Last updated on August 31, 2025

Kenrith, the Returned King - Illustration by Aaron Miller

Kenrith, the Returned King | Illustration by Aaron Miller

Let me give you a simple, though not all-encompassing, heuristic to improve your Magic play: When faced with multiple options for game actions, take whatever line spends the most of your mana in each turn. In general, the player who spends all their mana each turn wins the game over an opponent that doesnโ€™t use 1 or 2 mana a turn because the first player utilizes their mana more efficiently and gets more bang for their buck.

This rule of thumb makes mana sinks an invaluable resource for grindy decks. Many mana sinks have activated abilities that look underwhelming until you view them in the context of a full game and realize they allowed you to spend 10 more mana than your opponent, generating an edge that pushed you over the top.

Letโ€™s look at the best mana sinks in Magic to improve your decks!

What Are Mana Sinks in Magic?

Faerie Mastermind - Illustration by Joshua Raphael

Faerie Mastermind | Illustration by Joshua Raphael

In Magic: The Gathering, mana sinks are cards or abilities that let you spend extra manaโ€”especially when you have no spells to cast. Common examples include activated abilities you can use repeatedly, like drawing cards or pumping creatures.

While X-spells like Mind Twist or Villainous Wealth count as mana sinks, weโ€™ve ranked those separately in another article since theyโ€™re more of a one-shot payoff.

Mana sinks help maximize your mana efficiency, especially in formats like Commander, where games tend to go long.

Honorable Mention: Equipment

Skullclamp

Equipment are excellent ways to use mana each turn by moving them between different creatures, especially ones like card-drawing artifact Skullclamp that make you reequip often. In the interest of keeping this list fresh, Iโ€™ve kept them off this list.

#35. Sprout Swarm

Sprout Swarm

With both convoke and buyback, Sprout Swarm is a Pauper favorite that turns into an endless value engine if left unchecked. It creates a 1/1 Saproling token at instant speed, and, if you pay the buyback cost, it goes right back to your hand. The more tokens you have, the easier convoke makes casting it, making it a nightmare for control decks. In the late game, it basically becomes a free spell that overwhelms your opponents, especially in go-wide strategies that thrive on board presence.

#34. Ambassador Laquatus

Ambassador Laquatus

With a simple but dangerous ability, Ambassador Laquatus lets you pour extra mana into milling any player three cards at a time. That may not sound like much at first, but in decks with infinite or just lots of mana, it quickly becomes a win condition.

#33. Propagator Drone

Propagator Drone

Propagator Drone does a lot for just 2 mana. It not only gives all your creature tokens evolveโ€”letting them grow over timeโ€”but also acts as a mana sink that creates Eldrazi Spawn. For 4 mana, you make a 0/1 token that can be sacrificed for colorless mana, helping you ramp while buffing your board. This works especially well in go-wide decks or token builds where evolve turns your small creatures into real threats the longer the game goes.

#32. Ethereal Absolution

Ethereal Absolution

I loved playing Ethereal Absolution in Standard. The modern Commander landscape finds this slow, but a grindy, token-centric commander may use this Orzhov () enchantment for the combination of graveyard hate and an anthem.

#31. Engine Rat

Engine Rat

With deathtouch and a cheap mana cost, Engine Rat holds off bigger threats early while giving you a late-game mana sink to slowly drain your opponents. For 6 mana, it makes each opponent lose 2 lifeโ€”a sneaky way to chip away at life totals in longer multiplayer games. It fits perfectly in mono-black grindy decks or any Commander build that wants consistent pressure without drawing too much attention.

#30. Oona, Queen of the Fae

Oona, Queen of the Fae

Oona, Queen of the Fae is a powerhouse in control and mill strategies. You can sink all your extra mana into its ability, naming a color and exiling cards straight from an opponentโ€™s library. For every match, you create a 1/1 flying Faerie Rogue token. That means Oona swarms the skies while eating away at your opponentโ€™s deckโ€”turning excess mana into both pressure and disruption.

#29. Nin, the Pain Artist

Nin, the Pain Artist

If you love chaotic draw engines, Nin, the Pain Artist delivers. It lets you pour extra mana into blasting creatures for damage, with the twist of forcing their controller to draw that many cards. Use its ability on your own expendable tokens or indestructible creatures for big draw value. Bonus points if you run Stuffy Doll or Brash Taunter to turn the damage into offense too.

