Some of you are
unfamiliar with the term manaburn. From
the beginning of Magic one had to contend with manaburn. Essentially, unspent mana at the end of each
of your phases is dealt to you in damage.
This does not mean that untapped lands cause you damage, it means that
mana in your pool that is not spent on spells or effects is removed from your
life total.
WotC said they
removed manaburn because it was a non-factor and an under utilized
mechanic. I disagree. I think they removed it so they could make
neat new cards for the Alara and Zendikar blocks like Omnath and it has led to
clowns tapping Pristine Talisman for life and disregarding the mana created
with the artifact, just for example. Instead of utilizing it, you went to
opposite extreme and made cards that wouldn’t work with it being in effect.
Why is manaburn
important to the game? I have one
argument: I believe it is a fair penalty for going hog wild with big
mana-pumpers and ramp. Only need 2 mana
when you tap that artifact that gives you 3?
Well take a point of damage for being greedy. It makes you do better math, but much like our education system
today, WotC has dumbed it down for Middle-America and people who vote on
American Idol. I liken it to rounding
your checkbook up instead of figuring the dollars and cents except in our case
we don’t suddenly find an extra $20 in our bank accounts. I’m HORRIBLE with math and can still
remember nightmare sessions of going over fractions with my Mom at the dinner
table as a teenager. But Magic taught
me how to count cards and how to figure out ratios and odds in my head, a
difficult challenge for someone with severe ADHD. I had to learn it to be successful in the game. And manaburn was part of that equation.
Which is why we play
games anyhow, is it not? To learn in a
casual environment? Not to make money,
WotC. Magic is no different than
Candyland in this sense. But
eliminating this important mechanic also opened the door for people too dumb to
learn the math while playing the game, opening to an influx of netdecking where
these people are piloting paint-by-number decks and winning when they shouldn’t
be. Cha-Ching goes the cash
register. It’s weakened the playing
field the same as expansion pro ball teams make room for crappier players and
the direct result is the good teams get better, ruling the market, and the bad
teams lose money and bounce around from city to city. With Magic, this has snowballed into the creations of overpowered
cards like Jace, the Mind Sculptor and venues where the same 4 people win every
week at events. By doing everything
they can to make Magic more accessible and each set’s cards being created with
certain Magic formats in mind, they are actually weakening the game. You can’t learn anything in this kind of
environment. You’re eliminating
creativity to some point as well, by creating so much diversity you’ve also
created pigeon holes that can’t be escaped from. Imagine your duress at opening a sealed pool and one of your
rares is Battle of Wits. What am I to
do with Battle of Wits in a limited environment? Give me a break. But I digress;
perhaps I’m bitter because a card that resembles me is now useless?
My now infamous 1995
Championship deck utilized manaburn as a win condition. And it did it frequently. In fact, I won more games by manaburn than I
did by making you draw cards against Underworld Dreams or smashing your face
with a Juggernaut. How so you ask? A little
card called Powersurge; in combination with the totally awesome Candelabra of
Tawnos. Powersurge says that your
opponent takes 1 damage at the beginning of their turn for each untapped land
they control. The Candelabra untaps X
lands. You do the math, pun intended.
I would tap out on
my turn, using the Candelabra to untap your lands. You would then take damage from multiple Powersurges at the
beginning of your turn. A smart
opponent would then tap his or her lands again to take the manaburn damage as
opposed to the Powersurge damage. Winning! With manaburn. This would be a viable combination in our
current Legacy format, especially now that Candelabra is no longer
restricted/banned in the format.
WotC hadn’t made a
card that utilizes manaburn in so long, no wonder they removed the
mechanic. But I think it’s time to
bring it back, perhaps in M14 – especially with next year also being Magic’s 20th
Anniversary. You’ve gone around the
block a few times with the game, WotC; now fix the math. Bring manaburn back. Make cards to use with it as opposed to
working without it. Don’t ignore it;
use it! Like I did with the cards YOUR
R&D team made.
Until the next time
they make a card that looks like me . . .
PEACE!
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