What is the difference between lands and mana?Do I have to take mana from my deck or hand when tapping a dual land?How do dual lands and their mana work?Where does mana come from?Where can I find a chart or diagram explaining Magic's turn structure?How should I determine how many lands of each different color to put in my deck?How do I make this zombie mill deck faster?How do twitch effects work with the stack vs activated tap abilities?What can I do with my late game mana in CommanderWhen a land is granted a basic land type, what effects does that have?How much money would I have to spend to play in tournaments?When should I activate Man Lands and Keyrunes in order to attack with them?What does “float mana” typically mean?What's the deal with the new Wastes land and the diamond symbol on it?Can Improvise pay for “twobrid” costs?
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What is the difference between lands and mana?
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What is the difference between lands and mana?
Do I have to take mana from my deck or hand when tapping a dual land?How do dual lands and their mana work?Where does mana come from?Where can I find a chart or diagram explaining Magic's turn structure?How should I determine how many lands of each different color to put in my deck?How do I make this zombie mill deck faster?How do twitch effects work with the stack vs activated tap abilities?What can I do with my late game mana in CommanderWhen a land is granted a basic land type, what effects does that have?How much money would I have to spend to play in tournaments?When should I activate Man Lands and Keyrunes in order to attack with them?What does “float mana” typically mean?What's the deal with the new Wastes land and the diamond symbol on it?Can Improvise pay for “twobrid” costs?
What is the relationship between lands and mana in Magic and what do each of them do? A good answer should especially include how a new player should think about them.
Note:
This is an attempt to create a canonical question about the relationship between lands and mana in Magic.
Beginners are often confused about this given the same symbols are used to mean different things across basic lands, non-basic lands, and mana costs. This can lead to confusion about lands being mana, about non-basic lands putting basic lands into play, or even about what mana is.
magic-the-gathering
add a comment |
What is the relationship between lands and mana in Magic and what do each of them do? A good answer should especially include how a new player should think about them.
Note:
This is an attempt to create a canonical question about the relationship between lands and mana in Magic.
Beginners are often confused about this given the same symbols are used to mean different things across basic lands, non-basic lands, and mana costs. This can lead to confusion about lands being mana, about non-basic lands putting basic lands into play, or even about what mana is.
magic-the-gathering
add a comment |
What is the relationship between lands and mana in Magic and what do each of them do? A good answer should especially include how a new player should think about them.
Note:
This is an attempt to create a canonical question about the relationship between lands and mana in Magic.
Beginners are often confused about this given the same symbols are used to mean different things across basic lands, non-basic lands, and mana costs. This can lead to confusion about lands being mana, about non-basic lands putting basic lands into play, or even about what mana is.
magic-the-gathering
What is the relationship between lands and mana in Magic and what do each of them do? A good answer should especially include how a new player should think about them.
Note:
This is an attempt to create a canonical question about the relationship between lands and mana in Magic.
Beginners are often confused about this given the same symbols are used to mean different things across basic lands, non-basic lands, and mana costs. This can lead to confusion about lands being mana, about non-basic lands putting basic lands into play, or even about what mana is.
magic-the-gathering
magic-the-gathering
edited 9 hours ago
Pureferret
98762268
98762268
asked 11 hours ago
ZagsZags
6,69731559
6,69731559
add a comment |
add a comment |
2 Answers
2
active
oldest
votes
Lands vs Mana vs Mana Cost
First, you need to understand the difference between lands, mana, and mana costs. Lands are a type of permanent that can exist on the battlefield. Mana is an abstract resource that exists in a player's mana pool. Mana costs are the mana symbols that appear in either the top right corner of a card or before a colon in an ability on a card.
Here is a rough sequence of using Lands and Mana
- Lands produce mana1, 2.
- Mana is added to the 'Mana Pool'
- Mana is spent from the 'Mana Pool' to pay for costs (such as spells and abilities).
For example, when a player taps a Mountain to cast Lightning Bolt, what's actually happening is that the Mountain is being used to add red mana (written as }) to that player's mana pool, and then the in the mana pool is being used to pay the in Lightning Bolt's mana cost.
The reason for the mana pool is that it allows a player to use a series of mana generating abilities to get the mana they need for a spell. Examples of cards that need a mana pool include: Dark Ritual, Selesnya Signet, and Doubling Cube.
Normally, your mana pool empties at the end of every step and phase of the turn, so any combination of abilities you want to use to generate mana need to be done in the same step/phase. (See Where can I find a chart or diagram explaining Magic's turn structure? for more detail on steps and phases.)
1. Or at least most lands do. Some non-basic lands (such as Maze of Ith) do not have mana abilities.
2. Lands also aren't the only thing that generate mana. There is no difference between the mana generated by Llanowar Elves and that generated by a Forest.
Nonbasic Lands
Non-basic lands actually work pretty similarly to basic lands. The giant white mana symbol on a plains is just shorthand for ": Add ." The older versions of these lands actually said that explicitly. So, the only difference between a Plains and say Coastal Tower is that Coastal Tower lets you add or to your mana pool when you tap it (your choice) whereas a Plains just lets you add when you tap it.
Note that: "Add " is the modern rules text for the older "Add to your mana pool".
Basic Land Types
The basic land types of "Plains", "Mountains", "Island", "Swamp", and "Forest" give a land the ability to tap for mana of a particular color. For example, Urborg, Tomb of Yawgmoth adds the "Swamp" type to all lands; this actually allows any land to be tapped to add because the ability ": add " is a property of the Swamp land type.
Thus, basic lands have the ability to tap for mana of their color by merit of being one of the basic land types. The giant mana symbol on them is actually reminder text, not rules text. Some lands (Canopy Vista, Steam Vents) have multiple basic land types and can tap for different varieties of mana. Likewise, they have reminder text emphasizing that the basic land types grant their mana abilities.
