Blinkmoth Urn was the home of a precurser to the mana solution I ended up going with. It's broken and shouldn't be used until the offending code is removed. Honestly, it should probably just be reverted to whatever it was right before my last edits to it from the CW's archives.
That's what's causing the issues you're seeing. I'll deal with that tomorrow.
Sorry, it took me until now to realize what exactly the problem was there. I thought it should theoretically still be working, but I stripped the code it needed out of the CW_MANA function file. That's the only card that uses the code, so there's nothing else to edit (except to delete the _MANAGER_MANA card if it exists.
The idea then was to have each card register the mana it can produce, and then have a manager check the cards you can cast, and find the combination of mana that allows the most cards to be cast, and in cases where there are multiple combinations that are valid for the same number of cards, go with the one that leaves the most open for the future. It's probably possible, but it proved a bit too ambitious for my attention span. I actually had it working about 75%, but the method that's currently in use should work well enough that it's not needed anyway, so putting in the huge amount of effort it required would be a bit of a waste at this point.
It did, however, have one feature I'd like to remake for any card that produces large amounts of mana: reserving mana. It doesn't add mana to your pool or remove it, but rather allows you to tell the game not to use certain mana so you can save it for something else. Say you have

in your mana pool. It would be impossible via normal means to get the game to cast
Exert Influence with all five colors because it would always force you to use the colorless mana. It would even be impossible to know which color it chose to use in combination with

to cast the spell. With
Blinkmoth Urn's ability I coded, you could tell it to ignore the

, or to ignore

and

if you needed to save them for something. It's the kind of thing that doesn't come up very often, but when it does, it can be pretty important to your strategy.