Magic the gathering hybrid mana

Magic the gathering hybrid mana DEFAULT

Welcome to Shadowmoor! I've been excited about Shadowmoor's release for over a year now. Shadowmoor kicks off a completely new Magic block, with totally new keywords and themes, and a very different look and tone. Allow me to introduce the development team that brings it to you:

Aaron ForsytheAaron Forsythe (lead developer) – With experience as a "dual-class" designer and developer, Aaron had previously led the design teams for Dissension and Lorwyn. On the development side, Aaron worked on the development teams for Ravnica, Coldsnap and Time Spiral on the way to becoming Head Developer for Magic and eventually Director of Magic R&D. Shadowmoor was Aaron's first time leading a development team, and it was a large set to boot, one of the most challenging tasks any developer can face. The high quality of Shadowmoor speaks for itself and owes a lot to Aaron's decisions and leadership.

Doug BeyerDoug Beyer – The multitalented Doug Beyer has served many roles at Wizards of the Coast with skill and a smile, from his origins as a web site developer through tours of duty on the Lorwyn and Shadowmoor development teams to his current position as Magic's creative coordinator, Taste the Magic columnist, and upcoming author. It's always helpful to have a member of the creative team on a set's development team.

Alexis JansonAlexis Janson – Alexis shot to prominence by winning the Great Designer Search, showing an inherent talent for Magic design that brought her from being a Magic player to a fulltime employee at Wizards of the Coast. She worked on Morningtide as that set transitioned from design to development, then worked on the design teams for Eventide and Shards of Alara thereafter. For Shadowmoor, Alexis served on the development team to sharpen her own "dual-class" designer / developer skill set.

Devin LowDevin Low – We usually try to include a member of the set's design team on that set's development team, mostly to explain to the developers what in the hell the designers were thinking. For Shadowmoor, that handsome devil was Devin Low.

Matt PlaceMatt Place – Matt is a insightful fulltime Magic developer who previously led the development team for Dissension. Matt knew throughout Shadowmoor that he would be leading the development team for Shadowmoor's follow-up set Eventide, and he made sure to steer Shadowmoor in a direction that would give him a solid foundation on which Eventide could build.

Jake TheisJake Theis – Jake had already been a brand manager, a creative manager, and a successful design-hole-filler for Magic, so for Shadowmoor we tried him out as a developer. Jake's careful observations and work on key cycles did not disappoint.

Steve WarnerSteve Warner – Steve is one of Magic's best internal playtesters, finding and defusing abusive combo after abusive combo to make sure that the sets that hit the streets are well-balanced and fun to play. Many are the times I have died to infinite mana generated by Steve Warner. Steve spends lot of time developing Duel Masters, the MapleStory iTCG, and other games for Wizards' new business team, and we were lucky enough to get him on the development team for Shadowmoor.

Where Did It Come From?

My stories about today's Shadowmoor preview card begin earlier than you might think. For although I served on the Shadowmoor development team, I was a designer on the Shadowmoor design team too. And it was on that team that I designed the mechanic showcased on today's preview card.

Since Ravnica had only twelve hybrid cards, the Ravnica designers used hybrid mana as straightforwardly as possible, without any twists. But from the very beginning of the Shadowmoor design team, Mark Rosewater's vision was for a set with dozens and dozens and dozens of hybrid cards. While Ravnica had only briefly touched on what hybrid could do, Shadowmoor would explore all of hybrid's myriad possibilities. Over the months of design, we used the tools of hybrid cards to create an environment very different than any that has come before.

Midway through the Shadowmoor design cycle, the team had created several new ways to use hybrid mana symbols, and several new directions to take them. But we were still looking for some twist that could redefine what it means to be a hybrid card, much like hybrid had originally redefined what it means to be multicolored.

