Mana Screw

Hymn to Tourach Trivia

New 28 May 2024 Asked by bokkiedoke 30 Comments

Hello fellow May birthday haver! For my birthday trivia I'd like something about Hymn to Tourach or random discard in general, since it's my favorite effect in Magic. On a related note, I'm super excited to play with Crabomination!


The effect of Hymn to Tourach on the game soured us on random discard as it too often led to game losses to mana screw. It led to us making a rule that we only use random discard at a high enough mana value, that it most likely isn’t hitting land.Happy Birthday!

Random Discard Policy

New 05 Mar 2024 Asked by philosophile42 40 Comments

Is “opponent discards a random card” an effect that is just not going to be used anymore, or could red perhaps get this slice of pie?


We don’t like doing cheap randomized discard because of its ability to mana screw players. It’s not a color pie thing.

Starting Without Hand

New 28 Aug 2023 Asked by godkingjinping 38 Comments

What if you started with no hand


It would eradicate certain strategies, and make mana screw a much bigger problem.

Mana System Unchanged

New 28 Jul 2023 Asked by freezyeazybreezy 115 Comments

the main complaint I hear about magic's game design is mana screw/flood. what if you could play a card facedown as a basic land that's types correlates to it’s color, if it’s 3 or more types it would entered tapped, every turn you make a chrome mox esque choice that adds depth to gameplay, and you could still play lands so players could transition at their own time but they would gradually transition to swapping them out for optimal gameplay.


I have friends who have designed other trading card games. Heck, I’ve designed other trading card games. Everyone who tried to fix the mana system (again, myself included) has come to the realization how important the mana system is. It’s not a flaw in the system, it’s one of the three genius ideas Richard Garfield created when he designed Magic (what I call the Golden Trifecta). I have a whole podcast in the topic.

Resource Systems Complexity

New 20 May 2023 Asked by crazedporcupine 56 Comments

Having read your answer to a question about removing mana screw, this is my response to you. Being a big fan of both MtG and riot games' Legends of Runeterra, and having played Mojang's Scroll (may it rest in peace) I've found that resource generation and designing around the cost of creating that resource can be interesting. I find that LoR's system, by also using a region system similar to the color pie, but maxing out with 2 regions means it's more about resource management of cards in hand, and tools to use to advance the game plan of reducing your opponent's life to 0, and Scrolls was unique in that you had to give up scrolls to add to your mana cap to generate a resource, so it was interesting design. Overall, I've found that in games that use a universal mana system in which everyone gets an additional mana to spend each turn, it becomes a challenge of "how do we maintain a level of variance that ensures the game doesn't get stale?" I think that magic as it is designed now could never be changed to prevent mana issues. The game was always designed around the variance that lands provide. Games like hearthstone and LoR went with deck building restrictions and other systems to ensure enough variance is maintained. If a game is designed to provide mana to each player each turn, other design choices must be made to ensure variance is maintained. I personally think each system has its pros and cons, and each game I've played has done well to design around the pros and minimize the cons.


I think I forgot to make an important point in my answer. I was talking about making a trading card game that was designed to appeal to both enfranchised and non-enfranchised gamers. If you’re aiming at a more enfranchised gamer, like yourself, you do have more options open to you because that type of gamer is much more comfortable handling complex decision trees and tension. That style of gameplay though can drive away less enfranchised gamers. One of the big reasons players exit a game early on is being overwhelmed by it. They get too caught up in the choices they’re asked to make to enjoy the fun of the game. This gets into what I call lenticular design, where you create your game in such a way that the more complex decisions are hidden to the less experienced player. The mana system does that really well. I hope this clarification helps.

Eliminating Mana Screw

New 19 May 2023 Asked by sdfkjgh 46 Comments

What would happen if mana screw was eliminated? How extensive has this been tested? Would it be such a bad thing to guarantee your first seven land drops?


It would be a bad thing as it would remove much of the variance that adds the dynamism to the game. I’ve designed other trading card games and removed it, and have always regretted it. I’ve talked to many trading card game designers who feel the same. It’s why the mana system is part of my Golden Trifecta, the three genius ideas Richard Garfield created when making Magic. If you want more details, I did a whole podcast on the topic many years ago:

Discard Mechanic

New 12 Dec 2022 Asked by raytyger 28 Comments

Random discard is bad, but would discard that separates a players hand into 2 or 3 plies at random and has them choose which to keep be doable?


Not at low mana cost as it still tends to mana screw players.

Testing Hand Size Limits

New 29 Oct 2022 Asked by gteeg 39 Comments

Have you ever tested removing maximum hand size? It comes up in few games and makes early mana screw feel extra punishing. It often feels like mana burn to me.


We have. There are niche areas it’s needed.

Legendary Lands and Gameplay

New 03 Feb 2022 Asked by moonfolklore 25 Comments

Thanks for answering my ask about legendary lands! I think it was hard for me to grok why the gameplay would be horrible, but I trust it's so. (I kind of like the consistency-power tradeoff in non-singleton formats, but that's probably a really narrow, spiky thing to like. Although, as you say, the variance in Magic's mana system and blaming mana screw can be one of its strengths...) Do you think the issue mostly pertains to premier sets? Or is it a volume thing? It seems like Yavimaya was fine.


