- MCP server with stdio transport for local use - Search episodes, transcripts, hosts, and series - 4,511 episodes with metadata and transcripts - Data loader with in-memory JSON storage 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
266 lines
24 KiB
Plaintext
266 lines
24 KiB
Plaintext
Episode: 3401
|
|
Title: HPR3401: Mana hacks
|
|
Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr3401/hpr3401.mp3
|
|
Transcribed: 2025-10-24 22:45:25
|
|
|
|
---
|
|
|
|
This is Hacker Public Radio Episode 3401 for Mundi, the 16th of August 2021.
|
|
Tid's show is entitled, Monuhacks and is part of the series' tabletop gaming it is hosted by Clot 2
|
|
and is about 32 minutes long and carries a clean flag. The summary is, Clot 2m uses about Monuh ramping
|
|
in Magic the Gathering. This episode of HPR is brought to you by archive.org.
|
|
Support universal access to all knowledge by heading over to archive.org forward slash donate.
|
|
Hey everybody, thanks for listening to Hacker Public Radio. I am on a walk and I figured I
|
|
continue a talk that I had started on a different walk about Magic the Gathering.
|
|
Well, I shouldn't say finished because they're really independent of one another, these two episodes,
|
|
but in the previous one that made me think to do this when I was talking about different
|
|
card rolls, like the different rolls that a card can play in Magic the Gathering and how to
|
|
satisfy those rolls with specific cards or specific kinds of cards. And at the end of that,
|
|
when I thought of talking about the resource, the main resource in Magic the Gathering, which is
|
|
mana and mana in the game, is essentially a currency system to prevent players from playing all
|
|
of the cards they want to play. Without the mana system, you could conceive of a combination of
|
|
cards that would enable a player to just play their entire deck, essentially, and probably you
|
|
just never stop playing. It would be an endless turn or whatever this scenario might be.
|
|
Too many cards for one turn anyway. So a currency system ensures that even though they have
|
|
seven cards in their hand, a player can't really play any more than whatever they can afford.
|
|
And the way that the currency is generated is that the player puts a land card on the table
|
|
in front of them, provided that they have drawn a land card from their draw deck or their library
|
|
in Magic the Gathering terminology. You can play one land per turn. This action is colloquially
|
|
called a land drop. And ideally, you would be making one land drop per turn. No fewer than that.
|
|
Because if you do fewer than that, then you're going to fall behind the ideal state.
|
|
The ideal state, barring any exception, would be that you have as much available mana as
|
|
there have, as the number of turns, there has been in the game so far. So for instance,
|
|
on the second turn, you'd have two mana. On the third turn, you'd have three mana, the fourth
|
|
turn, you'd have four mana. Seventh turn, you'd have seven mana. Because every turn you're putting down
|
|
a land card and every turn you're able to tap the land card, tap meaning turn the card over
|
|
sideways, tap the land card to produce one mana of that color, of whatever color the land is.
|
|
And that mana becomes sort of a floating currency that you have during that turn,
|
|
and you can spend that mana on playing the cards that ostensibly are going to actually
|
|
win you the game and that it really make the game happen. So you might be summoning creatures
|
|
that cost a certain number of mana or you might be casting a spell that costs some number of mana
|
|
and so on. What some people realized after a while, after 30 years of magic, the gathering
|
|
existing in 25, over 25,000 cards being produced, unique cards, card types being produced.
|
|
People started to realize that there are advantages to, well, I shouldn't say they only
|
|
realized it after 30 years. I mean, people have been realizing this throughout the game. But
|
|
over the course of the lifespan of the game, there have been developed some hacks around
|
|
the rigid scheduling of land slash mana availability. I'm going to put them into three categories.
|
|
These aren't mutually exclusive categories. There is some overlap and it's probably not all
|
|
the categories I wouldn't imagine. I'm speaking mostly based on my own experience,
|
|
the cards that I happen to have purchased from under the table at a local game store,
|
|
like the disc cards that nobody else wanted. So I'm going off of a really
|
|
motley collection of Magic the Gathering cards. I mean, I've looked some up to online. I've seen
|
|
someone in Magic Games being played. So I am speaking a little bit outside my immediate
|
|
availability. But largely, this is just kind of my take on it. I'm assuming there's a bunch of
|
|
other takes on this and I buy no means an expert or an authority. But I figured why not talk about
|
|
it. It's a fun topic for me, maybe for some of you. So the three hacks that I can identify
|
|
around mana availability. And these are broadly in the philosophy of mana ramp. That's what they
|
|
call it in the, again, another term from Magic the Gathering people who talk about this stuff.