4
The statement "Lands produce mana" may be slightly misleading, because not all lands produce mana. Examples of lands that don't directly produce mana are The Tabernacle at Pendrell Vale, Scalding Tarn, Eye of Ugin and Maze of Ith.
– Eff
10 hours ago
I can't make an edit right now, but Coastal Tower lets you add W or U, not W or B
– Belgabad
9 hours ago
3
This looks like it will end up being a rather extensively revised answer. Would it be more convenient to make this CW for easier editing?
– ryanyuyu
9 hours ago
1
CW should almost never be used, and it should not be used here. People can edit this post just fine without it.
– murgatroid99♦
7 hours ago
It's tangentially mentioned in the section about the mana pool, but perhaps worth noting explicitly that there are other ways to generate mana besides lands, including instants, sorceries, and activated/triggered abilities of non-land permanents (which are notable in that they don't use the stack).
– Nuclear Wang
6 hours ago
|
show 1 more comment
Whenever you cast a spell or activate an ability in Magic: the Gathering you must pay a cost. The cost can be any number of esoteric things or even nothing at all. However, since this is a question about lands and mana, we will focus just on the following:
Tapping. This is usually denoted by a symbol. This cost is generally only used to activate abilities of a card that is already out on the battlefield (aka. a permanent). To pay this cost take that card and turn it sideways. If the card is already sideways (tapped) you cannot tap it again until it becomes untapped. The most common way to untap your cards is at the very beginning of your turn (during what is called the Untap Step). As such, usually once a card gets tapped you have to wait until your next turn to tap it again.
Mana. This is usually denoted by some combination of ... symbols. To pay this cost you have to take the appropriate amount of mana (an imaginary resource) out of your mana pool (an imaginary place your mana is stored). In general your mana pool is going to be empty unless you add mana to it. You can add mana to your mana pool by casting spells or activating abilities that generate mana (more on this later). If you add some mana to your mana pool and don't end up using it, it will generally disappear when the game transitions to the next step or phase.
Lands
A land is any card that has "Land" in its card type. In general you can play up to one land from your hand per turn. Lands are a bit weird because they do not have any cost to play from your hand. In fact, they do not even count as spells! Other than that, a land is no different that any other card on the battlefield.
All lands have some sort of effect or ability. Otherwise there would be no point in playing them. Usually lands have an ability to add mana to your mana pool, but that is not always the case. The main thing that seems to trip up new players is that some lands do not explicitly state their abilities! So in order to use these lands properly you must remember that:
- Any land with Plains in its card type has the ability ": Add to your mana pool"
- Any land with Island in its card type has the ability ": Add to your mana pool"
- Any land with Swamp in its card type has the ability ": Add to your mana pool"
- Any land with Mountain in its card type has the ability ": Add to your mana pool"
- Any land with Forest in its card type has the ability ": Add to your mana pool"
Most commonly these rules matter with Basic Lands like Plains, but they can also matter with non-basic lands like Hallowed Fountain (which helpfully has reminder text to tell you that it adds white or blue mana) or effects of cards like Urborg, Tomb of Yawgmoth and Blood Moon.
Non-Lands that Produce Mana
Production of mana isn't something that is exclusive to Lands. Even though Lands are the most common mana producers there is nothing preventing other types of cards from producing mana. In fact you can find cards of each type (except Tribal) that produce mana! You can find some examples below.
- Artifact: Sol Ring, Fire Diamond, Black Lotus
- Creature: Llanowar Elves, Ramos, Dragon Engine, Neheb, the Eternal (although for some of these you have to remember that Creatures are special and generally can't pay the cost on the first turn they come into play because of Summoning Sickness)
- Enchantment: Braid of Fire, Eladamri's Vineyard, Black Market
- Instant: Dark Ritual, Mana Drain, Desperate Ritual
- Planeswalker: Chandra, Torch of Defiance, Xenagos, the Reveler, Sarkhan Unbroken
- Sorcery: Channel, Liturgy of Blood, Mana Geyser
Mana Production Cheat-Sheet
You will see these in the text of a mana producing spell or ability.
: Produce one white mana.
: Produce one blue mana.
: Produce one black mana.
: Produce one red mana.
: Produce one green mana.
: Produce one colorless mana.
: Produce one colorless mana. Using this symbol instead of the one above is common on older cards, and is often a source of confusion.
: Produce two colorless mana.
: Produce three colorless mana. You probably get the idea.
Mana Cost Cheat-Sheet
You will see these in the cost of a spell or ability. These are a bit more complicated than mana production, but use the same symbols. Confusingly, these symbols are sometimes used to mean different things.
: Pay one white mana.
: Pay one blue mana.
: Pay one black mana.
: Pay one red mana.
: Pay one green mana.
: Pay one colorless mana. You cannot use white/blue/black/red/green mana for this.
: Pay no mana (hurray, it's free!).
: Pay one generic mana. Generic mana can be mana of any color, or colorless mana. Be careful! If a spell or ability produces mana and uses this symbol, it will produce colorless mana, not generic mana!.
: Pay two generic mana.
: Pay three generic mana. You probably get the idea.
: Pay any amount of generic mana (you can even pay 0). Usually the card will have some extra effect based on how much mana you pay for X.
"[amount of] mana of any color": Pay that amount of mana in any combination or white, blue, black, red, or green. Colorless mana cannot be used for this.
Examples of unusual/set-specific mana costs:
: Pay one white mana or 2 life.
: Pay one white mana or one blue mana.
: Pay one generic mana, but that mana must come from a source that has Snow in its card type.
New contributor
Nice job figuring out how to get inline images for mana symbols
– Zags
1 hour ago
add a comment |
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Lands vs Mana vs Mana Cost
First, you need to understand the difference between lands, mana, and mana costs. Lands are a type of permanent that can exist on the battlefield. Mana is an abstract resource that exists in a player's mana pool. Mana costs are the mana symbols that appear in either the top right corner of a card or before a colon in an ability on a card.