No, Yavimaya caused issues. It just wasn’t visible to most players. You seemed to get mana screwed more and didn’t know why. Or you understood the issues and took steps to minimize it in deck construction, and this felt it less.

Sorcery Land Possibility

New 19 Jan 2022 Asked by pop-star-manager-1 37 Comments

If/when sorcery land? It wouldn't be a permanent and it wouldn't be a spell. You could play it for your land drop and it would go straight to the graveyard as sorceries do.


If. In original Zendikar design we tried land drop as a cost and it wasn’t fun. It tended to make people mana screw themselves.

Mana Screw Issue Factors

New 17 Oct 2021 Asked by nothingbutland-blog 52 Comments

Do you think many newer/ less enfranchised players issues with seeing more "mana screw" has to do with weaknesses in deck building, understanding mana values to mana source ratios and how card draw, tutors,impulse and scry impact a deck in addition I have heard many pros say most players don't have proper mulligan skills( sone players mulligan too much looking for perfect hands other need to mulligan much more than they do? I am not saying this will eliminate mana source issues but there are many skilles to use to mitigate it.


Probably the biggest problem with the mana system is it punishes the least knowledgeable players the most. It’s why we make preconstructed decks/Jumpstart for beginners where we make sure the mana is correct.

Issue of Mana Screw

New 17 Oct 2021 Asked by kairoseaerostar 95 Comments

Whenever the issue of mana screw comes up, you always say it's important that you can't guarantee that you hit your N drop on your Nth turn every game, or something along those lines. But for me, it's more about guaranteeing I can play a 1 drop by turn 5. There are far too many games I am just not allowed to play because of land draws. I'm sure I'm not the only one.


When you draw your opening hand, if you are unhappy with it, there’s a system called mulligans which let you draw a new hand (with some restrictions). With mulligans (you are allowed multiple), you should never get into the situation where you can’t play a 1 drop for five turns. Here’s a link to the “London mulligan”, the latest mulligan rule: https://magic.wizards.com/en/articles/archive/news/london-mulligan-2019-06-03

Duel Masters vs Magic Mana System

New 15 Oct 2021 Asked by corhydraeuniverse-blog 76 Comments

Out of curiosity: What is you opinion on the mana system that Duel Masters uses (being able to play any card in the mana zone to tap for mana)? While I've grown accustomed to Magic using lands, I think Duel Masters quite elegantly solves the problem of mana screw/flood and allows people to simply play their decks.


I was on the original design team for Duel Masters, and we created the mana system because we thought we were improving it. Interestingly, it is through using the Duel Masters system that I realized why Magic’s mans system is so good. Always being able to hit your mana on a specific turn takes away so much of the excitement and drama of the game. The uncertainty is something you don’t miss until it’s gone.

Future of MDFCs

New 19 May 2021 Asked by bakugan2556 64 Comments

Will we keep seeing MDFCs with land back faces after Strixhaven? I feel including them in more sets is a must because they remedy some of the two most unfun parts of magic: mana screw and mana flood.In most scenarios, a MDFCs with a a land back side is never a brick in that case. If you don't need to use the spell side, just play the land side, and if you already have enough lands, you can use the spell instead.


We are done with MDFCs for a while. I do think they will return one day.

Zendikar or Landfall Trivia Request

New 17 May 2021 Asked by zendikon-sage 56 Comments

Hi Mark! It's less than two hours until my birthday. Can I request trivia for either the plane of Zendikar or the Landfall mechanic? Thanks!


The precursor to landfall was a mechanic where you could spend your land drop as a resource to do other things. It ended up playing poorly and made players mana screw themselves. So, we said, what if we do the opposite, and landfall was born.Happy Birthday!

Drawbacks of Legendary Lands

New 10 May 2021 Asked by ebonstone 65 Comments

"It’s neither a mountain nor a legendary land for play concerns not flavor. Also, technically, lands represents veins of mana, so a singular place can have multiple ley lines. " I do not understand the apprehension with making a land Legendary.


The drawback tends to mana screw players.

Mana Screw in Black Border

New 14 Nov 2020 Asked by imk1602-blog 21 Comments

Could the effect of Mana Screw be done in black border?


It’s a bit too high variance for black border. It’s also probably broken with Krark’s Thumb.

Possibility of Cycling Becoming Deciduous

New 31 Jul 2020 Asked by hakuplaneswalker 44 Comments

Is there a possibility for cycling to become deciduous? It's such a good mechanic that helps a lot with flooding/mana screw


I think it’s whatever the next category is. It’s one of the mechanics we use most often outside of evergreen and deciduous.

Mitigating Legendary Land Effect

New 13 Jul 2020 Asked by straxaerioeragous 42 Comments

Could you give a legendary land basic landcycling to help mitigate the mana screw?


Even better, we can take off “legendary”. : )

Downside of Legendary Lands

New 13 Jul 2020 Asked by straxaerioeragous 34 Comments

Can you elaborate as to why you dont like legendary lands?


They lead to mana screw.


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