BETA

85 Cards Found

Morphic Pool #83 Land

Info

Color:
Identifies:
Cost:
Rarity: Rare
Converted Cost: 0
Power/Toughness: /
Types:
  • Land
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • If you began the game with two or more opponents but now only have one opponent left, these lands enter the battlefield tapped.
  • Prices

    Seller Price
    Tcgplayer 25.74 USD / 23.31 USD
    Cardmarket 19.79 EUR / 23.86 EUR
    Cardkingdom 34.99 USD / 34.99 USD
    Manapool 21.85 USD / 31.94 USD

    Legalities

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

    Text

    This land enters tapped unless you have two or more opponents. : Add or .

    Mount Doom #754 Legendary Land

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 0
    Power/Toughness: /
    Types:
  • Land
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • For the last ability, none of the chosen creatures are targets of the ability. You may choose creatures with shroud, for example.
  • You must follow all normal timing rules for a card you play using Moria Marauder's last ability and, if it's a spell, you must pay its costs to cast it.
  • Prices

    Seller Price
    Tcgplayer 54.34 USD
    Cardmarket 50.81 EUR
    Cardkingdom 54.99 USD
    Manapool 51.78 USD

    Legalities

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

    Text

    , Pay 1 life: Add or . , : Mount Doom deals 1 damage to each opponent. , ,SacrificeMount Doom and a legendary artifact: Choose up to two creatures, thendestroythe rest. Activate only as a sorcery.

    Mountain #288 Basic Land — Mountain

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 0
    Power/Toughness: /
    Types:
  • Land
  • SubTypes:
  • Mountain
  • Languages:
    Layout:
    Normal
    Saltiness:

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.16 USD / 0.68 USD
    Cardmarket 0.29 EUR / 0.35 EUR
    Cardkingdom 0.79 USD / 0.79 USD
    Manapool 0.15 USD / 0.19 USD

    Legalities

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

    Text

    (: Add .)

    Nazgûl #728 Creature — Wraith Knight

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 3
    Power/Toughness: 1/2
    Types:
  • Creature
  • SubTypes:
  • Wraith
  • Knight
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Deathtouch

    Rules

  • As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.
  • Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
  • Each time the Ring tempts you, you must choose a creature if you control one.
  • If the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer.
  • If you're fortunate enough to open or draft ten or more Nazgûl during a Limited event, you can include only nine of them in your deck. The rest remain in your sideboard.
  • Some spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you.
  • The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
  • The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
  • The last ability of Nazgûl also lets you ignore the "singleton" rule in formats like Commander.
  • The last ability of Nazgûl lets you ignore the "four-of" rule. It doesn't let you ignore format legality. For example, during a The Lord of the Rings: Tales of Middle-earth™ Limited event, you can't add Nazgûl from your personal collection, no matter how much Sauron might want you to.
  • Prices

    Seller Price
    Tcgplayer 49 USD / 67.76 USD
    Cardmarket 48.57 EUR
    Cardkingdom 57.99 USD / 89.99 USD
    Manapool 51.88 USD / 67.95 USD

    Legalities

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

    Text

    Deathtouch When this creature enters, the Ring tempts you. Whenever the Ring tempts you, put a +1/+1counteron each Wraith you control. A deck can have up to nine cards named Nazgûl.

    Nazgûl Battle-Mace #554 Artifact — Equipment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 5
    Power/Toughness: /
    Types:
  • Artifact
  • SubTypes:
  • Equipment
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Equip

    Rules

  • Annihilator abilities trigger and resolve during the declare attackers step. The defending player chooses and sacrifices the required number of permanents before they declare blockers. Any creatures sacrificed this way won't be able to block.
  • If a creature with annihilator is attacking a planeswalker, and the defending player chooses to sacrifice that planeswalker, the attacking creature continues to attack. It may be blocked. If it isn't blocked, it simply won't deal combat damage to anything.
  • If a replacement effect, such as that of Rest in Peace, causes a sacrificed nontoken permanent to be put into a different public zone than a graveyard, the last ability granted by Nazgûl Battle-Mace will still trigger and you will still put the card onto the battlefield under your control if its original controller doesn't pay 3 life.
  • If an opponent sacrifices a nontoken permanent, it doesn't matter which graveyard it goes to. The last ability granted by Nazgûl Battle-Mace will trigger.
  • If an opponent sacrifices a nontoken permanent as part of paying the cost of a spell or ability, the last ability granted by Nazgûl Battle-Mace will trigger and go on the stack on top of that spell or ability. The ability granted by Nazgûl Battle-Mace will resolve before that spell or ability.
  • If the card leaves the graveyard before the last ability granted by Nazgûl Battle-Mace resolves, the opponent will still have the option to pay 3 life. Regardless of their choice, you can't put the card onto the battlefield, even if it returns to the graveyard before the ability resolves.
  • If you put an Aura on the battlefield using the last ability granted by Nazgûl Battle-Mace, you choose what the Aura will enchant just before it enters the battlefield. An Aura put onto the battlefield this way doesn't target the player or permanent it will enchant, so permanents or players with hexproof may be chosen; however, the chosen recipient must be able to legally be enchanted by the Aura, so a player or permanent with protection from one of the Aura's qualities can't be chosen this way. If there's nothing legal for the Aura to enchant, it stays in the graveyard.
  • The last ability granted by Nazgûl Battle-Mace triggers whenever an opponent sacrifices a nontoken permanent for any reason, not just due to the annihilator ability.
  • Prices