#28. Biomechan Engineer

Biomechan Engineer

Biomechan Engineer scales nicely into the late game. Once you have 8 spare mana, you can turn it into two cards and a 2/2 Robot tokenโ€”which adds both value and board presence. It also helps ramp you early with a Lander token. In Simic () decks focused on artifacts or big mana, this card pulls double duty as draw engine and token maker.

#27. Lulu, Stern Guardian

Lulu, Stern Guardian

Lulu, Stern Guardian keeps the battlefield in check with stun counters, but its real strength as a mana sink lies in its ability to proliferate. For 4 mana, you can grow any kind of counterโ€”whether itโ€™s +1/+1, loyalty, or even poison. Pairing Lulu with cards like Vorinclex, Monstrous Raider or Deepglow Skate makes each activation even more explosive, turning incremental value into overwhelming advantage.

#26. Staff of Domination + Staff of Compleation

Staff of DominationStaff of Compleation

Both Staff of Domination and Staff of Compleation are flexible mana sinks that let you do a little bit of everythingโ€”draw cards, gain life, untap things, and even proliferate or tap down creatures. Domination is great in ramp decks or with infinite mana combos, where it becomes your win condition by drawing your whole deck. Meanwhile, Compleation trades mana for life, letting you pay to draw, add mana, or even untap itself to keep going. Theyโ€™re powerful utility artifacts that reward you for having tons of resources to spend, especially in green or artifact-heavy builds.

#25. Captivating Crew

Captivating Crew

In red decks that generate a lot of mana, Captivating Crew lets you steal your opponentโ€™s creatures over and over again. Each time you activate it, you get a creature with haste that you can use to attack, sacrifice, or just remove from their defense. Itโ€™s especially nasty with sacrifice outlets like Goblin Bombardment or Witch's Oven, letting you turn their threats into your advantage.

#24. Mirror Entity

Mirror Entity

Mirror Entity turns any creature-heavy board into a massive beatdown engine. With just a few creatures out, pumping X into this card turns them all into huge threats with matching statsโ€”and all creature types. That last bit is great in tribal decks, letting you supercharge synergies with changelings. Mirror Entity works great alongside anthem effects or go-wide token strategies like in Rhys the Redeemed decks.

#23. Geth, Lord of the Vault

Geth, Lord of the Vault

Geth, Lord of the Vault turns graveyards into your personal toolbox. For X and a black mana, you can reanimate an artifact or creature from an opponentโ€™s graveyard straight onto your fieldโ€”and then they mill X more cards! This means it keeps feeding itself more targets. Geth is excellent in mono-black reanimator shells or mill decks that help fill your opponents' graveyards fast.

#22. Minsc, Beloved Ranger

Minsc, Beloved Ranger

Minsc, Beloved Ranger brings Boo to the table, but what makes it a good mana sink is that can pump any of your creatures into a giant for the turn. That flexibility lets you swing for the fences, especially in token decks or those with trample and evasion. Use it alongside cards like Heroic Intervention to protect your newly enlarged threats.

#21. Likeness Looter

Likeness Looter

Decks interested in rifling through their decks squeeze a lot from Likeness Looter, especially reanimation lists that pour some mana into this faerie shapeshifterโ€˜s X ability to get the attack trigger off cards like Archon of Cruelty and It That Betrays.

#20. Mobilization

Mobilization

Plenty of white decks exchange mana for tokens. Cards like Mobilization are never the most efficient form of token production, but theyโ€™re acceptable. You can find redundant versions of this white enchantmentโ€˜s effect in Heliod, God of the Sun and Prava of the Steel Legion.

#19. Pestilence + Pyrohemia

PestilencePyrohemia

You get a damage, you get a damage, everybody gets a damage! Pestilence, and the color-shifted Pyrohemia, doesnโ€™t discriminate when throwing damage around. Decks with damage-increasing effects like Dictate of the Twin Gods can use these enchantments to shred opposing board states and life totals.

