THE HEIST CAMPAIGN
MANA HEIST · THE VAULTS
Five galaxies. Twenty-five worlds. Two hundred fifty vaults. Only your current path is revealed.
First Charge
The First Lock
THE BATTLEFIELD
Your lands Tap for mana
YOUR HAND
Your hand Drag to battlefield ↑
Choose your first move.
DECISION POINT
Your next choice
Play a land from your hand or tap an untapped land.
The current ward requires the mana shown in its cost.
How it works
Drag a land from your hand onto the battlefield to play it. Tap a land in your hand to inspect its full-size Magic card; press I with any land focused. Card printings are randomly selected when you enter a stage. Tap a battlefield land to send mana into the ward circle. When its cost is met, the ward opens automatically; there is no Cast button. Tapped lands rotate sideways. Multicolor lands offer a color choice. Play at most one land each turn; wards automatically consume their required mana when charged, and end your turn to untap your lands. You can undo freely.
Three-star route
The solver scores the fewest turns and least life lost, not the number of taps. Your floating mana expires at the end of each turn. Future chapters unlock sequentially.
OFFICIAL CARDS · LEARNING REFERENCES
Real Magic lands
Genuine Magic land card images appear in the puzzle and here as larger study references. Mana Heist simulates a simplified subset of their rules. Some printed abilities—notably bounce land mana production—differ from the game model.
Card imagery belongs to Wizards of the Coast and its artists, served by Scryfall. The full cards retain their notices and artist credits. Mana Heist is unofficial and not endorsed by Wizards.