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Elemental Resonance
RareColour IDMV 4
Enchantment — Aura
Enchant permanent
At the beginning of your first main phase, add mana equal to enchanted permanent's mana cost. (Mana cost includes color. If a mana symbol has multiple colors, choose one.)
Keywords
Enchant
Card capabilities
Derived deterministically from card types, Oracle text and keywords. Not a strategic evaluation.
Format legality
Primary formats
Eternal formats
Digital formats
Other printings
This is the only English printing.
Rulings (4)
wotc1 Oct 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).
wotc1 May 2006
This ability isn't a mana ability. It uses the stack.
wotc1 May 2006
If the enchanted permanent's mana cost is {2}{W}{U}, this Aura's controller adds {C}{C}{W}{U}. If its mana cost is {X}{G}, this Aura's controller adds {G}. If its mana cost is {W/U}{W/U}, this Aura's controller chooses whether to add {W}{W}, {W}{U}, or {U}{U}. The choice may be different each time the ability resolves.
wotc1 May 2006
Only the first main phase in a turn is the "precombat main phase," even if additional main phases are generated by some effect.
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Ranked by shared capabilities, colour identity, mana value and type — never by strategic judgement.
Shares Enchantment, Mana production, RampSame colour identity
Shares Enchantment, Mana production, RampSame colour identity
Shares Enchantment, Mana production, RampSame colour identity
Shares Enchantment, Mana production, RampSame colour identity
Shares Enchantment, Mana production, RampOverlapping colour identity
Shares Enchantment, Mana production, RampMV 3 vs 4
Shares Enchantment, Mana production, RampMV 4 vs 4