|
|
When they talk about this, they talk about mana ramp. And the idea behind these hacks is to make
|
|
more mana available to you above and beyond what sort of naturally you should have by the rules
|
|
of the game. The expectation is to have as much mana as you have as the number of turns
|
|
that have passed just because that would be that's the natural flow of it, right? Play a land,
|
|
get a mana, play a land, get a mana, play a land, get a mana. But you can only play a land once
|
|
per turn. So you're only accruing one mana source per turn. These hacks get around that in some way.
|
|
And so they call that a mana ramp because you're kind of ramping up the the amount of mana you have.
|
|
So by turn, let's say you need three mana to play some card that you have in your hand.
|
|
You're just itching to play. You only have, it's only a second turn. You've only got two lands.
|
|
Well, what if there was a card that you could play that would make it so that you could then have
|
|
three mana available on turn two. What would that look like? Well, like I say, three categories. One,
|
|
not not unusual exclusive. One, adding mana outside of a land drop. So normally when you play a land,
|
|
that's a new source of mana. You can tap that land and whatever other land you have untapped on the
|
|
table currently. And everything untapped at the beginning of your turn. So typically you have,
|
|
you know, the land that you've accrued up to this point plus the one that you've just dropped.
|
|
That number of land you can tap and now you have that much mana. So there's a hack where you could
|
|
maybe acquire mana outside of that system, outside of the land drop system. Second category. Adding
|
|
mana, more mana for less, for less cost. I'll explain that in a little bit. And then the third
|
|
is adding mana over time. So normally mana only lasts till the end of your turn. Like whatever you've
|
|
used up, you've used up. And on your next turn, you untapped everything and you start fresh with
|
|
zero mana essentially. It's not common for you to acquire more mana than you sort of can afford
|
|
because you're usually pretty, pretty in control of how much mana you're getting. So it would be
|
|
a little bit rare for you to acquire a bunch from mana that you just couldn't spin that turn.
|
|
You just wouldn't tap the thing, the resources that would give you that mana. But I mean, it probably
|
|
happens. There's probably ways for it to happen. Okay, so those are the three categories.
|
|
And now I will discuss a couple examples of those. So I guess one of them would be the
|
|
first one. Adding mana outside of your land drop procedure. What would that look like?
|
|
Well, there is a card and it's not just a specific card because I don't want to get that into detail.
|
|
But I mean, I'm going to name the card, but there are other cards that do similar things. So these
|
|
are just kind of like, I'm giving broad overviews. And once again, the cards that I'm mentioning
|
|
are really just out of my, my own, you know, sort of collection of cards. And those cost like, you
|
|
know, 50 cents each. So at the most. So I mean, on the resale, if I were to sell them, they would cost
|
|
about 50 cents each. I got it for even less. So wasn't, this is, these are not prime examples
|
|
of these categories, but they are affordable examples. So for me, that's a feature. I like that.
|
|
So anyway, this one card that I happened to cross is called Avicence Pilgrim.
|
|
And it costs one mana, one green mana, to play this, to cast this card.
|
|
And it is a creature. It's an Avicence Pilgrim creature. It's a person who worships Avicence,
|
|
a god in the world of, of the magic, the gathering setting or one of them. And normally,
|
|
a creature wouldn't do anything to do with mana. That's not really the creature's purview.
|
|
That's the land. That's what land is for. It provides mana. But for whatever reason, this
|
|
particularly holy devout person, if you tap this creature that you put on the board for just one
|
|
mana, you could tap this creature every turn of your, any time on your turn, every turn that you
|
|
have, as long as that creature is alive on your board, in your battlefield. And it adds one white
|
|
mana to your mana pool. So the, the, the, the exchange rate is, is not bad. I mean, it's one for
|
|
one. It kind of seems kind of weird. You're paying one mana. And, and the benefit that you get is
|
|
one mana. But if you think about it, you know, procedurally, then you realize, well, that's,
|
|
that's one mana that I've been able to acquire without, without a land drop. I've been able to
|
|
spend one, I've been able to spend one mana on my turn to get a mana production facility on my
|
|
battlefield. And so you could be, you know, turn two, you might now have, after if you've played
|
|
Avicence Pilgrim for just one green mana, you've now got one, two, three mana sources when you
|
|
really ought to only have two. So you've ramped your mana production. Now that particular card,
|
|
of course, is a little bit specialized. It assumes that you are playing a deck of cards built
|
|
from at least green and white cards. Or like cards that cost green and white mana.