It was during a design meeting in the Ivory Tower conference room that a flash of inspiration struck. Sometimes you get the glimmer of an idea, and you have to go to back to your desk and ponder it a while before you're ready to pitch it. Other times, the idea erupts fully-formed, clamoring for immediate expression. This was the latter. A picture can be worth a thousand words, and I knew that I could propose my idea to the team much more effectively with a quick scrawl of a Sharpie on a tissue box than I ever could with words:

The other designers looked at me. Blink blink. "What does that mean?"

Here is what I told them:

How Does It Work?

Here are some notes from the Shadowmoor FAQ:

***New Mechanic: Monocolored Hybrid***Monocolored hybrid mana symbols represent a cost that can be paid in either of two ways. For example, (2/B) can be paid with either B or with two mana of any type. It's a black mana symbol.

  • A card with a monocolored hybrid mana symbol in its mana cost is each of the colors that appears in its mana cost, regardless of what mana was spent to play it. It is not colorless. For example, Beseech the Queen above is black, even if you spend six red mana to play it.
  • A card with monocolored hybrid mana symbols in its mana cost has a converted mana cost equal to the highest possible cost it could be played for. Its converted mana cost never changes. For example, Beseech the Queen above has a converted mana cost of 6, even if you spend BBB to play it.
  • If a cost includes more than one monocolored hybrid mana symbol, you can choose a different way to pay for each symbol. For example, you can play Beseech the Queen by spending BBB, 2BB, 4B, or 6.
  • If an effect reduces the cost to play a spell by an amount of generic mana, it applies to a monocolored hybrid spell only if you've chosen a method of paying for it that includes generic mana.
  • Unlike other hybrid cards, which appear in two-tone frames, the Shadowmoor monocolored hybrid cards appear in monocolored frames because they're just a single color.

Where Does It Take Us?

I'm going to tell you straight up: Shadowmoor rewards you for playing decks in either of two broad categories:

1) Shadowmoor rewards two-color decks.

Let's go back to what it means to have multiple colored mana symbols in a card's cost. Part of the reason we can make cards like Troll Ascetic, Countryside Crusher, Knight of Meadowgrain, and Cryptic Command so powerful is that they have all those colored mana symbols on them. From Necropotence to Ball Lightning, many of Magic's most famous and powerful cards use several colored symbols to control access to the power.

Wilt-Leaf CavaliersJust like the way using multiple colored mana symbols in Troll Ascetic, Countryside Crusher, Knight of Meadowgrain, and Cryptic Command let us make those cards more powerful than many others, we used those same reasons to make Shadowmoor's numerous hybrid cards with many hybrid symbols (like (r/g)(r/g)(r/g), 1(g/w)(g/w)(g/w), or (b/r)(b/r)(b/r)(b/r)(b/r) powerful as well. If you want to know how much power having several hybrid mana symbols in a row can give you, just ask Demigod of Revenge or Godhead of Awe.

If you have a deck with Troll Ascetic and Countryside Crusher, you know how hard it can be to make two green mana at the right time, and two red mana at the right time. If you have a deck with Whirling Dervish and Blood Knight, you know it can be even harder. And if you're trying to play a combo with Groundbreaker and Furnace of Rath, the color problems inherent in combining that many different mana symbols mean that your deck could inflict more pain on you than it does on your opponent.

But hybrid cards work perfectly in two-color decks. When you have a hybrid red-green card in your red-green deck, even one that costs (r/g)(r/g)(r/g), you can never draw the wrong color of mana. If you have only green mana and you draw the card, just play it. If you have only red mana and you draw the card, just play it. If you have any mixture of green and red mana, just play it. You get much of the power of a RRR or GGG card, all the flexibility of a two-color deck, and you can't get color-screwed (as shown in a different color combination by Wilt-Leaf Cavaliers, right).

Several Shadowmoor cards also explicitly reward you for playing two-color decks. Doug Beyer's preview card Wilt-Leaf Liege pumps every green creature and every white creature you have. And it double-pumps creatures that are both green and white. In other words, Wilt-Leaf Liege rewards both your green creatures and your white creatures, but it double-rewards your two-color creatures.

2) Shadowmoor rewards monocolor decks.

