R/G)(G/U) STEALIN' WHEN I SHOULD HAVE BEEN BUYIN'
What am I missing?
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
Trap your friends in an endless game with this 23-card combo!
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
Tapping turned off any continuous artifact.
No 4 card limit (Landless Rukh Egg was actually a thing).
Only Walls had Defender.
Banding that only so-called Pro players detested.
Circle of Protection printed in every core set.
What would be the advantage?
8.RG Green Devotion Ramp/Combo 9.UR Draw Triggers 10.WUR Group stalling 11.WUR Voltron Spellslinger 12.WB Sacrificial Shenanigans
13.BR Creatureless Panharmonicon 14.BR Pingers and Eldrazi 15.URG Untapped Cascading
16.Reyhan, last of the Abzan's WUBG +1/+1 Counter Craziness 17.WUBRG Dragons aka Why did I make this?
Building: The Gitrog Monster lands, Glissa the Traitor stax, Muldrotha, the Gravetide Planeswalker Combo, Kydele, Chosen of Kruphix + Sidar Kondo of Jamuraa Clues, and Tribal Scarecrow Planeswalkers
(U/B)(U/B)(U/B) JUMP IN THE LINE, ROCK YOUR BODY IN TIME
(R/W)(R/W)(R/W) RISING FROM THE NEON GLOOM, SHINING LIKE A CRAZY MOON
(U/R)(R/G)(G/U) STEALIN' WHEN I SHOULD HAVE BEEN BUYIN'
So let's say the mono-black deck doesn't have a good mana sink..... would mana burn change the game at all? Let's say they have 3 extra mana that is unused... that is only 3 damage.
I think it is super niche and was rightly taken out of Magic. It is all downside and barely impacts any games of magic, and when it does, it doesn't make a significant impact.
8.RG Green Devotion Ramp/Combo 9.UR Draw Triggers 10.WUR Group stalling 11.WUR Voltron Spellslinger 12.WB Sacrificial Shenanigans
13.BR Creatureless Panharmonicon 14.BR Pingers and Eldrazi 15.URG Untapped Cascading
16.Reyhan, last of the Abzan's WUBG +1/+1 Counter Craziness 17.WUBRG Dragons aka Why did I make this?
Building: The Gitrog Monster lands, Glissa the Traitor stax, Muldrotha, the Gravetide Planeswalker Combo, Kydele, Chosen of Kruphix + Sidar Kondo of Jamuraa Clues, and Tribal Scarecrow Planeswalkers
Interestingly enough, without mana burn, Omnath, Locus of Mana would still work the same way, but you'd still need a mana sink since killing it would most likely kill its controller. I base this on Upwelling.
On phasing:
Thanks, didn't know about that!
8.RG Green Devotion Ramp/Combo 9.UR Draw Triggers 10.WUR Group stalling 11.WUR Voltron Spellslinger 12.WB Sacrificial Shenanigans
13.BR Creatureless Panharmonicon 14.BR Pingers and Eldrazi 15.URG Untapped Cascading
16.Reyhan, last of the Abzan's WUBG +1/+1 Counter Craziness 17.WUBRG Dragons aka Why did I make this?
Building: The Gitrog Monster lands, Glissa the Traitor stax, Muldrotha, the Gravetide Planeswalker Combo, Kydele, Chosen of Kruphix + Sidar Kondo of Jamuraa Clues, and Tribal Scarecrow Planeswalkers
Two Score, Minus Two or: A Stargate Tail
(Image by totallynotabrony)
Somethings being all downside is an okay thing for a game to have. Not everything should be all upside. 3 damage a turn is a meaningful amount. It's losing a Mana Crypt flip.
I play both Gaea's Cradle and Mana Drain. Mana burn coming back would be a-okay with me. Players no float mana all the time and there's no downside/tactical/strategic reason behind doing it because it's always the optimal strategy since manaburn is not a rule anymore.
Untiger is not wrong in his assessment either; everyone floats mana, not just because it fits into their plan, but BECAUSE there's no downside. I dunno, it just rubs me the wrong way.
