Mana
From MTG Salvation Wiki
Mana is the primary resource for playing spells. Mana is typically drawn from lands, but it can also be generated by non-land permanents and other spells.
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[edit] In-world meaning
Mana is the magical energy fueling spells of spellcasters. It is also deeply interconnected with life-force in every plane in Dominia, and it can take that role by itself as well[1]. When there is no mana in an area, everything dies, and where mana's density is very low, lifeforms become emaciated and weak. [2]
[edit] Colors of mana
- See also: Numbers and symbols.
Mana is primarily divided into five colors, but can also be colorless and have other qualities such as being "snow." Mana symbols are represented as images on cards and by letters in some print sources:
or S = Snow
= colorless ("X" is a natural number. Example:
is 1 colorless mana,
is 2 colorless mana and so on.)
[edit] Hybrid mana
Hybrid mana (also known as half-half mana) is a type of mana first introduced in Ravnica: City of Guilds and featured throughout the Ravnica, Shadowmoor block and Alara Reborn. Each hybrid mana symbol represents a cost which can be paid with one of two colors. The hybrid mana symbol can be of any combination of two colors, or any color of mana and two generic mana.
[edit] Converted mana cost
The converted mana cost (commonly abbreviated CMC or CC) of an object is an integer equal to or greater than zero. It is determined by converting each colored mana symbol in the spell's cost to 1, then adding the results to the colorless mana cost of the spell. (For example, spells with mana costs of ![]()
and ![]()
![]()
both have a converted mana cost of 3.)
The only case in which a spell's converted mana cost can ever vary is for spells with
in the mana cost. When an object with X in the mana cost is on the stack, X equals whatever value was chosen for it when it was put on the stack. In any other location, X equals 0.
- See also: X.
[edit] Mana abilities
A mana ability is either:
- an activated ability that could put mana into a player's mana pool when it resolves.
- a triggered ability that triggers from a mana ability and could produce additional mana.
A mana ability does not use the stack, and as such it cannot be countered or responded to, by either player.
Examples of activated mana abilities
Examples of triggered mana abilities
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Spells that put mana into a player's mana pool, such as Dark Ritual or Seething Song, are not mana abilities, and use the stack as all other spells.
[edit] Mana burn
- See also: Mana burn.
When a phase ends, any unused mana left in a player's mana pool is lost. That player loses 1 life for each mana lost this way. This is called mana burn, and because it is loss of life, not damage, it can't be prevented or altered by effects that affect damage.
Mana Burn has been removed from the rules since Magic 2010.
[edit] Comprehensive rules
From the Comprehensive Rules (July 1, 2009)
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[edit] Rulings
- If a cost has an "X" in it, the mana cost equals the amount announced as part of playing the spell or ability while it is on the stack, but if the card in any other zone, X is treated as zero.
- An
in a cost is similar to the symbol
, but the mana must come from a snow permanent. It can't be paid with mana produced by nonsnow permanents.
- Whey paying for
, it matters only if the permanents that produced the mana had supertype snow at the time the mana was produced. Changes before or after that time do not matter.
is not a color, you can't add
to your mana pool, and "snow mana" is not a type of mana.
- Colorless is not a color. See Rule 203.2c.
- The mana cost of a spell on the stack is the mana cost printed on the spell or ability being played. Only the choice value of X affects the mana cost. Other cost modifiers do not alter the mana cost.
[edit] References
- ↑ On Shandalar mana was so dense that it gained consciousness, and every of its drawn amount could reflect itself in form of elementals.
- ↑ These effects can be seen in the Dead Zone and Time Spiral-era Dominaria.