Here is a rough sequence of using Lands and Mana
- Lands produce mana1, 2.
- Mana is added to the 'Mana Pool'
- Mana is spent from the 'Mana Pool' to pay for costs (such as spells and abilities).
For example, when a player taps a Mountain to cast Lightning Bolt, what's actually happening is that the Mountain is being used to add red mana (written as }) to that player's mana pool, and then the in the mana pool is being used to pay the in Lightning Bolt's mana cost.
The reason for the mana pool is that it allows a player to use a series of mana generating abilities to get the mana they need for a spell. Examples of cards that need a mana pool include: Dark Ritual, Selesnya Signet, and Doubling Cube.
Normally, your mana pool empties at the end of every step and phase of the turn, so any combination of abilities you want to use to generate mana need to be done in the same step/phase. (See Where can I find a chart or diagram explaining Magic's turn structure? for more detail on steps and phases.)
1. Or at least most lands do. Some non-basic lands (such as Maze of Ith) do not have mana abilities.
2. Lands also aren't the only thing that generate mana. There is no difference between the mana generated by Llanowar Elves and that generated by a Forest.
Nonbasic Lands
Non-basic lands actually work pretty similarly to basic lands. The giant white mana symbol on a plains is just shorthand for ": Add ." The older versions of these lands actually said that explicitly. So, the only difference between a Plains and say Coastal Tower is that Coastal Tower lets you add or to your mana pool when you tap it (your choice) whereas a Plains just lets you add when you tap it.
Note that: "Add " is the modern rules text for the older "Add to your mana pool".
Basic Land Types
The basic land types of "Plains", "Mountains", "Island", "Swamp", and "Forest" give a land the ability to tap for mana of a particular color. For example, Urborg, Tomb of Yawgmoth adds the "Swamp" type to all lands; this actually allows any land to be tapped to add because the ability ": add " is a property of the Swamp land type.
Thus, basic lands have the ability to tap for mana of their color by merit of being one of the basic land types. The giant mana symbol on them is actually reminder text, not rules text. Some lands (Canopy Vista, Steam Vents) have multiple basic land types and can tap for different varieties of mana. Likewise, they have reminder text emphasizing that the basic land types grant their mana abilities.
4
The statement "Lands produce mana" may be slightly misleading, because not all lands produce mana. Examples of lands that don't directly produce mana are The Tabernacle at Pendrell Vale, Scalding Tarn, Eye of Ugin and Maze of Ith.
– Eff
10 hours ago
I can't make an edit right now, but Coastal Tower lets you add W or U, not W or B
– Belgabad
9 hours ago
3
This looks like it will end up being a rather extensively revised answer. Would it be more convenient to make this CW for easier editing?
– ryanyuyu
9 hours ago
1
CW should almost never be used, and it should not be used here. People can edit this post just fine without it.
– murgatroid99♦
7 hours ago
It's tangentially mentioned in the section about the mana pool, but perhaps worth noting explicitly that there are other ways to generate mana besides lands, including instants, sorceries, and activated/triggered abilities of non-land permanents (which are notable in that they don't use the stack).
– Nuclear Wang
6 hours ago
|
show 1 more comment
Lands vs Mana vs Mana Cost
First, you need to understand the difference between lands, mana, and mana costs. Lands are a type of permanent that can exist on the battlefield. Mana is an abstract resource that exists in a player's mana pool. Mana costs are the mana symbols that appear in either the top right corner of a card or before a colon in an ability on a card.
Here is a rough sequence of using Lands and Mana
- Lands produce mana1, 2.
- Mana is added to the 'Mana Pool'
- Mana is spent from the 'Mana Pool' to pay for costs (such as spells and abilities).
For example, when a player taps a Mountain to cast Lightning Bolt, what's actually happening is that the Mountain is being used to add red mana (written as }) to that player's mana pool, and then the in the mana pool is being used to pay the in Lightning Bolt's mana cost.
The reason for the mana pool is that it allows a player to use a series of mana generating abilities to get the mana they need for a spell. Examples of cards that need a mana pool include: Dark Ritual, Selesnya Signet, and Doubling Cube.
Normally, your mana pool empties at the end of every step and phase of the turn, so any combination of abilities you want to use to generate mana need to be done in the same step/phase. (See Where can I find a chart or diagram explaining Magic's turn structure? for more detail on steps and phases.)
1. Or at least most lands do. Some non-basic lands (such as Maze of Ith) do not have mana abilities.
2. Lands also aren't the only thing that generate mana. There is no difference between the mana generated by Llanowar Elves and that generated by a Forest.
Nonbasic Lands
Non-basic lands actually work pretty similarly to basic lands. The giant white mana symbol on a plains is just shorthand for ": Add ." The older versions of these lands actually said that explicitly. So, the only difference between a Plains and say Coastal Tower is that Coastal Tower lets you add or to your mana pool when you tap it (your choice) whereas a Plains just lets you add when you tap it.
Note that: "Add " is the modern rules text for the older "Add to your mana pool".
Basic Land Types
The basic land types of "Plains", "Mountains", "Island", "Swamp", and "Forest" give a land the ability to tap for mana of a particular color. For example, Urborg, Tomb of Yawgmoth adds the "Swamp" type to all lands; this actually allows any land to be tapped to add because the ability ": add " is a property of the Swamp land type.
Thus, basic lands have the ability to tap for mana of their color by merit of being one of the basic land types. The giant mana symbol on them is actually reminder text, not rules text. Some lands (Canopy Vista, Steam Vents) have multiple basic land types and can tap for different varieties of mana. Likewise, they have reminder text emphasizing that the basic land types grant their mana abilities.
