White Auracite - Illustration by Magali Villeneuve

White Auracite | Illustration by Magali Villeneuve

Mana might be the most important resource in Magic; that goes double in Commander, where players have the time to develop an early mana advantage. That pushes every color to ramp.

White might have the least ramp in Magic, especially mana rocks; white ramp typically only ramps you if another player has more lands. But there are a few options for mana rocks that provide a consistent source of mana, regardless of what players are doing.

What Are White Mana Rocks in MTG?

Marble Diamond - Illustration by Lindsey Look

Marble Diamond | Illustration by Lindsey Look

White mana rocks are artifacts that produce mana and have a mono-white color identity; this means rocks that either cost white or specify that they only tap for . Artifacts that tap for colorless or mana of any color aren’t eligible. I’ve left white cards that create mana rocks but don’t produce mana themselves for the end.

A good mana rock of any color is cheap and preferably untapped for access to early, explosive turns. Rocks that cost more than 2 or 3 mana require additional effects to be worthwhile. Even then, the cheaper ones often win out.

#12. White Mana Battery

White Mana Battery

The concept of a scaling mana rock is cute, but White Mana Battery is unspeakably bad. Not only does it cost mana to add charge counters (at a terrible rate), you need to remove them later to produce the mana. I’d love to introduce whoever designed this to Empowered Autogenerator.

#11. Thunder Totem

Thunder Totem

There’s a reason Thunder Totem hasn't been reprinted in 20 years, and I'm not sure I have to explain why.

#10. Gatewatch Beacon

Gatewatch Beacon

Synergistic cards can be tricky to evaluate. In the superfriends niche, Gatewatch Beacon is pretty killer as a way to accelerate your planeswalkers. But it does nothing outside that very small niche, so I can’t give it too much credit.

#9. White Auracite

White Auracite

Four mana is a lot for a mana rock or a removal spell, and mashing both together doesn’t make it much better. This might be chill in a Pauper Cube or with a Panharmonicon commander like Elesh Norn, Mother of Machines, but it often stays with the Draft chaff.

#8. Starnheim Memento

Starnheim Memento

Starnheim Memento could be all right in a battlecruiser deck: It helps cast the big creatures, then sneaks them through. Though it’s worth considering how many of white’s battlecruisers are big angels that already fly.

#7. Fabrication Foundry

Fabrication Foundry

Fabrication Foundry is pretty restrictive since the mana only works on artifacts, but white has ample artifact synergies to meet that restriction. Cashing it in later to recur another artifact makes it that much more exciting.

#6. Tooth of Ramos

Tooth of Ramos

Tooth of Ramos offers a neat boost as a 3-mana rock that produces 2 mana on a critical turn. That’s decent value, and you can get even more with cards that care about sacrificing and reanimating artifacts like Brought Back.

#5. Hourglass of the Lost

Hourglass of the Lost

Turning a mana rock into a mass reanimation spell is pretty sick. You can use Hourglass of the Lost early to land some big threats, then cash it in for later value. It looks particularly promising with Hare Apparent since you’ll have plenty of 2s, but any deck with a solid curve can use it.

#4. Wand of the Worldsoul

Wand of the Worldsoul

Wand of the Worldsoul is the epitome of an expensive mana rock adding more value. White’s excellent at going wide, so giving a spell convoke is more or less the same as tapping for multiple mana.

#3. Marble Diamond

Marble Diamond

Marble Diamond entering tapped prevents some of the strongest turns since it doesn’t have a mana rebate, but you can’t go wrong with the low cost. Many decks would take a tapped 2-mana rock over an untapped 3-mana one, so don’t be surprised to see this pop up.

#2. The Mind Stone

The Mind Stone

An untapped, indestructible 2-mana rock would claim the second spot even without extra text. Harnessing The Mind Stone is awfully close to unbalanced as it makes the rock excellent early and late, so it’s rarely a bad draw.

#1. Mox Pearl

Mox Pearl

Mox Pearl topping the list should be no surprise to anybody who knows anything about Magic. The baseline of a free extra land that puts you a turn ahead of your opponents is enough to make this broken, but this goes much further. It’s a free noncreature spell for Monastery Mentor, an artifact for Oswald Fiddlebender, a second spell enabler, and much, much more.

White Cards That Make Mana Rocks

#4. Static Net

Static Net

Static Net is basically White Auracite, except the mana production is worse.

#3. Great Desert Prospector

Great Desert Prospector

Great Desert Prospector is on the pricier side, but it could make lots of Powerstone tokens. Few cards make this many artifacts on a simple enters trigger; I’m thinking of this plus a bunch of Karnstructs to mess your opponents up. The cost is too restrictive for anything super competitive, but there’s room to play here.

#2. Repair and Recharge

Repair and Recharge

Repair and Recharge is roughly on par with many reanimation spells, though not the great black ones. If you’re running a casual reanimation deck, especially one that’s more interested in artifacts or enchantments, you could probably get something from this.

#1. Dora Milaje Elite

Dora Milaje Elite

Dora Milaje Elite is the best of these cards by a wide mile; a 2-mana creature that protects legendary permanents (which feels like most permanents these days) is perfectly playable on its own; the catch-up ramp makes it even better. It’s stuck to artifact decks since Vibranium tokens can’t cast most spells, but those decks should probably consider this a staple.

Wrap Up

Wand of the Worldsoul - Illustration by Alessandra Pisano

Wand of the Worldsoul | Illustration by Alessandra Pisano

Mana rocks are intrinsic to Commander because the format gives players so much leeway to ramp in the early turns. Even though white’s mana rocks are on the weaker end of the spectrum, they still provide plenty of early advantages and a few sneaky synergies for you to exploit.

Which white mana rocks do you run? How would you take advantage of Hourglass of the Lost? Let me know in the comments below or on the Draftsim Discord! For more Draftsim, check out our YouTube channel and newsletter, both called The Daily Upkeep!

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