Rewarding monocolor decks is another strong theme in Shadowmoor that will echo across drafts, casual play, and tournament constructed formats. Some Shadowmoor cards do this explicitly, becoming more and more powerful the redder or whiter your deck is. If your deck is completely mono-red, or completely mono-white, these cards can go totally nuts.

Hybrid cards encourage monocolor decks too. Just like Demigod of Revenge rumbles "Play me in a black-red deck, and you'll always be able to play me," it also howls "Play me in a mono-red or mono-black deck, and you'll always be able to play me!"

Beseech the Queen has other monocolored hybrid siblings. And they all reward you for playing monocolor decks. You can play Beseech the Queen in a blue-black deck, but in a straight mono-black deck, Beseech the Queen will always cost just three mana. On turn three, it fetches any card with converted mana cost 3 or less, and as the game goes on, it gets more and more versatile, fetching an ever wider variety of cards. When you have eight lands in play, you still get rewarded for having lots of them be Swamps, since you can play Beseech the Queen for BBB and still have five mana left over to play the spell you tutored up.

If you play Beseech the Queen in a red-black deck, you can play it for BBB, or for RRBB like Diabolic Tutor, or for RRRRB when two black mana aren't available and a Diabolic Tutor would have just sat in your hand. If you wait until turn four or five to play it, it will just fetch a wider variety of higher cost spells.

Why Limit It to Black Decks?

Monocolored hybrid cards like Beseech the Queen also let you get access to color-pie-specific effects in decks of totally different colors. Your green-white deck can play a red monocolored hybrid card, and get access to the red section of the color pie without ever including any mountains. Much the same way that Giant Solifuge gives monored decks access to shroud creatures and gives monogreen decks access to haste creatures, Shadowmoor's hybrid and monocolored hybrid cards can give you access to parts of the color pie you couldn't normally reach. I do hold the color pie very close to my heart, and we are very careful about when we use hybrid to push the boundaries of the color pie this way. We thought hard before doing Giant Solifuge, and we don't do color bleeds as significant as Giant Solifuge very often. Beseech the Queen is a good example of an effect that is usually most powerful with black mana, as with Diabolic Tutor, but can also be achieved with colorless mana at a higher cost, such as Planar Portal.

The color of your cards matters a lot in Shadowmoor, as shown by Wilt-Leaf Liege, and playing a black card like Beseech the Queen in a nonblack deck just might create some ancillary benefits.

Can the Rules Handle This?

In a word: yes. When I showed our first monocolor hybrid cards to other members of R&D, one common first reaction was:

"This must have tons of rules problems. How do you know what its converted mana cost is?"

Having already discussed this question with the team, I'd answer

"We have to write it in the reminder text."

This would almost always set them off:

"Write it in the reminder text? Are we going to write ten corner cases into the reminder text? I just thought of the CMC question in two seconds. There must be tons of other unclear questions that come up all the time."

My challenge:

"Name one."

A pause. Then their response:

"Well there's.... you know..... the converted mana cost just for starters... and you know.... well I can't think of any now, but I'm sure more rules problems will come up."

To our happy surprise, none did. The monocolored hybrid symbol intuitively communicates everything you need to know about the card, except the card's converted mana cost. So we wrote the converted mana cost into the reminder text.

Why a Tutor?

To me, tutors at their best help people respond to a situation by getting whatever different card they need. Extended players often play 1 Engineered Explosives, 1 Tormod's Crypt, 1 Sensei's Divining Top, 1 Seat of the Synod, and 1 Pithing Needle with their Trinket Mages. Then they can get whatever trinket they need to help them out of a jam.

Several of those cards wouldn't even be in those decks if not for Trinket Mage, so Trinket Mage is encouraging those decks to be more diverse and varied by encouraging them to have those one-ofs.

Tutors at their worst can make games endlessly repetitive if they always fetch the exact same card and make sure that card is drawn in every single game a deck plays. There have been times in Magic when a Yawgmoth's Bargain deck would use Vampiric Tutor, Enlightened Tutor, Academy Rector, and super-fast mana to find and play its Yawgmoth's Bargain by turn three or four.