4
The statement "Lands produce mana" may be slightly misleading, because not all lands produce mana. Examples of lands that don't directly produce mana are The Tabernacle at Pendrell Vale, Scalding Tarn, Eye of Ugin and Maze of Ith.
– Eff
10 hours ago
I can't make an edit right now, but Coastal Tower lets you add W or U, not W or B
– Belgabad
9 hours ago
3
This looks like it will end up being a rather extensively revised answer. Would it be more convenient to make this CW for easier editing?
– ryanyuyu
9 hours ago
1
CW should almost never be used, and it should not be used here. People can edit this post just fine without it.
– murgatroid99♦
7 hours ago
It's tangentially mentioned in the section about the mana pool, but perhaps worth noting explicitly that there are other ways to generate mana besides lands, including instants, sorceries, and activated/triggered abilities of non-land permanents (which are notable in that they don't use the stack).
– Nuclear Wang
6 hours ago
|
show 1 more comment
Lands vs Mana vs Mana Cost
First, you need to understand the difference between lands, mana, and mana costs. Lands are a type of permanent that can exist on the battlefield. Mana is an abstract resource that exists in a player's mana pool. Mana costs are the mana symbols that appear in either the top right corner of a card or before a colon in an ability on a card.
Here is a rough sequence of using Lands and Mana
- Lands produce mana1, 2.
- Mana is added to the 'Mana Pool'
- Mana is spent from the 'Mana Pool' to pay for costs (such as spells and abilities).
For example, when a player taps a Mountain to cast Lightning Bolt, what's actually happening is that the Mountain is being used to add red mana (written as }) to that player's mana pool, and then the in the mana pool is being used to pay the in Lightning Bolt's mana cost.
The reason for the mana pool is that it allows a player to use a series of mana generating abilities to get the mana they need for a spell. Examples of cards that need a mana pool include: Dark Ritual, Selesnya Signet, and Doubling Cube.
Normally, your mana pool empties at the end of every step and phase of the turn, so any combination of abilities you want to use to generate mana need to be done in the same step/phase. (See Where can I find a chart or diagram explaining Magic's turn structure? for more detail on steps and phases.)
1. Or at least most lands do. Some non-basic lands (such as Maze of Ith) do not have mana abilities.
2. Lands also aren't the only thing that generate mana. There is no difference between the mana generated by Llanowar Elves and that generated by a Forest.
Nonbasic Lands
Non-basic lands actually work pretty similarly to basic lands. The giant white mana symbol on a plains is just shorthand for ": Add ." The older versions of these lands actually said that explicitly. So, the only difference between a Plains and say Coastal Tower is that Coastal Tower lets you add or to your mana pool when you tap it (your choice) whereas a Plains just lets you add when you tap it.
Note that: "Add " is the modern rules text for the older "Add to your mana pool".
Basic Land Types
The basic land types of "Plains", "Mountains", "Island", "Swamp", and "Forest" give a land the ability to tap for mana of a particular color. For example, Urborg, Tomb of Yawgmoth adds the "Swamp" type to all lands; this actually allows any land to be tapped to add because the ability ": add " is a property of the Swamp land type.
Thus, basic lands have the ability to tap for mana of their color by merit of being one of the basic land types. The giant mana symbol on them is actually reminder text, not rules text. Some lands (Canopy Vista, Steam Vents) have multiple basic land types and can tap for different varieties of mana. Likewise, they have reminder text emphasizing that the basic land types grant their mana abilities.
Lands vs Mana vs Mana Cost
First, you need to understand the difference between lands, mana, and mana costs. Lands are a type of permanent that can exist on the battlefield. Mana is an abstract resource that exists in a player's mana pool. Mana costs are the mana symbols that appear in either the top right corner of a card or before a colon in an ability on a card.
Here is a rough sequence of using Lands and Mana
- Lands produce mana1, 2.
- Mana is added to the 'Mana Pool'
- Mana is spent from the 'Mana Pool' to pay for costs (such as spells and abilities).
For example, when a player taps a Mountain to cast Lightning Bolt, what's actually happening is that the Mountain is being used to add red mana (written as }) to that player's mana pool, and then the in the mana pool is being used to pay the in Lightning Bolt's mana cost.
The reason for the mana pool is that it allows a player to use a series of mana generating abilities to get the mana they need for a spell. Examples of cards that need a mana pool include: Dark Ritual, Selesnya Signet, and Doubling Cube.
Normally, your mana pool empties at the end of every step and phase of the turn, so any combination of abilities you want to use to generate mana need to be done in the same step/phase. (See Where can I find a chart or diagram explaining Magic's turn structure? for more detail on steps and phases.)
1. Or at least most lands do. Some non-basic lands (such as Maze of Ith) do not have mana abilities.
2. Lands also aren't the only thing that generate mana. There is no difference between the mana generated by Llanowar Elves and that generated by a Forest.
Nonbasic Lands
Non-basic lands actually work pretty similarly to basic lands. The giant white mana symbol on a plains is just shorthand for ": Add ." The older versions of these lands actually said that explicitly. So, the only difference between a Plains and say Coastal Tower is that Coastal Tower lets you add or to your mana pool when you tap it (your choice) whereas a Plains just lets you add when you tap it.
Note that: "Add " is the modern rules text for the older "Add to your mana pool".
Basic Land Types
The basic land types of "Plains", "Mountains", "Island", "Swamp", and "Forest" give a land the ability to tap for mana of a particular color. For example, Urborg, Tomb of Yawgmoth adds the "Swamp" type to all lands; this actually allows any land to be tapped to add because the ability ": add " is a property of the Swamp land type.
