Enchantment — Aura, 2GG (4)
Rare
Enchant permanent
At the beginning of your precombat main phase, add mana equal to enchanted permanent's mana cost to your mana pool. (Mana cost includes color. If a mana symbol has multiple colors, choose one.)
Illus. Mark Tedin
5/1/2006: If the enchanted permanent's mana cost is {2}{W}{U}, this Aura's controller adds {2}{W}{U} to his or her mana pool. If its mana cost is {X}{G}, this Aura's controller adds {G} to his or her mana pool. If its mana cost is (W/U)(W/U), this Aura's controller chooses whether to add {W}{W}, {W}{U}, or {U}{U} to his or her mana pool. The choice may be different each time the ability resolves.
5/1/2006: This ability isn't a mana ability. It uses the stack.
5/1/2006: Only the first main phase in a turn is the "precombat main phase," even if additional main phases are generated by some effect.
10/1/2009: You get the mana whether you want it or not. If you don't spend it, it will disappear at the end of the current step (or phase).
Legal in Vintage (Type 1)
Legal in Legacy (Type 1.5)
Legal in Classic (MTGO)
Legal in Commander
Legal in Modern