Then the decks would draw 31 cards with some lifegain along the way, and win the game on turn three or four with incredible consistency unless it got disrupted by Duress, Unmask or Tangle Wire somewhere in the middle.

When three hyper-efficient tutors get the exact same card game after game after game, it can get old. While Trinket Mage can increase gameplay diversity by encouraging people to put one-ofs in their decks, three different tutors all getting Yawgmoth's Bargain decreases gameplay diversity.

Beseech the Queen is much less likely to get the same card every single game, because Beseech the Queen literally gets a different subset of cards every time you play it.

How Can I Trick the Queen?

Tricking Oona is dangerous business, but here are a couple of combos to get you started.

One of the problems with Diabolic Tutor in monoblack decks is that Diabolic Tutor costs four mana, just like Damnation, Tendrils of Corruption, Korlash, Heir to Blackblade, and many other spells monoblack decks often want to play. With so many spells at four mana, playing Diabolic Tutor at four mana as well creates a glut in the mana curve that often makes Diabolic Tutor unattractive. At three mana, Beseech the Queen doesn't have that problem.

Tutors like Dimir House Guard, Drift of Phantasms, Muddle the Mixture, and Tolaria West have shown that a three-mana tutor can often be worthwhile. But while Drift of Phantasms only fetches cards of converted mana cost exactly 3, and Muddle the Mixture only fetches cards of CMC exactly 2, Beseech the Queen can search for cards with converted mana cost 0, 1, 2, or 3 on the third turn, then increasingly higher CMCs every turn thereafter. Unlike some of these transmute cards, it's also quite useful that Beseech the Queen can always fetch a land.

One category of tricks with Beseech the Queen is to find cards where you benefit from drawing more than one copy. If you have Korlash, Heir to Blackblade in play, you can use your Beseech the Queen as a three-mana Explosive Vegetation by searching up another Korlash and pitching him to the first one's grandeur ability. If you have one Demigod of Revenge in hand or in the graveyard, searching up a second one can be devastating.

Another category of tricks is to tutor up cards with tricky converted mana costs. If you plan to play Consume Spirit or Mind Shatter for six mana next turn, but you only five lands in play this turn, you can still tutor them up with Beseech the Queen since the converted mana costs of Consume Spirit and Mind Shatter are each 2 while you are searching them out of your library (because X is treated as 0 except when they're on the stack).

And another category of tricks is to use Beseech the Queen's own tricky converted mana cost to your advantage. Even though Beseech the Queen often costs three mana to play, its converted mana cost is always 6, as it says in the reminder text. So you can pitch it to Knollspine Invocation (see the daily card preview) to deal 6 damage without needing to put six-cost spells into your deck.

I just wish I could Beseech the Queen to show you the other monocolored hybrid cards in the set. For that I gotta wait until the Shadowmoor Prerelease, April 19, in fifteen more days.

Last Week's Poll

Now that you’ve played Lorwyn and Morningtide, which of the Lorwyn block tribes is your favorite?

These results are strongly skewed towards the tribes that have recently had the most tournament success. Faeries and Shriekmaw / Mulldrifter / Reveillark decks have both been very successful recently, as well as Doran, the Siege Tower decks showing strength over the course of the Extended season as well as in Standard. Elves and Merfolk are just a little bit behind, and Kithkin and Warriors a little bit further back than that, each of these four tribes also being heavily played in Standard since Morningtide's debut.

So to me the interesting question is: "Which tribes get votes in an order different from what their tournament success would suggest?" Rogues score even higher in this poll than they have achieved in tournaments so far. I think more than a few people enjoy both the mechanical flavor of prowl and the idea of "Rogue deck types." Soldiers scored very few votes, ranking in the midst of the minor-tribe Knights, Assassins, Druids, Archers, and Clerics that each have only one explicit support card in Morningtide. Soldiers' identity is intertwined so closely with Kithkin's identity in Lorwyn / Morningtide that I think some of the people who might have voted Soldiers just voted Kithkin instead.