Thus, basic lands have the ability to tap for mana of their color by merit of being one of the basic land types. The giant mana symbol on them is actually reminder text, not rules text. Some lands (Canopy Vista, Steam Vents) have multiple basic land types and can tap for different varieties of mana. Likewise, they have reminder text emphasizing that the basic land types grant their mana abilities.
edited 1 hour ago
answered 11 hours ago
ZagsZags
6,69731559
6,69731559
4
The statement "Lands produce mana" may be slightly misleading, because not all lands produce mana. Examples of lands that don't directly produce mana are The Tabernacle at Pendrell Vale, Scalding Tarn, Eye of Ugin and Maze of Ith.
– Eff
10 hours ago
I can't make an edit right now, but Coastal Tower lets you add W or U, not W or B
– Belgabad
9 hours ago
3
This looks like it will end up being a rather extensively revised answer. Would it be more convenient to make this CW for easier editing?
– ryanyuyu
9 hours ago
1
CW should almost never be used, and it should not be used here. People can edit this post just fine without it.
– murgatroid99♦
7 hours ago
It's tangentially mentioned in the section about the mana pool, but perhaps worth noting explicitly that there are other ways to generate mana besides lands, including instants, sorceries, and activated/triggered abilities of non-land permanents (which are notable in that they don't use the stack).
– Nuclear Wang
6 hours ago
|
show 1 more comment
4
The statement "Lands produce mana" may be slightly misleading, because not all lands produce mana. Examples of lands that don't directly produce mana are The Tabernacle at Pendrell Vale, Scalding Tarn, Eye of Ugin and Maze of Ith.
– Eff
10 hours ago
I can't make an edit right now, but Coastal Tower lets you add W or U, not W or B
– Belgabad
9 hours ago
3
This looks like it will end up being a rather extensively revised answer. Would it be more convenient to make this CW for easier editing?
– ryanyuyu
9 hours ago
1
CW should almost never be used, and it should not be used here. People can edit this post just fine without it.
– murgatroid99♦
7 hours ago
It's tangentially mentioned in the section about the mana pool, but perhaps worth noting explicitly that there are other ways to generate mana besides lands, including instants, sorceries, and activated/triggered abilities of non-land permanents (which are notable in that they don't use the stack).
– Nuclear Wang
6 hours ago
4
4
The statement "Lands produce mana" may be slightly misleading, because not all lands produce mana. Examples of lands that don't directly produce mana are The Tabernacle at Pendrell Vale, Scalding Tarn, Eye of Ugin and Maze of Ith.
– Eff
10 hours ago
The statement "Lands produce mana" may be slightly misleading, because not all lands produce mana. Examples of lands that don't directly produce mana are The Tabernacle at Pendrell Vale, Scalding Tarn, Eye of Ugin and Maze of Ith.
– Eff
10 hours ago
I can't make an edit right now, but Coastal Tower lets you add W or U, not W or B
– Belgabad
9 hours ago
I can't make an edit right now, but Coastal Tower lets you add W or U, not W or B
– Belgabad
9 hours ago
3
3
This looks like it will end up being a rather extensively revised answer. Would it be more convenient to make this CW for easier editing?
– ryanyuyu
9 hours ago
This looks like it will end up being a rather extensively revised answer. Would it be more convenient to make this CW for easier editing?
– ryanyuyu
9 hours ago
1
1
CW should almost never be used, and it should not be used here. People can edit this post just fine without it.
– murgatroid99♦
7 hours ago
CW should almost never be used, and it should not be used here. People can edit this post just fine without it.
– murgatroid99♦
7 hours ago
It's tangentially mentioned in the section about the mana pool, but perhaps worth noting explicitly that there are other ways to generate mana besides lands, including instants, sorceries, and activated/triggered abilities of non-land permanents (which are notable in that they don't use the stack).
– Nuclear Wang
6 hours ago
It's tangentially mentioned in the section about the mana pool, but perhaps worth noting explicitly that there are other ways to generate mana besides lands, including instants, sorceries, and activated/triggered abilities of non-land permanents (which are notable in that they don't use the stack).
– Nuclear Wang
6 hours ago
|
show 1 more comment
Whenever you cast a spell or activate an ability in Magic: the Gathering you must pay a cost. The cost can be any number of esoteric things or even nothing at all. However, since this is a question about lands and mana, we will focus just on the following:
Tapping. This is usually denoted by a symbol. This cost is generally only used to activate abilities of a card that is already out on the battlefield (aka. a permanent). To pay this cost take that card and turn it sideways. If the card is already sideways (tapped) you cannot tap it again until it becomes untapped. The most common way to untap your cards is at the very beginning of your turn (during what is called the Untap Step). As such, usually once a card gets tapped you have to wait until your next turn to tap it again.
Mana. This is usually denoted by some combination of ... symbols. To pay this cost you have to take the appropriate amount of mana (an imaginary resource) out of your mana pool (an imaginary place your mana is stored). In general your mana pool is going to be empty unless you add mana to it. You can add mana to your mana pool by casting spells or activating abilities that generate mana (more on this later). If you add some mana to your mana pool and don't end up using it, it will generally disappear when the game transitions to the next step or phase.
Lands
A land is any card that has "Land" in its card type. In general you can play up to one land from your hand per turn. Lands are a bit weird because they do not have any cost to play from your hand. In fact, they do not even count as spells! Other than that, a land is no different that any other card on the battlefield.
All lands have some sort of effect or ability. Otherwise there would be no point in playing them. Usually lands have an ability to add mana to your mana pool, but that is not always the case. The main thing that seems to trip up new players is that some lands do not explicitly state their abilities! So in order to use these lands properly you must remember that:
- Any land with Plains in its card type has the ability ": Add to your mana pool"
- Any land with Island in its card type has the ability ": Add to your mana pool"
- Any land with Swamp in its card type has the ability ": Add to your mana pool"
- Any land with Mountain in its card type has the ability ": Add to your mana pool"
- Any land with Forest in its card type has the ability ": Add to your mana pool"
Most commonly these rules matter with Basic Lands like Plains, but they can also matter with non-basic lands like Hallowed Fountain (which helpfully has reminder text to tell you that it adds white or blue mana) or effects of cards like Urborg, Tomb of Yawgmoth and Blood Moon.