    Seller Price
    Tcgplayer 22.86 USD
    Cardkingdom 24.99 USD
    Manapool 28.01 USD

    Legalities

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

    Text

    Equipped creature has menace, deathtouch, annihilator 1, and "Whenever an opponent sacrifices a nontoken permanent, put that card onto the battlefield under your control unless that player pays 3 life." (Whenever a creature with annihilator 1 attacks, defending player sacrifices a permanent of their choice.) Equip

    Necromancy #131 Enchantment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • The bringing of the creature onto the battlefield and then putting Necromancy on it is all done as part of the resolution.
  • When putting a card onto the battlefield that requires a definition for its value or some other choice, you do what is needed to define the value or make the choice.
  • Necromancy enters as an enchantment and then becomes an Enchant Creature Aura as a triggered ability upon entering. It follows all the rules for Auras from then on.
  • If the creature card put onto the battlefield has protection from black (or anything that prevents this from legally being attached), this won't be able to attach to it. Then this will go to the graveyard as a state-based action, causing the creature to be sacrificed.
  • The sacrifice occurs only if you cast it using its own ability. If you cast it using some other effect (for example, if another effect allowed you to cast it as though it had flash), then it won't be sacrificed.
  • Prices

    Seller Price
    Tcgplayer 12.04 USD
    Cardmarket 8.03 EUR / 5 EUR
    Cardkingdom 9.49 USD
    Manapool 12.16 USD

    Legalities

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

    Text

    You may cast this spell as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step. When this enchantment enters, if it's on the battlefield, it becomes an Aura with "enchant creature put onto the battlefield with Necromancy." Put target creature card from a graveyard onto the battlefield under your control and attach this enchantment to it. When this enchantment leaves the battlefield, that creature's controller sacrifices it.

    Oliphaunt #139 Creature — Elephant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 6
    Power/Toughness: 6/4
    Types:
  • Creature
  • SubTypes:
  • Elephant
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Cycling Trample

    Rules

  • Typecycling is a form of cycling. Any ability that triggers on a card being cycled also triggers on a card being typecycled. Any ability that stops a cycling ability from being activated also stops a typecycling ability from being activated.
  • Unlike the normal cycling ability, typecycling doesn't allow you to draw a card. Rather, it lets you search your library for a card with the type or types indicated by the ability name. For example, a card with basic landcycling lets you search for a basic land card, and a card with Wizardcycling lets you search for a Wizard card.
  • Prices

    Seller Price
    Tcgplayer 0.17 USD / 0.24 USD
    Cardmarket 0.11 EUR / 0.28 EUR
    Cardkingdom 0.35 USD / 0.49 USD
    Manapool 0.15 USD / 0.2 USD

    Legalities

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

    Text

    Trample Whenever this creature attacks, another target creature you control gets +2/+0 and gains trample until end of turn. Mountaincycling (,Discardthis card: Search your library for a Mountain card, reveal it, put it into your hand, thenshuffle)

    Orcish Siegemaster #116 Creature — Orc Soldier

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: 0/5
    Types:
  • Creature
  • SubTypes:
  • Orc
  • Soldier
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Trample

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 2.14 USD
    Cardmarket 2.68 EUR
    Cardkingdom 2.79 USD
    Manapool 1.92 USD

    Legalities

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

    Text

    Trample Other Orcs and Goblins you control have trample. Whenever this creature attacks, it gets +X/+0 until end of turn, where X is the greatest power among creatures you control.