Magic: The Gathering - Examining Strixhaven's Pledgemages, Apprentices & More

Magic: The Gatheringis taking players back to school with the upcoming Strixhaven: School of Mages expansion set. By now, the spoiler season is nearly complete. Countless fascinating cards have been previewed online, and some patterns and trends have emerged in the pool of Strixhaven cards, including some exciting card cycles to check out.

Nearly every Magic set has some cycles in it, including the Masters sets. Strixhaven features a cycle of modal double-faced Deans, mythic rare Dragon creatures and even some cool cycles in the lower rarities. It's a given that the mythic rares will be incredible, but the lower-rarity cards still have much to offer.

RELATED: Magic: The Gathering - Strixhaven Spoilers Just Introduced Some SERIOUS Legendary Creatures

The Five Pledgemages & Apprentices of Strixhaven

Magic sets feature card cycles across all four rarities, from commons to mythic rares; Strixhaven is no different. To start, this set features a cycle of Pledgemages, common creatures that usually cost {1} and two hybrid mana symbols that match their respective schools. Hybrid mana symbols are rather flexible, allowing Lorehold Pledgemage to cost either {1}RR, {1}WW or {1}RW, depending on the colors of the player's deck.

In particular, each Pledgemage has the new magecraft ability, one of several new keywords and mechanics found in the Strixhaven set. The five Pledgemages have a unique effect when an instant or sorcery is copied, such as Lorehold Pledgemage getting +1/+0 to become a vicious 3/2 attacker. Silverquill Pledgemage, meanwhile, will gain either lifelink or flying, true to its colors.

Those Pledgemages are certainly emblematic of their respective schools, but they are not alone. In the uncommon slot, players can get their hands on the five Apprentice creatures, with each one costing two colors of mana for their respective schools, and they are all 2/2 creatures. They are all Humans too, but their secondary creature type will depend on their school, such as Witherbloom Apprentice being a Druid and Prismari Apprentice being a Shaman.

RELATED: Magic: The Gathering - Strixhaven's Prismari School Is Brilliantly Chaotic

Just like the five Pledgemages, these Apprentices have a magecraft ability that fits the game plan of their schools, such as Prismari Apprentice becoming unblockable. If the spell has a converted mana cost of five or higher, then the Apprentice gets a +1/+1 counter too. Witherbloom Apprentice, meanwhile, will drain one life from each opponent, fitting the Witherbloom school's theme of gaining life. Quandrix Apprentice can search the library's top three cards and get a land, fitting that school's theme of rapid mana ramp via extra lands.

The Legendary Students & Hybrid Lessons of Strixhaven

A few more low-rarity cycles help give Strixhave some cohesion and consistency, many of them multicolored. Not only do the five schools have Pledgemages and Apprentices, but they also each have a legendary "student" in the uncommon slot. All of them ARE gold multicolored cards. They don't necessarily have "Student" in their names, but functionally, that's how this cycle works.

RELATED: Magic: The Gathering - Which of Strixhaven's Alternate Art Cards Are the Best?

Dina, Soul Steeper is the Witherbloom student, a 1/3 Dryad Druid that will make each opponent lose one life when the Witherbloom player gains life (which should be often). Not only that, but Dina can pay {1} and sacrifice another creature to get power equal to that creature's power, helping to fuel an "aristocrats" build in this set, based on feeding off of disposable creatures for huge benefits. Time Spiral Remastered had a draft archetype like that, which was also in black and green mana.

Meanwhile, the Lorehold school boasts Quintorius, Field Historian in its ranks, a 2/4 that can boost all friendly Spirits while also making 3/2 Spirit tokens when cards leave the Lorehold player's graveyard (rewarding the archeology theme). Killian, Ink Duelist is the Silverquill student, Rootha is the Prismari student and Zimone is the student for the Quandrix school.