Non-Lands that Produce Mana
Production of mana isn't something that is exclusive to Lands. Even though Lands are the most common mana producers there is nothing preventing other types of cards from producing mana. In fact you can find cards of each type (except Tribal) that produce mana! You can find some examples below.
- Artifact: Sol Ring, Fire Diamond, Black Lotus
- Creature: Llanowar Elves, Ramos, Dragon Engine, Neheb, the Eternal (although for some of these you have to remember that Creatures are special and generally can't pay the cost on the first turn they come into play because of Summoning Sickness)
- Enchantment: Braid of Fire, Eladamri's Vineyard, Black Market
- Instant: Dark Ritual, Mana Drain, Desperate Ritual
- Planeswalker: Chandra, Torch of Defiance, Xenagos, the Reveler, Sarkhan Unbroken
- Sorcery: Channel, Liturgy of Blood, Mana Geyser
Mana Production Cheat-Sheet
You will see these in the text of a mana producing spell or ability.
: Produce one white mana.
: Produce one blue mana.
: Produce one black mana.
: Produce one red mana.
: Produce one green mana.
: Produce one colorless mana.
: Produce one colorless mana. Using this symbol instead of the one above is common on older cards, and is often a source of confusion.
: Produce two colorless mana.
: Produce three colorless mana. You probably get the idea.
Mana Cost Cheat-Sheet
You will see these in the cost of a spell or ability. These are a bit more complicated than mana production, but use the same symbols. Confusingly, these symbols are sometimes used to mean different things.
: Pay one white mana.
: Pay one blue mana.
: Pay one black mana.
: Pay one red mana.
: Pay one green mana.
: Pay one colorless mana. You cannot use white/blue/black/red/green mana for this.
: Pay no mana (hurray, it's free!).
: Pay one generic mana. Generic mana can be mana of any color, or colorless mana. Be careful! If a spell or ability produces mana and uses this symbol, it will produce colorless mana, not generic mana!.
: Pay two generic mana.
: Pay three generic mana. You probably get the idea.
: Pay any amount of generic mana (you can even pay 0). Usually the card will have some extra effect based on how much mana you pay for X.
"[amount of] mana of any color": Pay that amount of mana in any combination or white, blue, black, red, or green. Colorless mana cannot be used for this.
Examples of unusual/set-specific mana costs:
: Pay one white mana or 2 life.
: Pay one white mana or one blue mana.
: Pay one generic mana, but that mana must come from a source that has Snow in its card type.
New contributor
Nice job figuring out how to get inline images for mana symbols
– Zags
1 hour ago
add a comment |
Whenever you cast a spell or activate an ability in Magic: the Gathering you must pay a cost. The cost can be any number of esoteric things or even nothing at all. However, since this is a question about lands and mana, we will focus just on the following:
Tapping. This is usually denoted by a symbol. This cost is generally only used to activate abilities of a card that is already out on the battlefield (aka. a permanent). To pay this cost take that card and turn it sideways. If the card is already sideways (tapped) you cannot tap it again until it becomes untapped. The most common way to untap your cards is at the very beginning of your turn (during what is called the Untap Step). As such, usually once a card gets tapped you have to wait until your next turn to tap it again.
Mana. This is usually denoted by some combination of ... symbols. To pay this cost you have to take the appropriate amount of mana (an imaginary resource) out of your mana pool (an imaginary place your mana is stored). In general your mana pool is going to be empty unless you add mana to it. You can add mana to your mana pool by casting spells or activating abilities that generate mana (more on this later). If you add some mana to your mana pool and don't end up using it, it will generally disappear when the game transitions to the next step or phase.
Lands
A land is any card that has "Land" in its card type. In general you can play up to one land from your hand per turn. Lands are a bit weird because they do not have any cost to play from your hand. In fact, they do not even count as spells! Other than that, a land is no different that any other card on the battlefield.
All lands have some sort of effect or ability. Otherwise there would be no point in playing them. Usually lands have an ability to add mana to your mana pool, but that is not always the case. The main thing that seems to trip up new players is that some lands do not explicitly state their abilities! So in order to use these lands properly you must remember that:
- Any land with Plains in its card type has the ability ": Add to your mana pool"
- Any land with Island in its card type has the ability ": Add to your mana pool"
- Any land with Swamp in its card type has the ability ": Add to your mana pool"
- Any land with Mountain in its card type has the ability ": Add to your mana pool"
- Any land with Forest in its card type has the ability ": Add to your mana pool"
Most commonly these rules matter with Basic Lands like Plains, but they can also matter with non-basic lands like Hallowed Fountain (which helpfully has reminder text to tell you that it adds white or blue mana) or effects of cards like Urborg, Tomb of Yawgmoth and Blood Moon.
Non-Lands that Produce Mana
Production of mana isn't something that is exclusive to Lands. Even though Lands are the most common mana producers there is nothing preventing other types of cards from producing mana. In fact you can find cards of each type (except Tribal) that produce mana! You can find some examples below.
- Artifact: Sol Ring, Fire Diamond, Black Lotus
- Creature: Llanowar Elves, Ramos, Dragon Engine, Neheb, the Eternal (although for some of these you have to remember that Creatures are special and generally can't pay the cost on the first turn they come into play because of Summoning Sickness)
- Enchantment: Braid of Fire, Eladamri's Vineyard, Black Market
- Instant: Dark Ritual, Mana Drain, Desperate Ritual
- Planeswalker: Chandra, Torch of Defiance, Xenagos, the Reveler, Sarkhan Unbroken
- Sorcery: Channel, Liturgy of Blood, Mana Geyser
Mana Production Cheat-Sheet
You will see these in the text of a mana producing spell or ability.
