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Rules guide · Artifact

Mana PrismHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Vintage Masters· June 16, 2014
Carte Magic Mana Prism

Mana Prism 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.

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Official card text

{T}: Add {C}. {1}, {T}: Add one mana of any color.

Complete guide

Mana Prism is a classic artifact that helps players stabilize their mana base by offering both acceleration and color fixing. While it costs three mana to deploy, it remains a reliable tool for decks that need to ensure they have the right colors at the right time. Whether you need generic mana or a specific color, this artifact provides the flexibility to keep your spells on curve.

Understanding Mana Prism

Mana Prism has two distinct activated abilities, both of which are mana abilities. The first ability allows you to tap it to add one colorless mana to your mana pool. The second ability requires you to pay one generic mana and tap the artifact to produce one mana of any color you choose. Because these are mana abilities, they do not use the stack and cannot be responded to by players.

Step-by-Step Resolution

To use Mana Prism, you must first have it on the battlefield and it must not be tapped. To generate colorless mana, you simply tap the card as a mana action. To fix your mana colors, you must pay one generic mana from another source—such as a land or another artifact—and then tap Mana Prism. You then choose one color (white, blue, black, red, or green) and add that mana to your pool immediately.

Common Mistakes to Avoid

A frequent error is forgetting that Mana Prism itself is a permanent and is subject to summoning sickness rules if it were to become a creature. Additionally, players sometimes forget that the second ability costs mana to use. You cannot use the colorless mana produced by Mana Prism's first ability to pay for its own second ability in the same turn, as both require tapping the artifact as a cost.

When to Play Mana Prism

You should play Mana Prism when your deck relies on three or more colors and you need a way to filter your mana. It is particularly useful in environments where specialized lands are scarce. Since it is an artifact, it can be played in any deck regardless of color, serving as a neutral bridge to your more powerful, color-intensive spells.

Interaction examples

Accelerating Your Game

If you have Mana Prism and Arcane Signet on the battlefield, you have access to two additional mana sources. You can tap Arcane Signet for a color in your commander's identity, then use that mana to pay the cost of Mana Prism's second ability. This allows you to 'filter' your commander's colors into any color of mana you might need for a splash spell.

Equipping for the Win

Suppose you have two lands and a Mana Prism. You want to play a creature and immediately equip it with Swiftfoot Boots. You can tap your two lands for mana and tap Mana Prism for its first ability ({C}). Use the three mana to cast your creature. Because you have no more untapped permanents, you cannot activate the equip cost of Swiftfoot Boots this turn unless you have another source of mana.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Mana Prism

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

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Legal formats

legacypaupervintagepennycommanderoathbreakerpaupercommanderduelpremodernpredhtlr
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