Mana Cannons is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
Whenever you cast a multicolored spell, this enchantment deals X damage to any target, where X is the number of colors that spell is.
Complete guide
Mana Cannons is a powerful enchantment that rewards you for embracing the full spectrum of magic. It turns every multicolored spell you cast into a targeted blast of energy, scaling in power with the complexity of your mana costs. Whether you are playing a two-color deck or a five-color masterpiece, this card provides consistent board control and pressure.
Unpacking the Trigger
The ability of Mana Cannons is a triggered ability that goes on the stack whenever you cast a multicolored spell. For the purpose of this card, a spell is multicolored if it has two or more colors. The amount of damage dealt, represented by X, is determined by the specific number of colors in that spell's color indicator or mana cost. For example, a Red and Green spell will deal 2 damage, while a five-color spell will deal 5 damage.
The Casting Process
First, you must announce the multicolored spell and pay its costs. Once the spell is officially 'cast', Mana Cannons triggers and you choose a target for the damage (a player, planeswalker, or creature). This trigger goes on the stack on top of the spell that caused it. This means the damage will resolve before the spell itself actually enters the battlefield or takes effect.
Common Pitfalls
A common mistake is thinking Mana Cannons counts the number of colors among permanents you control; it only cares about the colors of the single spell currently being cast. Additionally, colorless spells or spells with only one color will not trigger the ability at all. If the target of the damage trigger becomes illegal before the ability resolves, no damage is dealt, but the original spell will still resolve as normal.
When to Deploy
Mana Cannons is best played early in a deck built around gold cards to maximize the number of triggers. Since it triggers 'on cast', it is particularly effective against counterspells; even if your opponent counters your multicolored creature or sorcery, the Mana Cannons damage trigger has already been placed on the stack and will still resolve.
Interaction examples
If you have both Mana Cannons and Impact Tremors on the battlefield and cast a multicolored creature spell like a Red/White soldier, Mana Cannons triggers immediately upon casting to deal 2 damage to any target. After that resolves and the creature successfully enters the battlefield, Impact Tremors triggers to deal 1 damage to each opponent. This allows you to pick off a small creature and chip away at your opponent's life total with a single card play.
With Underworld Breach on the field, cards in your graveyard gain escape. If you cast a multicolored spell from your graveyard using the escape mechanic, Mana Cannons recognizes this as a spell being cast. You will still get the damage trigger based on that spell's colors, allowing you to reuse your gold spells as repeated ammunition for the Cannons.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Mana Cannons
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
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Meta decks with Mana Cannons
No archived Top 8 deck with this card yet.



Impact Tremors
Underworld Breach