: Produce one white mana.
: Produce one blue mana.
: Produce one black mana.
: Produce one red mana.
: Produce one green mana.
: Produce one colorless mana.
: Produce one colorless mana. Using this symbol instead of the one above is common on older cards, and is often a source of confusion.
: Produce two colorless mana.
: Produce three colorless mana. You probably get the idea.
Mana Cost Cheat-Sheet
You will see these in the cost of a spell or ability. These are a bit more complicated than mana production, but use the same symbols. Confusingly, these symbols are sometimes used to mean different things.
: Pay one white mana.
: Pay one blue mana.
: Pay one black mana.
: Pay one red mana.
: Pay one green mana.
: Pay one colorless mana. You cannot use white/blue/black/red/green mana for this.
: Pay no mana (hurray, it's free!).
: Pay one generic mana. Generic mana can be mana of any color, or colorless mana. Be careful! If a spell or ability produces mana and uses this symbol, it will produce colorless mana, not generic mana!.
: Pay two generic mana.
: Pay three generic mana. You probably get the idea.
: Pay any amount of generic mana (you can even pay 0). Usually the card will have some extra effect based on how much mana you pay for X.
"[amount of] mana of any color": Pay that amount of mana in any combination or white, blue, black, red, or green. Colorless mana cannot be used for this.
Examples of unusual/set-specific mana costs:
: Pay one white mana or 2 life.
: Pay one white mana or one blue mana.
: Pay one generic mana, but that mana must come from a source that has Snow in its card type.
New contributor
Nice job figuring out how to get inline images for mana symbols
– Zags
1 hour ago
add a comment |
Whenever you cast a spell or activate an ability in Magic: the Gathering you must pay a cost. The cost can be any number of esoteric things or even nothing at all. However, since this is a question about lands and mana, we will focus just on the following:
Tapping. This is usually denoted by a symbol. This cost is generally only used to activate abilities of a card that is already out on the battlefield (aka. a permanent). To pay this cost take that card and turn it sideways. If the card is already sideways (tapped) you cannot tap it again until it becomes untapped. The most common way to untap your cards is at the very beginning of your turn (during what is called the Untap Step). As such, usually once a card gets tapped you have to wait until your next turn to tap it again.
Mana. This is usually denoted by some combination of ... symbols. To pay this cost you have to take the appropriate amount of mana (an imaginary resource) out of your mana pool (an imaginary place your mana is stored). In general your mana pool is going to be empty unless you add mana to it. You can add mana to your mana pool by casting spells or activating abilities that generate mana (more on this later). If you add some mana to your mana pool and don't end up using it, it will generally disappear when the game transitions to the next step or phase.
Lands
A land is any card that has "Land" in its card type. In general you can play up to one land from your hand per turn. Lands are a bit weird because they do not have any cost to play from your hand. In fact, they do not even count as spells! Other than that, a land is no different that any other card on the battlefield.
All lands have some sort of effect or ability. Otherwise there would be no point in playing them. Usually lands have an ability to add mana to your mana pool, but that is not always the case. The main thing that seems to trip up new players is that some lands do not explicitly state their abilities! So in order to use these lands properly you must remember that:
- Any land with Plains in its card type has the ability ": Add to your mana pool"
- Any land with Island in its card type has the ability ": Add to your mana pool"
- Any land with Swamp in its card type has the ability ": Add to your mana pool"
- Any land with Mountain in its card type has the ability ": Add to your mana pool"
- Any land with Forest in its card type has the ability ": Add to your mana pool"
Most commonly these rules matter with Basic Lands like Plains, but they can also matter with non-basic lands like Hallowed Fountain (which helpfully has reminder text to tell you that it adds white or blue mana) or effects of cards like Urborg, Tomb of Yawgmoth and Blood Moon.
Non-Lands that Produce Mana
Production of mana isn't something that is exclusive to Lands. Even though Lands are the most common mana producers there is nothing preventing other types of cards from producing mana. In fact you can find cards of each type (except Tribal) that produce mana! You can find some examples below.
- Artifact: Sol Ring, Fire Diamond, Black Lotus
- Creature: Llanowar Elves, Ramos, Dragon Engine, Neheb, the Eternal (although for some of these you have to remember that Creatures are special and generally can't pay the cost on the first turn they come into play because of Summoning Sickness)
- Enchantment: Braid of Fire, Eladamri's Vineyard, Black Market
- Instant: Dark Ritual, Mana Drain, Desperate Ritual
- Planeswalker: Chandra, Torch of Defiance, Xenagos, the Reveler, Sarkhan Unbroken
- Sorcery: Channel, Liturgy of Blood, Mana Geyser
Mana Production Cheat-Sheet
You will see these in the text of a mana producing spell or ability.
: Produce one white mana.
: Produce one blue mana.
: Produce one black mana.
: Produce one red mana.
: Produce one green mana.
: Produce one colorless mana.
: Produce one colorless mana. Using this symbol instead of the one above is common on older cards, and is often a source of confusion.
: Produce two colorless mana.
: Produce three colorless mana. You probably get the idea.
Mana Cost Cheat-Sheet
You will see these in the cost of a spell or ability. These are a bit more complicated than mana production, but use the same symbols. Confusingly, these symbols are sometimes used to mean different things.
: Pay one white mana.
: Pay one blue mana.
: Pay one black mana.
: Pay one red mana.
: Pay one green mana.
: Pay one colorless mana. You cannot use white/blue/black/red/green mana for this.
: Pay no mana (hurray, it's free!).