Another common cycle is comprised of five hybrid mana Lessons, each of which cost generic mana and two hybrid mana symbols. The theme is that these Lessons all make creature tokens, which act as mascots for their respective schools. Fractal Summoning can make a 0/0 Fractal and give it +1/+1 counters. In true Quandrix style, this card can scale up according to how much mana the player has. If the Quandrix player is ramping their manabase and getting extra lands, that Fractal will be enormous. Elemental Summoning is the Prismari entry in this cycle, emphasizing this school's love of big, fancy instants and sorceries.

RELATED: Magic: The Gathering - Strixhaven's Silverquill School Will Do ANYTHING to Win

The Campuses of Strixhaven

Two land cycles can be found in Strixhaven: School of Mages, including the rare Snarl lands and the five common campuses. During games of booster draft Limited, players are more likely to find (and thus pick) the five campuses, and these common lands can do a lot of work. Like many common dual lands, they enter the battlefield tapped and can tap for one of two colors of mana, but they can also each pay {4} and tap to scry 1, allowing the player to smooth out their draws and avoid excess lands.

This is a slower but more persistent version of Theros' scrylands, which scry 1 for free when they enter the battlefield, but don't scry anymore beyond that. These five campuses are the perfect place to catch up on homework and sink excess mana into some scry power.

KEEP READING: Magic: The Gathering - How to Use (Or Fight Against) Finishers & Win-Cons


Why How I Met Your Mother's Alternate Ending Is So Much Better

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Hybrid mana (also known as half-half mana) is a type of mana first introduced in Ravnica: City of Guilds. Each hybrid mana symbol represents a cost which can be paid with one of two colors.


Hybrid mana was introduced in Ravnica block[1][2] as part of the multicolor theme. It became one of Ravnica's many returning themes, with a common, uncommon, and rare cycle when the plane was revisited in Return to Ravnica block and Guilds of Ravnica block[3][4][5].

It had a significant presence as the major mechanic in Shadowmoor block[6][7][8], to the point that R&D realised that they had overstretched hybrid's design space[9]. It was also featured in Alara Reborn as an easier way to play three-colored cards, as was the theme of the block, and also in a much smaller role in Fate Reforged, where it reflected the erasure of a wedge's third color.

After Guilds of Ravnica block, the usage picked up considerably, as it appeared in the quad-hybrid double-cycle in Throne of Eldraine as a set of monocolor payoffs; three multicolor cycles, and the Companion double-cycle in Ikoria: Lair of Behemoths to smooth out a wedge theme; a single two-brid card in Zendikar Rising; a cycle in Jumpstart and five cycles in Strixhaven: School of Mages (the most in one set since Shadowmoor).

Hybrid mana is considered deciduous.[10]


The hybrid mana symbol can be of any combination of two colors, or any color of mana and two generic mana. In textual terms hybrid mana symbols are represented as:

Monocolored Hybrid[]

Shadowmoor introduced Monocolored Hybrid cards (also called "two-brid"). Monocolored hybrid mana symbols represent a cost that can be paid in either of two ways. For example, {2/B} can be paid with either {B} or with two mana of any type. It's a black mana symbol. Two-brid returned in Zendikar Rising.[11]

  • A card with a monocolored hybrid mana symbol in its mana cost is each of the colors that appears in its mana cost, regardless of what mana was spent to play it. It is not colorless. For example, Beseech the Queen above is black, even if you spend six red mana to play it. These are also referred to as "two-brid".[12]
  • A card with monocolored hybrid mana symbols in its mana cost has a converted mana cost equal to the highest possible cost it could be played for. Its converted mana cost never changes. For example, Beseech the Queen above has a converted mana cost of 6, even if you spend {B}{B}{B} to play it.
  • If a cost includes more than one monocolored hybrid mana symbol, you can choose a different way to pay for each symbol. For example, you can play Beseech the Queen by spending {B}{B}{B}, {2}{B}{B}, {4}{B}, or {6}.
  • If an effect reduces the cost to play a spell by an amount of generic mana, it applies to a monocolored hybrid spell only if you've chosen a method of paying for it that includes generic mana.
  • Unlike other hybrid cards, which appear in two-tone frames, the Shadowmoor monocolored hybrid cards appear in monocolored frames because they're just a single color.[13]