...Mindslaver, Sorin Markov and Emrakul, the Promised End would give new ways to kill your opponents, though. There is that, I admit.
EDH decks: 1. RGWMayael's Big BeatsRETIRED!
2. BUWMerieke Ri Berit and the 40 Thieves
3. URNiv's Wheeling and Dealing!
4. BURThe Walking Dead
5. GWSisay's Legends of Tomorrow
6. RWBRise of Markov
7. GElvez and stuffz(W)
8. RCrush your enemies(W)
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I was thinking more generally, TBH. Note that you can't do that with Upwelling, which is why it used to fall on my "This could almost be good." section of my personal Bad Card List. It's great, but it's a potential green Lich if you're not careful. When mana burn was removed, Upwelling was removed from that list.
Anyway, returning mana burn might make Power Surge and Citadel of Pain make sense, and it might make Braid of Fire and Mana Flare genuinely feel red again. But it's still more feeling than actual value.
On phasing:
All downside doesn't add anything positive to the playing experience. To me, that's like saying "Poop flavored lollipops are fine because it is okay to have candy that doesn't taste good". In the rare case where 3 damage a turn would actually happen, I would argue it is still not relevant for a long time.
You mention Cradle - an amazing yet rarely played card because of cost. You would be okay with Mana burn because, even in the situation where you have insane amounts of mana, the downside does not affect your gameplay decisions.
Mana burn is all downside and is negligible as a consideration in 99% of games. The absence of mana burn creates much more interesting magic cards (think of the new Grand Warlord Radha). If mana burn was brought back in, I think it would restrict the variety of decks you see... I don't want rules that punish fringe magic cards and otherwise do nothing.
8.RG Green Devotion Ramp/Combo 9.UR Draw Triggers 10.WUR Group stalling 11.WUR Voltron Spellslinger 12.WB Sacrificial Shenanigans
13.BR Creatureless Panharmonicon 14.BR Pingers and Eldrazi 15.URG Untapped Cascading
16.Reyhan, last of the Abzan's WUBG +1/+1 Counter Craziness 17.WUBRG Dragons aka Why did I make this?
Building: The Gitrog Monster lands, Glissa the Traitor stax, Muldrotha, the Gravetide Planeswalker Combo, Kydele, Chosen of Kruphix + Sidar Kondo of Jamuraa Clues, and Tribal Scarecrow Planeswalkers
It'd also allow players to use mana flare and dictate of karametra as a 'wincon'..? or i dunno, you could set up a situation where you word of command an opponent who plays mana drain, then you cast stroke of genius with x being 40, then force them to counter it, then mana burn them to death.
All in all, mana burn wouldn't actually affect 99% of games. I'd be very happy to introduce it here for a game or two, and see if it changes anything. But i'm pretty sure nothing's going to change.
Damage on the stack however, would change games drastically. i don't mean city of brass (because that actually does use the stack), but things like mogg fanatic would become playable again.
Legacy - Solidarity - mono U aggro - burn - Imperial Painter - Strawberry Shortcake - Bluuzards - bom
Zuran Orb too strong immortality for ZERO mana
It maks he game different, bot better or worse - it suppresses some strategies better (burn, aggro) and others worse (storm, artifacts). So it depends on where you stand on like 10 other threads around here if it is good or not.
Mana Burn actually makes games more interesting and impacts enough decisions in EDH games to make a difference. Infinite mana and big mana plays are common in EDH. Making something all upside and no downside is actually boring. Mana burn in and of itself is a downside, yes. But actually prompting players to make decisions is not a downside. Grand Warlord Radha is interesting with or without manaburn.
Your lollipop analogy is ridiculous. I'm sure that there are actually realistic flavors of candy that you don't enjoy.
Losing a game to decking is all downside. Might as well get rid of that too. I mean if your board presence is overwhelming (3 eldrazi titans) and your hand is 7 counterspells, why should you lose for not being able to draw a card? Decking is all downside for players. But as a way to lose, it opens up a strategy for opponents to use in order to win.