#18. Vivienโ€™s Arkbow

Vivien's Arkbow

Vivien's Arkbow works as a mana sink because it takes a lot of mana. I wouldnโ€™t activate this green artifact for less than 5 mana. Anything lower feels like an automatic whiff.

#17. Lion Sash + Scavenging Ooze

Lion SashScavenging Ooze

Lion Sash and Scavenging Ooze donโ€™t just turn extra mana into a game action; it becomes a source of pressure. These creatures pair well with cards like Ozolith, the Shattered Spire that double their counters. Reconfigure makes Lion Sash a bit stronger in my mind (unless your deck cares about lifegain) but both are acceptable forms of graveyard hate and mana sinks.

#16. Faerie Mastermind

Faerie Mastermind

Faerie Mastermind is already solid with flash and flying, but the real value comes from its mana sink. For 4 mana, you can make every player draw a card. Thatโ€™s great in group hug decks or with effects that punish opponents for drawing, like Nekusar, the Mindrazer. Plus, you naturally benefit from its triggered draw ability when your opponents dig for answers.

#15. Invokers

Magic has a bunch of invokers, creatures that cost 2-4 mana with an activated ability that costs 8. The best are Flamewave Invoker, Bhaal's Invoker, and Bloodrite Invoker as direct win conditions. Tymora's Invoker is no slouch either. These all fall under the same general category of being reasonable creatures in casual play and excellent infinite mana outlets.

#14. Nylea, Keen-Eyed

Nylea, Keen-Eyed

Nylea, Keen-Eyed will never be the strongest card in your deck, but itโ€™s a fine role-player. Cost reducers have a high ceiling as a ramp source and Nylea even has an ability to activate with all that mana youโ€™re saving! Youโ€™ll never run this indestructible enchantment creature outside of hyper-creature-focused decks, but itโ€™s good value.

#13. Agatha of the Vile Cauldron

Agatha of the Vile Cauldron

Agatha of the Vile Cauldron provides an Overrun effect with some work. Its cost reduction ability affects the activated ability, so you should toss a few counters on this warlock before going ham with the ability and blitzing the table.

#12. Gretchen Titchwillow

Gretchen Titchwillow

Gretchen Titchwillow is a quiet powerhouse and a staple commander in Pauper Commander. Converting 4 mana into card draw and an extra land drop makes it a reliable value engine, especially in ramp-heavy Simic () builds. Gretchen keeps your hand full and your board growing, making it perfect for decks that want to play the long game. Gretchen pairs beautifully with landfall synergies like Rampaging Baloths or Tatyova, Benthic Druid, and its low cost means its always there when you need to reload.

#11. Eldrazi Displacer

Eldrazi Displacer

The colorless mana requirement for |Eldrazi Displacer can be tricky to fulfill, especially in a deck with three or more colors, but Iโ€™m willing to put in the effort for such a powerful mana sink. This devoid Eldrazi belongs in flicker decks to get extra triggers from cards like Aether Channeler, Solitude, and Inferno Titan.

#10. Tasigur, the Golden Fang

Tasigur, the Golden Fang

Thanks to delve, Tasigur, the Golden Fang comes down early in graveyard-focused decks, but keeps delivering late game. For just 4 mana, you can fill your graveyard and pressure your opponent into giving you back useful spells. The trick is using self-mill or looting effects so that you always have good options to recur. Cards like Grisly Salvage or Satyr Wayfinder play especially well with Tasigur.

#9. Maeve, Insidious Singer

Maeve, Insidious Singer

Maeve, Insidious Singer not only has excellent flavor as a siren steering creatures astray but an impactful ability. Iโ€™m really happy with activated abilities that let me hold up countermagic or draw cards. It also opens the door to many interesting political moves in Commander.

#8. The Scarab God

The Scarab God

One of the best Dimir cards in Magic, The Scarab God has one of the pricier activated abilities on the list, but it hits so hard. A steady stream of reanimated creatures that often see a stat boost and help you find more action via scrying? Iโ€™m happy to pay those prices for such value! And this creature hardly dies.

#7. Thrasios, Triton Hero

Thrasios, Triton Hero

If you want a mana sink that offers value no matter what, Thrasios, Triton Hero is perfect. For 4 mana, you scry 1 and either draw a card or ramp with a land onto the battlefield. This makes it one of the most efficient outlets for infinite mana combos too. Partner Thrasios with cards like Tymna the Weaver or Kraum, Ludevic's Opus in cEDH, and youโ€™ve got card advantage for days.