|
|
So if you're not, that would probably be less than ideal. But there are cards like this is my
|
|
point. It doesn't have to be this specific one. There are other cards similar to this that will
|
|
give you some sort of unexpected, something outside of a land. Because once again, you can only play
|
|
one land per turn. So anything that enables you to get around that restriction means that you can
|
|
potentially have more mana available to you aside from the restriction that you can only play
|
|
one mana, one land, one mana producing land per turn. Well, one land, which happens to produce mana.
|
|
You can play one of those per turn according to the rules. So a creature being able to play that
|
|
that could be beneficial. Okay, so I think that's the ad, well, no, actually, sorry, there's another one.
|
|
This one, and this has a bunch of these available as well. There's a card
|
|
a cycle of cards, actually, the Signet cards from some guilds of Ravnica. There's specifically the
|
|
one that I happened to have is Azorius Signet. And it is, it costs two mana, colorless mana. So
|
|
whatever kind of mana you have, it's been two, put this artifact on your battlefield.
|
|
And anytime you pay one mana and tap this artifact, you are allowed to add a white and a blue mana.
|
|
Now the way I'm reading that, that says to me, you pay one. Oh, oops, this is a wrong category then.
|
|
Okay, well, great. So the Azorius Signet is a great example of the next category, which was ad
|
|
mana for less. So in this case, you're paying two mana to put the thing out on the board. You pay
|
|
one to tap it and you get both white and blue mana. So again, it's kind of specific to the deck.
|
|
You would want to be playing a deck that would benefit from white and blue mana. So you'd probably
|
|
be playing a white and blue deck. But you're still, you're tapping the card, you're paying one mana
|
|
every time you do it. And you're getting two mana, two mana's into your deck. Now there was
|
|
that initial investment of two mana granted. So, you know, you have to use this a couple of times
|
|
for it to sort of pay for itself as it were. But I mean, after one, two, three, one, two, three, four,
|
|
after two uses, it's paid for itself. And you're now producing more mana than you have any right to be
|
|
producing at that point in the game. So again, that's kind of a combination really, I guess, of the
|
|
second, the first and the second, because that is outside of the land drop. And it is also getting
|
|
more mana for less than it actually costs. Okay, I guess, again, to zip back right up to that
|
|
first category, adding mana out of a land drop. This is, this, this, this may sort of suit.
|
|
I guess, like I say, these categories are not mutually exclusive. So a lot of these examples are kind
|
|
of crossing over into other, nobody's staying in their lane. There's a card called Evolving Wildes,
|
|
which I picked up like, I don't know, tin of, because I just saw that there were a lot of them,
|
|
sorry, I was like, I'll just take these. These seem like good sort of flexible lands to have. And
|
|
indeed, they are in a weird way. The Evolving Wildes give you, I think they provide, I think they
|
|
provide colorless mana if you tap them, I think. Either way, when you sacrifice them, when you discard
|
|
on purpose an Evolving Wild, you can then go get a land from your deck, I think, yeah,
|
|
and put it into your hand. Or maybe it's right onto the battlefield, I don't remember which one.
|
|
It seems like a one-for-one trade, and it seems like an odd way to sort of delay the satisfaction
|
|
of getting a land. But functionally, what it does is it sort of acts as a very flexible proxy
|
|
for some land that you that you'll need. So in other words, if you're playing two or three color
|
|
deck, rather than putting only some number of red and some number of blue land into your deck,
|
|
you can put some Evolving Wildes in there, and then when you hit any Evolving Wild,
|
|
when you sacrifice it, you can go back into your deck and just hunt down the color that you need
|
|
right now for your hand. So there's flexibility there, and it also has the somewhat unusual
|
|
property of thinning out your deck, which, once again, you might think that seems like a negative,
|
|
but it's actually, it can be a positive because a deck with less variety is more predictable.