    Palantír of Orthanc #749z Legendary Artifact

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Artifact
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Mill Scry

    Rules

  • You choose a target for Palantír of Orthanc's ability when it goes on the stack. If that target is illegal as the ability tries to resolve, the ability is removed from the stack. You won't put an influence counter on Palantír of Orthanc, and you won't scry, draw, or mill.
  • Prices

    Seller Price
    Cardmarket 20.87 EUR / 56.95 EUR

    Legalities

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

    Text

    At the beginning of your end step, put an influencecounteron Palantír of Orthanc and scry 2. Then target opponent may have you draw a card. If that player doesn't, youmillX cards, where X is the number of influence counters on Palantír of Orthanc, and that player loses life equal to the total mana value of those cards.

    Phyrexian Arena #180s Enchantment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 2.39 USD
    Cardmarket 2.83 EUR

    Legalities

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

    Text

    At the beginning of your upkeep, you draw a card and you lose 1 life.

    Polluted Delta #43582 Land

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 0
    Power/Toughness: /
    Types:
  • Land
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • No entries
  • Prices

    Seller Price

    Legalities

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

    Text

    , Pay 1 life,Sacrificethis land: Search your library for an Island or Swamp card, put it onto the battlefield, thenshuffle

    Reanimate #206 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 1
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • If a card in a graveyard has {X} in its mana cost, X is 0.
  • If any abilities trigger on the creature entering the battlefield, those abilities resolve after you lose life. If losing life results in you losing the game, those abilities won't resolve.
  • In a multiplayer game, if a player leaves the game, all cards that player owns leave as well. If you leave the game, the creature you control from Reanimate is exiled.
  • The amount of life you lose is determined by the mana value of the card in your graveyard, not the creature once it's on the battlefield.
  • You lose life after the creature is already on the battlefield. Any abilities it has that interact with loss of life, such as that of Platinum Emperion, apply to that loss of life.
  • Prices

    Seller Price
    Tcgplayer 9.92 USD
    Cardmarket 7.33 EUR / 7 EUR
    Cardkingdom 9.99 USD
    Manapool 7.87 USD

    Legalities

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

    Text

    Put target creature card from a graveyard onto the battlefield under your control. You lose life equal to that card's mana value.

    Reflecting Pool #278 Land

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 0
    Power/Toughness: /
    Types:
  • Land
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Any change to a land's type or splicing of text into a land can affect the types of mana a land can produce.
  • Any replacement effects are considered by Reflecting Pool when determining the types of mana a land can produce.
  • Multiple Reflecting Pools won't help each other produce mana. If you control a Reflecting Pool, and all other lands you control either lack mana abilities or are other Reflecting Pools, you may still activate Reflecting Pool's ability — it just won't produce any mana.
  • Reflecting Pool checks the effects of all mana-producing abilities of lands you control, but it doesn't check their costs. For example, Vivid Crag says "{T}, Remove a charge counter from Vivid Crag: Add one mana of any color." If you control Vivid Crag and Reflecting Pool, you can tap Reflecting Pool for any color of mana. It doesn't matter whether Vivid Crag has a charge counter on it, and it doesn't matter whether it's untapped.
  • Reflecting Pool doesn't care about any restrictions or riders your lands put on the mana they produce, such as Pillar of the Paruns and Hall of the Bandit Lord do. It just cares about types of mana.
  • The types of mana are white, blue, black, red, green, and colorless.
  • Prices

    Seller Price
    Tcgplayer 10.34 USD / 71.15 USD
    Cardmarket 8.81 EUR / 33.23 EUR
    Cardkingdom 16.99 USD / 64.99 USD
    Manapool 9.05 USD

    Legalities

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

    Text

    : Add one mana of any type that a land you control could produce.

    Relic of Sauron #159 Artifact

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 4
    Power/Toughness: /
    Types:
  • Artifact
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 14.69 USD
    Cardmarket 10.31 EUR / 10 EUR
    Cardkingdom 18.99 USD
    Manapool 19.4 USD

    Legalities

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

    Text

    : Add two mana in any combination of , , and/or . , : Draw two cards, thendiscarda card.

    Ringsight #220 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    EDH Bracket Attr:
    Tutors
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Rules

  • As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.
  • Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
  • Each time the Ring tempts you, you must choose a creature if you control one.
  • If the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer.
  • Ringsight won't let you search for a colorless card, even if you control a colorless legendary creature.
  • Some spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you.
  • The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
  • The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
  • Your Ring-bearer is legendary, so you can search for a card that shares a color with the Ring-bearer that you chose as the Ring tempted you.
  • Prices

    Seller Price
    Tcgplayer 0.27 USD / 0.46 USD
    Cardmarket 0.2 EUR / 0.63 EUR
    Cardkingdom 0.69 USD / 0.99 USD
    Manapool 0.26 USD / 0.41 USD