#6. Zacama, Primal Calamity

Zacama, Primal Calamity

Not only does Zacama, Primal Calamity have two awesome abilities to sink mana into (and a white one), it makes sure you have the mana to activate them by untapping your lands. How thoughtful.

#5. Kinnan, Bonder Prodigy

Kinnan, Bonder Prodigy

While Kinnan, Bonder Prodigy helps ramp early by giving extra mana from nonland permanents, it big mana sink lets you dig into your deck. Spend 7 mana to look at the top five cards and cheat a non-Human creature right onto the battlefield. Thatโ€™s a huge payoff, especially in decks with lots of dorks or artifact mana. It pairs well with Llanowar Elves, Basalt Monolith, and other ramp pieces.

#4. Retrofitter Foundry

Retrofitter Foundry

While Retrofitter Foundry does its best work with commanders like Sai, Master Thopterist or Breya, Etherium Shaper that create Thopter tokens themselves, Iโ€™ll run it in any deck with a desire for artifact tokens.

#3. Walking Ballista

Walking Ballista

Walking Ballista is a great mana sink whenever you draw it thanks to the combination of an mana cost and the activated ability. This construct is simply busted. It turns infinite mana into a clean win condition and controls the board in other situations. You canโ€™t go wrong with it, especially in decks that care about +1/+1 counters and incidental damage.

#2. Urza, Lord High Artificer

Urza, Lord High Artificer

Urza, Lord High Artificer might be the most busted card on the list before we consider the mana sink. Itโ€™s just Tolarian Academy on a stick! That comes with a Construct token thatโ€™s likely to be the largest creature on board. And you can cast free spells! Sometimes youโ€™ll whiff on an Island, sometimes youโ€™ll cast Ulamog, the Infinite Gyre. So it goes.

#1. Kenrith, the Returned King

Kenrith, the Returned King

If you want an ability to sink mana into, Kenrith, the Returned King has you covered, no matter how much or what colors of mana you have at your disposal. Kenrith is one of the best 5-color goodstuff commanders in our post-Golos world and works perfectly well in the 99 of commanders like Ramos, Dragon Engine. Kenrith becomes a combo engine with a few cost reducers and synergizes with numerous cards.

Best Mana Sink Enablers and Payoffs

Mana sinks really shine when you build your deck to support them, and that means using the right mix of payoffs and enablers. Some of the best payoffs are ability doublersโ€”like Strionic Resonator, The Peregrine Dynamo, and Rings of Brighthearthโ€”which let you copy powerful effects for just a bit of extra mana. These are perfect with high-cost activated abilities from cards like Urza, Lord High Artificer, turning each use into double the value.

Then there are the enablersโ€”cards that make expensive activations cheaper or help you make the most of your mana. Training Grounds is the classic example, and others like Zirda, the Dawnwaker, Biomancer's Familiar, and Forensic Gadgeteer also reduce costs so you can activate abilities repeatedly. Some cards, like Omnath, Locus of Mana or Kruphix, God of Horizons, even let you retain unspent mana, making it easier to invest big turns into your mana sinks. And if youโ€™re running something like Basalt Monolith, you might just be a combo away from infinite mana.

Of course, mana sinks arenโ€™t for every deck. Fast aggro lists usually donโ€™t have time to sit around activating Wand of Wonder or Currency Converter. But for slower, grindy decks that want to dominate the late game, mana sinks are perfect. Cards like Retrofitter Foundry or The Scarab God can take over, turning leftover mana into nonstop value turn after turn.

Wrap Up

Walking Ballista - Illustration by Daniel Ljunggren

Walking Ballista | Illustration by Daniel Ljunggren

Spending all your mana each turn means youโ€™re using your resources as efficiently as possible, which is half the battle in Magic. Including a few mana sinks to your decks can be a great way to bolster efficiency, especially in grindy decks that find themselves with excess mana each turn.

Whatโ€™s your favorite mana sink? Do you prefer X-spells to cards with activated abilities? Let me know in the comments below or on the Draftsim Discord.

Stay safe, and stay efficient!

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