Nikya of the Old Ways wants a deck that makes huge amounts of mana for giant spells. It also suits a deck that helps every player at the table, itself included.
Mana cost
Red, Green ()
Power / toughness5 / 5
RarityRare
You can't cast noncreature spells.
Whenever you tap a land for mana, add one mana of any type that land produced.
Picked for what they do in Nikya of the Old Ways's deck. When two cards do the same job, the one with the lower comes first. All of them fit Nikya of the Old Ways's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Open the full glossary
explain how Nikya of the Old Ways works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary
Wizards of the Coast25 Jan 2019
If you tap a land for more than one mana, you choose one type that was produced and add one mana of that type.
Wizards of the Coast25 Jan 2019
Nikya doesn’t care about any restrictions or riders your lands put on the mana they produce, such as those of Unclaimed Territory and Guildmages’ Forum. It just produces one mana of the appropriate type, with no restrictions or riders.
Wizards of the Coast25 Jan 2019
The types of mana are white, blue, black, red, green, and colorless.
Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryRGPlayers write colors as letters: R for red, G for green.Big ManaBig Mana decks build up far more mana than usual, then spend it on huge spells. Some are X spells, which have X in their cost and get stronger the more mana you put in.Open the Big Mana pageRampAn effect that accelerates your mana, giving you a reusable mana source beyond the usual one land per turn. Cultivate Rampant GrowthOpen the Ramp pageMana DoublerMultiplies the mana your lands or permanents produce, so every land you already control starts making more. Mirari's Wake, Caged Sun. Read the wording before you add one, because some are a trap. Mana Flare, Heartbeat of Spring and Zhur-Taa Ancient say "a player", so every opponent's lands make extra mana too, and each of them gets to spend it before your next turn. Nikya of the Old Ways doubles only your own lands, but it stops you casting anything that is not a creature.Open the Mana Doubler pageGroup HugGroup Hug decks give every player extra cards, mana or life, making friends at the table while they quietly work toward their own win. The trick is to be the player best placed to use all that extra.Open the Group Hug pageStaxStax decks slow the whole game down with cards that make spells cost more, stop lands from untapping, or limit what players can do each turn. The deck is built so those limits hurt it least. Many groups dislike playing against it, so check with your table first.Open the Stax pageStax/TaxMakes the game more expensive or more restrictive for everyone: taxing spells and attacks, or stopping permanents from untapping. Propaganda, Ghostly Prison. Many groups dislike playing against it, so check what your table expects first.Open the Stax/Tax page
Send Us Feedback
What works, what's confusing, what you wish the site did. We read every one.
Not signed in? That is fine. We only keep what you write.
Optional. We only use it to reply to you.
Can we use Google Analytics cookies?
They show us which pages help people. No ads.
Privacy Policy