: Pay one generic mana. Generic mana can be mana of any color, or colorless mana. Be careful! If a spell or ability produces mana and uses this symbol, it will produce colorless mana, not generic mana!.
: Pay two generic mana.
: Pay three generic mana. You probably get the idea.
: Pay any amount of generic mana (you can even pay 0). Usually the card will have some extra effect based on how much mana you pay for X.
"[amount of] mana of any color": Pay that amount of mana in any combination or white, blue, black, red, or green. Colorless mana cannot be used for this.
Examples of unusual/set-specific mana costs:
: Pay one white mana or 2 life.
: Pay one white mana or one blue mana.
: Pay one generic mana, but that mana must come from a source that has Snow in its card type.
New contributor
Whenever you cast a spell or activate an ability in Magic: the Gathering you must pay a cost. The cost can be any number of esoteric things or even nothing at all. However, since this is a question about lands and mana, we will focus just on the following:
Tapping. This is usually denoted by a symbol. This cost is generally only used to activate abilities of a card that is already out on the battlefield (aka. a permanent). To pay this cost take that card and turn it sideways. If the card is already sideways (tapped) you cannot tap it again until it becomes untapped. The most common way to untap your cards is at the very beginning of your turn (during what is called the Untap Step). As such, usually once a card gets tapped you have to wait until your next turn to tap it again.
Mana. This is usually denoted by some combination of ... symbols. To pay this cost you have to take the appropriate amount of mana (an imaginary resource) out of your mana pool (an imaginary place your mana is stored). In general your mana pool is going to be empty unless you add mana to it. You can add mana to your mana pool by casting spells or activating abilities that generate mana (more on this later). If you add some mana to your mana pool and don't end up using it, it will generally disappear when the game transitions to the next step or phase.
Lands
A land is any card that has "Land" in its card type. In general you can play up to one land from your hand per turn. Lands are a bit weird because they do not have any cost to play from your hand. In fact, they do not even count as spells! Other than that, a land is no different that any other card on the battlefield.
All lands have some sort of effect or ability. Otherwise there would be no point in playing them. Usually lands have an ability to add mana to your mana pool, but that is not always the case. The main thing that seems to trip up new players is that some lands do not explicitly state their abilities! So in order to use these lands properly you must remember that:
- Any land with Plains in its card type has the ability ": Add to your mana pool"
- Any land with Island in its card type has the ability ": Add to your mana pool"
- Any land with Swamp in its card type has the ability ": Add to your mana pool"
- Any land with Mountain in its card type has the ability ": Add to your mana pool"
- Any land with Forest in its card type has the ability ": Add to your mana pool"
Most commonly these rules matter with Basic Lands like Plains, but they can also matter with non-basic lands like Hallowed Fountain (which helpfully has reminder text to tell you that it adds white or blue mana) or effects of cards like Urborg, Tomb of Yawgmoth and Blood Moon.
Non-Lands that Produce Mana
Production of mana isn't something that is exclusive to Lands. Even though Lands are the most common mana producers there is nothing preventing other types of cards from producing mana. In fact you can find cards of each type (except Tribal) that produce mana! You can find some examples below.
- Artifact: Sol Ring, Fire Diamond, Black Lotus
- Creature: Llanowar Elves, Ramos, Dragon Engine, Neheb, the Eternal (although for some of these you have to remember that Creatures are special and generally can't pay the cost on the first turn they come into play because of Summoning Sickness)
- Enchantment: Braid of Fire, Eladamri's Vineyard, Black Market
- Instant: Dark Ritual, Mana Drain, Desperate Ritual
- Planeswalker: Chandra, Torch of Defiance, Xenagos, the Reveler, Sarkhan Unbroken
- Sorcery: Channel, Liturgy of Blood, Mana Geyser
Mana Production Cheat-Sheet
You will see these in the text of a mana producing spell or ability.
: Produce one white mana.
: Produce one blue mana.
: Produce one black mana.
: Produce one red mana.
: Produce one green mana.
: Produce one colorless mana.
: Produce one colorless mana. Using this symbol instead of the one above is common on older cards, and is often a source of confusion.
: Produce two colorless mana.
: Produce three colorless mana. You probably get the idea.
Mana Cost Cheat-Sheet
You will see these in the cost of a spell or ability. These are a bit more complicated than mana production, but use the same symbols. Confusingly, these symbols are sometimes used to mean different things.
: Pay one white mana.
: Pay one blue mana.
: Pay one black mana.
: Pay one red mana.
: Pay one green mana.
: Pay one colorless mana. You cannot use white/blue/black/red/green mana for this.
: Pay no mana (hurray, it's free!).
: Pay one generic mana. Generic mana can be mana of any color, or colorless mana. Be careful! If a spell or ability produces mana and uses this symbol, it will produce colorless mana, not generic mana!.
: Pay two generic mana.
: Pay three generic mana. You probably get the idea.
: Pay any amount of generic mana (you can even pay 0). Usually the card will have some extra effect based on how much mana you pay for X.
"[amount of] mana of any color": Pay that amount of mana in any combination or white, blue, black, red, or green. Colorless mana cannot be used for this.
Examples of unusual/set-specific mana costs:
: Pay one white mana or 2 life.
: Pay one white mana or one blue mana.
: Pay one generic mana, but that mana must come from a source that has Snow in its card type.
New contributor
edited 16 mins ago
New contributor
answered 3 hours ago
SamYonnouSamYonnou
1213
1213
New contributor
New contributor
Nice job figuring out how to get inline images for mana symbols
– Zags
1 hour ago
add a comment |
Nice job figuring out how to get inline images for mana symbols
– Zags
1 hour ago
Nice job figuring out how to get inline images for mana symbols
– Zags
1 hour ago
Nice job figuring out how to get inline images for mana symbols
– Zags
1 hour ago
add a comment |
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