|
|
So if you want to make it so that your deck meets the minimum deck number requirement,
|
|
or I guess the deck number requirement, which in a normal game is 60 cards, in some formats,
|
|
it's like a hundred. Well, a hundred different cards, 60 different cards, that's a lot of variety,
|
|
and it kind of means that when you're drawing, you have very little sort of, we have no way of
|
|
predicting what you're going to draw, whereas if you know that you have a bunch of you have four
|
|
Evolving Wilds in your deck, which would be the most that you could have, that's four cards that
|
|
you basically don't have to worry about. They're four cards that point back to a land,
|
|
and not just any land, but if you're playing more than one color in your deck, it's pointing back
|
|
to whatever land you happen to need at that moment, or I mean, as long as that's in your deck. So
|
|
anyway, that's a flexible card. It makes, I mean, it is a land, so it is within your land,
|
|
you have to drop it at some point, but you can make it work for you at a later time,
|
|
more specifically to what you actually, what your deck is, you can respond to how your deck is
|
|
acting by using an Evolving Wild. It's not a killer card or anything, but it's something I thought
|
|
I should mention. Okay, adding, speaking of adding mana for less and adding it out of the land,
|
|
out of the, out of the land drop process, there is a card called Soul Ring, which is nice,
|
|
because it's an artifact, so it's not going to be during your land drop. It only costs one mana
|
|
in the first place, and when you tap it, you get two colorless mana in return. So that is,
|
|
like right out of the playbook of that second category, adding more mana for less cost.
|
|
That Soul Ring, I think, definitely qualifies for that. And then there's another one,
|
|
I guess, this is, I guess, solidly in the add mana out of the land drop. This is not a great card,
|
|
but I happen to have it, and it's one that I've kind of relied on. It's quite expensive,
|
|
it's five, expensive in mana. It's dirt cheap in terms of money. Nobody wants this. It's a meteorite
|
|
card. When it enters the battlefield, it does like two damage to your opponent, but I guess more
|
|
importantly, you can tap it for any color of mana that you want. So it's an all-purpose mana
|
|
production facility. It only gives you one, but it's of any color. So once again, if you're playing
|
|
a multi-color deck, you can tap the meteorite and produce whatever you need in that moment.
|
|
The downside is, I guess, that it's five mana to play it in the first place. So you have to
|
|
use this thing five times in order for it to pay for itself. But in the decks that I've been playing,
|
|
mana availability has not been a problem. I tend to put a lot of land in my decks,
|
|
and so probably to my detriment, ultimately. But I do just like to have it there. I like to have
|
|
the mana available when I need it, and so that's what I do. And so paying five, especially if I
|
|
have some other card that's giving me additional mana, five is relatively, I mean, that's affordable
|
|
in a lot of cases. So that's a thing that gives you mana outside of a land to drop.
|
|
All right, that's all of that stuff. And then there's the adding mana over time,
|
|
which is an interesting mechanic. I have two instances of it myself. I think there are probably,
|
|
well, I know there are others. There are probably almost certainly far better versions of these,
|
|
but the ones that I know of and the ones that I can speak to because I have them and have played with
|
|
them is the majoring network, which has this interesting mechanic, where it is a land. So it is
|
|
not outside of a land drop. You're going to have to play it as a land at some point. So it eats up,
|
|
you know, it stays within the rules in that sense. When you tap it, it gives you one colorless mana,
|
|
which is fine. Colorless mana is a useful thing. I usually have, I try to keep a fair amount of
|
|
colorless mana in my deck because it's just, it's generic and easy to get, probably not easy to get,
|
|
but it's generic and flexible a little bit because a lot of cards need like at least one generic.
|
|
You, but if you pay one mana and tap the majoring network, you add a little token to it. I just use
|
|
glass beads. You can use dice. You can use whatever. You add a token to it. And those token, those tokens
|
|
are mana storage tokens. And in the future, you can remove some number of tokens from this card,
|
|
and that will add some, that much mana to your pool. So over the course of several turns, you pay
|
|
one mana to load up this majoring network. And then later in the game, when you need
|
|
nine mana to pay for some fancy card or ten mana to pay for some fancy card or whatever, then
|
|
you can, well, ten, well, yeah, maybe not, I'm probably not saying. Anyway, when you need the mana,
|
|
you've got it stored up on this majoring network. You can tap it, remove those tokens,
|
|
deplete it, and use all that mana at once. There's a similar mechanic for pirate's prize,
|
|
which costs three generic mana and a blue. And when you play it, there's a mechanic where you can
|
|
create treasure tokens. And anytime you sacrifice a treasure token, you get one mana of any color.
|
|
Now it is a blue card, so there's a likelihood that you're going to be making blue mana out of it.
|
|
But I mean, if you're playing a multi-color deck, then you could, you could do that, or if you're,
|
|
you're playing something that needs more generic mana than you, then you have on the board,
|
|
sacrifice some treasure, and turn it into mana, generic mana, and then you can play whatever you
|
|
wanted to play. There are lots and lots of other cards that famously, and even infamously,
|
|
add mana outside of the normal process. And people tend to like those, because like I say,
|
|
mana is kind of the fuel that keeps your turn active, as long as you've got mana to spin,
|
|
and you've built your deck to fulfill those roles that I was talking about, such as
|
|
ensuring that you have cards that are going to let you draw more cards. Cards that are going to let you
|
|
rummage through your graveyard, or your deck. And well, I guess through your deck would be drawing
|
|
more cards, but rummaging through your graveyard to get back something that you had to discard at some
|
|
point, as long as you've got the cards to sort of chain together, and give yourself flexibility,
|
|
then getting a bunch of mana, and being able to spend it, and then get another card and spend it,
|
|
and then that'll get you another card from your graveyard, so you take that and you spend it,
|
|
you've got all the mana you need. Then you're just, you're chaining together way more cards
|
|
than normally you'd be able to, given how far into the game you are. So it can be a very, very powerful
|
|
and flexible trick. I guess I'll just really quickly go over the three categories again,
|
|
just so that we've restated them at the end. I'll put them in the show notes as well.
|
|
Add mana outside of the land drop. Add mana for less. Add mana over time. Those are the three
|
|
mana hacks that I know of. Those are the cards that I could find that kind of demonstrate those
|
|
principles. I happen to know that there are a lot of other cards out there. You know, for instance,
|
|
the Avicence Pilgrim, that's a green card that produces white mana, so it's very specific
|
|
to someone's strategy, but maybe not to yours, and maybe not to the cards that you happen to have.
|
|
But if you look online for, you know, the best mana ramp cards, or the most affordable mana ramp cards,
|
|
you'll get taken to lists that are often just put out by people, so they're not always perfect,
|
|
but there will be, you know, at least 10 cards that in some way manipulate mana supply.
|
|
And I'm saying 10 cards per color. So you're looking at, you know, 50 cards to sort of sort through,
|
|
and then probably another 20 for color less mana, so you're probably looking at like 70 cards
|
|
that you'll have to kind of sort through. And when I say sort through, you'll kind of want to look
|
|
through them and see what they do, see if they match sort of what your capabilities are,
|
|
type them into your local card supplier, wherever that whatever that might be,
|
|
and then see how much they are, that excludes a bunch of them for me, like I say,
|
|
I don't really spend any more than $2 on any single card, so, you know, I try to keep it around
|
|
30 to 70 cents, limits, limits me from probably entering any pro tournament with all those pro
|
|
tournaments that New Zealand is famous for holding. I'm kidding, of course. I don't want to play
|
|
pro tournaments and tournaments, and I don't think they exist in New Zealand, so. But yeah, I keep
|
|
it cheap, and I'm quite happily, quite happy to do so. So whatever into the spectrum that you're on
|
|
in terms of financial willingness to invest in a card game, you can just kind of let that be your
|
|
guide. There's lots and lots of choices out there, and as long once again, as long as you kind of know
|
|
the role that you want to fill, you can search, you can look around, and kind of figure out which cards
|
|
are capable of serving that purpose for you. And sometimes you do have to be a little bit flexible.
|
|
It took me like a good two years, I think, to really start to feel comfortable with color less mana.
|
|
It just didn't calculate for me for a long time. I just didn't understand why I would want
|
|
colorless mana, because that seemed so sort of specific to me. But looking at it again,
|
|
I realize that colorless mana is just as valuable as the colored mana, because a lot of cards actually
|
|
do require colorless mana. And anyway, I've started playing more artifacts, and most of those,
|
|
I think, at least in my experience, have been colorless. So it's a useful thing. So yeah, that's
|
|
what I've been doing, working on with magic. Thanks for going on this walk with me. I'll talk to you next time.
|
|
You've been listening to Hacker Public Radio at Hacker Public Radio.
|
|
We are a community podcast network that releases shows every weekday, Monday through Friday.
|
|
Today's show, like all our shows, was contributed by an HPR listener like yourself.
|
|
If you ever thought of recording a podcast, then click on our contributing to find out how easy it really is.
|
|
Hacker Public Radio was founded by the Digital Dog Pound and the Infonomicon Computer Club,
|
|
and is part of the binary revolution at binwreff.com. If you have comments on today's show,
|
|
please email the host directly, leave a comment on the website or record a follow-up episode yourself,
|
|
unless otherwise stated. Today's show is released on the creative comments,
|
|
attribution, share a light, 3.0 license.
|