Gold Hybrid Costs[]

In the 2009 set Alara Reborn, hybrid symbols were featured alongside the "normal" mana symbols for the first time. For example, Jund Hackblade was given the cost {B/G}{R} for the reason of it being a card with a converted mana cost of 2 that was needed to be tri-colored, and lets it be a draft pivot for the red shards. The mana cost of {B/G}{R} is representative of the allied colors of red, black, and green. Black and green are enemies, though they both are allied to the main color, red, or {R}. All the hybrid cards in the set follow this patterning, thus all hybrid symbols were of enemy colors.

Hybrid mana has not been a design focus for many years, and as such costs of this nature have not been seen for a while. Ikoria: Lair of Behemoths showed the other side in the five Apex creatures, which are wedge-colored and have a Mutate cost that has an allied hybrid and their common enemy in the cost. Strixhaven: School of Mages showed a brand new costing in the form of XMHN, where H is a hybrid cost of M and N - this is the first time the hybrid cost was in between two color symbols.


From the Comprehensive Rules (September 24, 2021—Innistrad: Midnight Hunt)

  • 107.4e Hybrid mana symbols are also colored mana symbols. Each one represents a cost that can be paid in one of two ways, as represented by the two halves of the symbol. A hybrid symbol such as {W/U} can be paid with either white or blue mana, and a monocolored hybrid symbol such as {2/B} can be paid with either one black mana or two mana of any type. A hybrid mana symbol is all of its component colors.

    Example: {G/W}{G/W} can be paid by spending {G}{G}, {G}{W}, or {W}{W}.


  • Hybrid mana symbols appear only in costs, such as the mana cost in the upper right corner of a card or the cost to activate an activated ability.
  • A card with hybrid mana symbols in its mana cost is each color that appears in its mana cost, regardless of what mana was spent to cast it. For example, the Deathcult Rogue is blue and black, even if you cast it with only blue mana.
  • Hybrid mana symbols, including monocolored hybrid mana symbols, do count toward devotion to their color(s). However, they add one devotion to each of their corresponding colors and one to their collected colors. For example, a {U/B} mana will add one devotion to a Phenax, God of Deception and not two.


See also[]


  1. ↑Aaron Forsythe (September 23, 2005). "Ravnica: Review and Preview". Wizards of the Coast.
  2. ↑Aaron Forsythe (December 23, 2005). "Crossing the Streams". Wizards of the Coast.
  3. ↑Matt Tabak (September 4, 2018). "Guilds of Ravnica Mechanics". Wizards of the Coast.
  4. ↑Mark Rosewater (September 17, 2018). "Guild to Order, Part 2". Wizards of the Coast.
  5. ↑Wizards of the Coast (September 20, 2018). "Guilds of Ravnica Release Notes". Wizards of the Coast.
  6. ↑Mark Rosewater (March 31, 2008). "Shadowmoor than Meets The Eye, Part I". Wizards of the Coast.
  7. ↑Mark Rosewater (April 7, 2008). "Shadowmoor than Meets The Eye, Part II". Wizards of the Coast.
  8. ↑Doug Beyer (April 30, 2008). "Hybrid Flavor". Wizards of the Coast.
  9. ↑Mark Rosewater (July 3, 2021). "For my birthday, do you have any trivia on how Shadowmoor affected the rest of Magic?". Blogatog. Tumblr.
  10. ↑Mark Rosewater (June 30, 2017). "What mechanics and tools are currently considered Deciduous?". Blogatog. Tumblr.
  11. ↑Matt Tabak (September 1, 2020). "Zendikar Rising Mechanics". Wizards of the Coast.
  12. ↑Mark Rosewater (March 06, 2018). "Do you have a slang term in R&D for "Beseech the Queen" mana?". Blogatog. Tumblr.
  13. ↑Devin Low (April 4, 2008). "What's a "Monocolor Hybrid?"". Wizards of the Coast.
  14. ↑Magic Arcana (September 22, 2005). "Hybrid Mana Brainstorming". Wizards of the Coast.
  15. ↑Mark Rosewater (September 05, 2014). "Did you ever consider tri-brid?". Blogatog. Tumblr.
  16. ↑Mark Rosewater (March 09, 2016). "Why isn't hybrid mana cost an evergreen mechanic ?". Blogatog. Tumblr.
  17. ↑Mark Rosewater (March 09, 2019). "As a collector, one thing I've noticed...". Blogatog. Tumblr.