Could get rid of maximum hand size as well while you're at all.
I have a mill deck. I have a strategy in place to make use of 'decking'. Is there a strategy to take advantage of mana burn? Not really.
So, let's take your infinite mana combos. Would you rather that the person go really slowly, adding small amounts of mana at a time and seeing where he goes? Mana burn would just force us to do that. It is effectively the same gameplay, except slower.
Maximum handsize is a pro if you want to discard things. I used to have a combo that depended on filling my hand with Fierce Empath and then discarding Netherborn Phalanx to hand size, then reanimating it with Reveillark. Maximum handsize is strategically interesting some amount of the time. Also, it has an impact on the game.
Mana burn doesn't add anything. Small increments of damage are not worth the extra bookeeping, or the slower play resulting from people carefully calculating how much mana they want.
Mana burn doesn't prompt people to make decisions. They make the same decisions, but instead of "I make 2 million mana" they sit there for 5 minutes and say "I make 23 mana".
I didn't say things should be all upside. Just saying that A) All downside mechanics are rarely fun, and B) Mana burn was taken out of the game because it almost never did anything, and this is a good reason to keep it out of the game
8.RG Green Devotion Ramp/Combo 9.UR Draw Triggers 10.WUR Group stalling 11.WUR Voltron Spellslinger 12.WB Sacrificial Shenanigans
13.BR Creatureless Panharmonicon 14.BR Pingers and Eldrazi 15.URG Untapped Cascading
16.Reyhan, last of the Abzan's WUBG +1/+1 Counter Craziness 17.WUBRG Dragons aka Why did I make this?
Building: The Gitrog Monster lands, Glissa the Traitor stax, Muldrotha, the Gravetide Planeswalker Combo, Kydele, Chosen of Kruphix + Sidar Kondo of Jamuraa Clues, and Tribal Scarecrow Planeswalkers
The last one was that if a blocker got tapped, it no longer dealt combat damage (although it was still dealt combat damage). This is one of the many reasons that Icy Manipulator was a thing.
The ones you missed:
- Tapped artifacts were “turned off”.
- Pre-stack, damage was always dealt at the end of the “batch”
- You could go to negative life and still keep going because you weren’t dead until the end of a phase.
As for the topic at hand, we instituted a pseudo-errata to cards like Black Market, Mana Echoes, Eladamri’s Vinyard, etc that were designed with Mana Burn in mind as either a potential drawback or as a feature (mana burning your opponents), but this was short lived and we did away with it quickly.
I did petition WotC to errata certain cards that depended on Mana Burn to function like Power Surge and Citadel of Pain, but their minds were made up and they were not going to change them.
Anyway, Magic is a sufficiently complicated game without all the niche and obscure rules so in the end the game is better off without them. Commander is especially complicated due to the Highlander and multiplayer nature of the game. Adding mana burn doesn’t make things better in my opinion, but it wouldn’t hurt for a weekend of nostalgia to reinstate it and play Power Surge+Mana Barbs.dec
Jalira, Master Polymorphist | Endrek Sahr, Master Breeder | Bosh, Iron Golem | Ezuri, Renegade Leader
Brago, King Eternal | Oona, Queen of the Fae | Wort, Boggart Auntie | Wort, the Raidmother
Captain Sisay | Rhys, the Redeemed | Trostani, Selesnya's Voice | Jarad, Golgari Lich Lord
Gisela, Blade of Goldnight | Obzedat, Ghost Council | Niv-Mizzet, the Firemind | Vorel of the Hull Clade
Uril, the Miststalker | Prossh, Skyraider of Kher | Nicol Bolas | Progenitus
Ghave, Guru of Spores | Zedruu the Greathearted | Damia, Sage of Stone | Riku of Two Reflections
I gave an example of the few cards for which functionality would arguably be improved (or restored to original function, or, you know, actually have functionality) by mana burn. And I guess The Fallen would be restored to its original flavor. But beyond that, why?
On phasing: