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CardName: Mana Sink Cost: {X}{U}{U} Type: Instant Pow/Tgh: / Rules Text: Counter target spell unless its controller pays {X}. If X is paid, draw a card. Flavour Text: Set/Rarity: Shifting Sands Uncommon

Mana Sink
{x}{u}{u}
 
 U 
Instant
Counter target spell unless its controller pays {x}.
If X is paid, draw a card.
Updated on 18 Feb 2016 by Camruth

History: [-]

2011-01-04 06:52:44: Camruth created the card Mana Sink

Making this cost {x}{u}{u} and removing the "if he doesn't" clause makes it more playable and less broken than the old card Power Sink. This is useful all game but stronger in mid to late game. By comparison if {x} is {3} this has a CMC of {5} compared to Mana Leak with a CMC of {2} to do the same thing.

Doesn't need to be rare, though. Uncommon would be fine.

I originally had the "if he doesn't" clause still on the card when I made it rare. Happy to have it at uncommon though.

2011-01-04 12:57:49: Camruth edited Mana Sink

this could be fine at UX. there have been numerous UX variants with bonuses over the years and they're never overpowered.

2011-01-10 01:37:54: Camruth edited Mana Sink

Added draw a card, making this a cantrip - to represent siphoning the targetted spell's mana off for your own purposes.

2011-01-10 01:39:51: Camruth edited Mana Sink
2012-02-07 12:48:17: Camruth moved the card Mana Sink from Snap into Shifting Sands

Crazy thought: Is it important for this card to fill an uncommon slot? Could you do "if they pay, draw X cards" instead of just 1?

That would be some nice tension.

Broken in multiplayer, unfortunately. I cast Ornithopter. You respond with {6}{u}, counter or I draw 6 cards. I then respond to that with {6}{u} counter or I draw 6 cards. We both happily draw the cards because we're the sort of guys that the Prisoner Dilemma fails to work on.

The cards would be drawn if they do pay, not if they don't, making them a consolation prize for failing to counter the spell.

They're quite happy to print Mind Spring now anyway.

My apologies, your right. It doesn't get rid of the "Two guys who don't care about the Prisoner's Dilemma" problem... but it at least makes one person waste their time tapping out. So I suppose, in the end, it's more of a big tease and a skill testing trap for new players. It would be nice to see a game where having my opponent draw 6 cards was worth forcing a spell through, however.

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