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Hybrid Mana in Commander? What's the big deal? - WotC Plz - an MTG EDH Rant

Opinion: Commander Hybrid Should Stay Limited – "Magic: The Gathering"

Posted on by Joshua Nelson


For years, Magic: The Gathering has been not just a card game, but a conversation. I'm all for using this analogy because it lends itself to discussion and in time, the big discussion. And, as it stands, this conversation has had a large handful of big-ticket controversies within the design of the game (not to mention discourse regarding other topics outside of design).

Opinion: Commander Hybrid Should Stay Limited -

The hot-button item for Magic: The Gathering's Commander format this past week was the debate over whether or not hybrid-costing cards should be allowed in decks that do not use one of the colors of the said hybrid card. I am of the opinion that hybrid costs ought to remain as they are – that is, stuck only within the colors the cards have.

Magic Head Designer Mark Rosewater recently devised a number of polls a few weeks ago asking players on Twitter about what their favorite proposed changes to Commander would be. The hybrid question did come up and seemed rather popular. Mark then recorded an episode of his "Drive to Work" podcast, a podcast where he speaks on design issues and inspirations. The debate re-sparked after this was released a few days ago, driving Commander players into a bit of a frenzy. Some feared that hybrid cards leaking into monocolored decks would not be good for the philosophy of the format, while others believe that as an inevitability there needs to be justification before that point.

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Commander Advisory Group member Shivam Bhatt, for example, has firmly spoken on Twitter against Mark's stance on the subject. Shivam's own stance focuses on the philosophy of Commander, speaking towards mental and visual aesthetics.

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This is valid. Playing a white/black hybrid card in a deck like Odric, Lunarch Marshal (a monowhite deck) is weird because of how Odric is a selfless hero and would never channel black magic to protect his plane of Innistrad, as Shivam used as a specific example in a later tweet.

Opinion: Commander Hybrid Should Stay Limited -

And I'm inclined to agree!

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To elaborate on my tweet, mechanically Commander ought to allow hybrid mana in mono-color decks, but the thing is that something is lost on the aesthetic, "fun" factors of the game. It makes sense for a commander like Sygg, River Guide to run Sygg, River Cutthroat as a Merfolk in his deck, even considering they're the same character or for Chainer, Nightmare Adept to play Covetous Urge after having stolen the Mirari in the novels. But these are corner cases; most uses of hybrid (among such playable cards) will be more competitively-minded. And with an increase in consistency, there's generally a loss of gimmicks, or pet cards, or even flavor.

Opinion: Commander Hybrid Should Stay Limited -

What are your thoughts on hybrid mana in Commander? Would adding the rule to allow them in a mono-color deck be a mistake? Or would it be good for the format? Let us know!

Posted in: Card Games, Games, Magic: The Gathering, Opinion, Tabletop, Wizards of the Coast | Tagged: card games, commander, EDH, magic, Magic: The Gathering, MTG, opinion, Tabletop, wizards of the coast, WotC

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About Joshua Nelson

Josh Nelson is a Magic: The Gathering deckbuilding savant, a self-proclaimed scholar of all things Sweeney Todd, and, of course, a writer for Bleeding Cool. In their downtime, Josh can be found painting models, playing Magic, or possibly preaching about the horrors and merits of anthropophagy. You can find them on Twitter at @Burning_Inquiry for all your burning inquiries.

The mana magic gathering hybrid

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