When to Mulligan Manaforce Mace in MTG: A Quick Guide

In TCG ·

Manaforce Mace card art from the Conflux set, an artifact equipment with a gleaming blade motif

Image courtesy of Scryfall.com

Strategic Mulligans: When to keep or ship Manaforce Mace back to the library

Manaforce Mace isn’t just a shiny piece of equipment with a brisk cost. It’s a thoughtful, Domain-driven tool that rewards you for building a mana base with diversity. In formats where you can reliably unlock its full potential, the mace can turn a middling start into a late-game swing that eclipses opponents who over-prioritize speed over synergy. As we lean into the Conflux-era flavor—where shards and lands collide to unleash forgotten powers—this artifact becomes a perfect case study in when to mulligan and when to embrace a slower, strategic path 🧙‍♂️🔥💎⚔️.

What Manaforce Mace actually does

Manaforce Mace is an artifact — equipment with a domain-powered twist. Its mana cost is four, and it equips for three. The true payoff is the static buff on the equipped creature: it gains +1/+1 for each basic land type among lands you control. If you manage to play all five basic land types (Plains, Island, Swamp, Mountain, and Forest), the equipped creature could be a formidable +5/+5 swing on a single threat. In multiplayer aren’t we always chasing that big payoff? Conflux’s flavor text hints at it—the shards merging reveal powers once thought mundane.

In practice, this means Manaforce Mace thrives in decks that actively curate a diverse mana base and can protect or rapidly deploy the mace once it lands. It’s legal in Modern, Legacy, Vintage, and Commander, which means you can see it in a wide swath of formats—each with its own tempo and risk calculus. The art by Jeremy Jarvis captures the relic’s gleam, while the rarity (uncommon) gives you a sense of its keeper-versus-seller pull in swap culture. All of that adds up to a card that rewards thoughtful mulligans as much as it rewards careful play ☄️🎨.

“As the shards merged, relics once thought mundane regained forgotten powers.”

Opening-hand heuristics: when to keep Manaforce Mace

Because the mace’s payoff depends on your ability to develop a broad mana base and eventually equip a creature, your opening hand should offer one of two pathways to a strong early play. Consider these guidelines when deciding whether to keep or mulligan:

  • Ramp or acceleration plus a plan to diversify lands: If your hand includes mana ramp (ramp artifacts, mana rocks, or early fixing spells) and at least a glimmer of a plan to hit all five basic land types by midgame, you’re ahead. Manaforce Mace doesn’t immediately threaten the battlefield on turn one, but it rewards you for a smooth, steady ramp into 4 mana and beyond so you can equip by turn 3–4 and start stacking the domain buff quickly.
  • A drawn creature or a creature tutor along with a path to equip: Since you need a target to give value, a hand with a creature or a way to tutor one increases the odds the mace will actually swing. If you lack a creature to attach to, the mace sits on the sidelines, waiting for a draw that might not come until late. In that case, mulligans become more reasonable if the rest of the hand can’t present a clear route to an early attack or a rapid deployment of a domain setup.
  • Five-land-type potential vs. limited land types: If your deck is built to profit from color variety and you already have a plan to bring all five basic land types into play, you’ll maximize the mace’s buff over time. If your deck leans toward a narrower mana base, the early payoff is muted, and you might prefer a hand with more reliable pressure or direct removal to keep pace.
  • Removal and protection density: In a crowded meta with easy removal or theft effects, you might want to mulligan a slow hand that won’t survive a few early interactions. Manaforce Mace shines when it sticks around long enough to start buffing—so if you can’t protect it or you’re likely to face a lot of disruption, that affects the keep decision.

In practical terms, if your opening seven is light on ramp, light on land-diversity potential, and you don’t have a clear way to deploy a buff by the first few turns, a thoughtful mulligan is wise. Conversely, a hand with two or more lands that hints at domain-building (and perhaps a cheap creature to equip) often deserves a keep—especially in Commander or multiplayer where the mace can become a marquee threat as soon as you stabilize your mana base 🧙‍♂️🎲.

Turn-by-turn expectations: reading the window for Manaforce Mace

Turn structure matters here. If you can reach four mana by turn four (or have a reliable route to a creature-friendly setup), you can push the mace into play and start buffing immediately. If you miss that window, you may find yourself staring at a colorless fixture that’s waiting for the right draw. In formats with London Mulligan, the decision is a little different—yes, you draw a new hand, but the cost of a three-card bottoming ritual after each mulligan adds pressure to identify early win conditions. Your goal is to create a tempo swing before opponents consolidate threats, which is why a robust mulligan plan emphasizes early ramp and a credible route to equipping a creature on or before turn four 🔥⚔️.

Art, value, and how this fits your collection

Manaforce Mace’s Conflux artwork and flavor sit well with players who love artifacts and land interactions. Its uncommon status keeps it approachable for both casual and competitive groups, while its scaling buff makes it a collectible piece for those chasing synergy decks. The card’s plateau—needing diverse lands to hit full value—also mirrors a broader philosophy in MTG design: the most satisfying payoffs aren’t always the loudest, but they reward planning, land management, and on-board decision-making. The mace reminds us that sometimes a measured, well-timed equip can shift the entire board state, even if your opponent has outs lined up 🎨💎.

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Manaforce Mace

Manaforce Mace

{4}
Artifact — Equipment

Domain — Equipped creature gets +1/+1 for each basic land type among lands you control.

Equip {3}

As the shards merged, relics once thought mundane regained forgotten powers.

ID: ab60e11f-ea7c-4d87-bc82-9e7f4eaeef5a

Oracle ID: 7e92be29-ccd1-4556-bb2a-ac7902bc77c2

Multiverse IDs: 180159

TCGPlayer ID: 28565

Cardmarket ID: 20782

Colors:

Color Identity:

Keywords: Equip, Domain

Rarity: Uncommon

Released: 2009-02-06

Artist: Jeremy Jarvis

Frame: 2003

Border: black

EDHRec Rank: 24758

Set: Conflux (con)

Collector #: 139

Legalities

  • Standard — not_legal
  • Future — not_legal
  • Historic — not_legal
  • Timeless — not_legal
  • Gladiator — not_legal
  • Pioneer — not_legal
  • Modern — legal
  • Legacy — legal
  • Pauper — not_legal
  • Vintage — legal
  • Penny — legal
  • Commander — legal
  • Oathbreaker — legal
  • Standardbrawl — not_legal
  • Brawl — not_legal
  • Alchemy — not_legal
  • Paupercommander — not_legal
  • Duel — legal
  • Oldschool — not_legal
  • Premodern — not_legal
  • Predh — legal

Prices

  • USD: 0.18
  • USD_FOIL: 0.50
  • EUR: 0.10
  • EUR_FOIL: 0.13
  • TIX: 0.03
Last updated: 2025-11-15