    Legalities

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

    Text

    The Ring tempts you. Search your library for a card that shares a color with a legendary creature you control, reveal it, put it into your hand, thenshuffle

    Ringwraiths #284 Creature — Wraith Knight

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 6
    Power/Toughness: 5/5
    Types:
  • Creature
  • SubTypes:
  • Wraith
  • Knight
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Rules

  • If the target is not legal as Ringwraiths's first ability tries to resolve, the ability is removed from the stack. The creature's controller won't lose life.
  • The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
  • Prices

    Seller Price
    Tcgplayer 0.52 USD / 3.11 USD
    Cardmarket 0.7 EUR / 3.31 EUR
    Cardkingdom 1.29 USD
    Manapool 0.47 USD / 2.34 USD

    Legalities

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

    Text

    When this creature enters, target creature an opponent controls gets -3/-3 until end of turn. If that creature is legendary, its controller loses 3 life. When the Ring tempts you, return this card from your graveyard to your hand.

    Rise of the Dark Realms #323 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 9
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 12.45 USD / 23.89 USD
    Cardmarket 12.39 EUR / 17.26 EUR
    Cardkingdom 13.99 USD / 32.99 USD
    Manapool 8.44 USD / 18.13 USD

    Legalities

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

    Text

    Put all creature cards from all graveyards onto the battlefield under your control.

    Riverglide Pathway (Riverglide Pathway // Lavaglide Pathway) #83850 Land

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 0
    Power/Toughness: /
    Types:
  • Land
  • SubTypes:
    Languages:
    Layout:
    Modal Dfc
    Rank:
    Saltiness:

    Rules

  • A modal double-faced card can't be transformed or be put onto the battlefield transformed. Ignore any instruction to transform a modal double-faced card or to put one onto the battlefield transformed.
  • If an effect allows you to play a land or cast a spell from among a group of cards, you may play or cast a modal double-faced card with any face that fits the criteria of that effect.
  • If an effect allows you to play a specific modal double-faced card, you may cast it as a spell or play it as a land, as determined by which face you choose to play. If an effect allows you to cast (rather than "play") a specific modal double-faced card, you can't play it as a land.
  • If an effect instructs a player to choose a card name, the name of either face may be chosen. If that effect or a linked ability refers to a spell with the chosen name being cast and/or a land with the chosen name being played, it considers only the chosen name, not the other face's name.
  • If an effect puts a double-faced card onto the battlefield, it enters with its front face up. If that front face can't be put onto the battlefield, it doesn't enter the battlefield.
  • In the Commander variant, a double-faced card's color identity is determined by the mana costs and mana symbols in the rules text of both faces combined. If either face has a color indicator or basic land type, those are also considered.
  • The mana value of a modal double-faced card is based on the characteristics of the face that's being considered. On the stack and battlefield, consider whichever face is up. In all other zones, consider only the front face. This is different than how the mana value of a transforming double-faced card is determined.
  • There is a single triangle icon in the top left corner of the front face. There is a double triangle icon in the top left corner of the back face.
  • To determine whether it is legal to play a modal double-faced card, consider only the characteristics of the face you're playing and ignore the other face's characteristics.
  • Prices

    Seller Price

    Legalities

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

    Text

    : Add .

    Lavaglide Pathway (Riverglide Pathway // Lavaglide Pathway) #83850 Land

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 0
    Power/Toughness: /
    Types:
  • Land
  • SubTypes:
    Languages:
    Layout:
    Modal Dfc
    Rank:
    Saltiness:

    Rules

  • A modal double-faced card can't be transformed or be put onto the battlefield transformed. Ignore any instruction to transform a modal double-faced card or to put one onto the battlefield transformed.
  • If an effect allows you to play a land or cast a spell from among a group of cards, you may play or cast a modal double-faced card with any face that fits the criteria of that effect.
  • If an effect allows you to play a specific modal double-faced card, you may cast it as a spell or play it as a land, as determined by which face you choose to play. If an effect allows you to cast (rather than "play") a specific modal double-faced card, you can't play it as a land.
  • If an effect instructs a player to choose a card name, the name of either face may be chosen. If that effect or a linked ability refers to a spell with the chosen name being cast and/or a land with the chosen name being played, it considers only the chosen name, not the other face's name.
  • If an effect puts a double-faced card onto the battlefield, it enters with its front face up. If that front face can't be put onto the battlefield, it doesn't enter the battlefield.
  • In the Commander variant, a double-faced card's color identity is determined by the mana costs and mana symbols in the rules text of both faces combined. If either face has a color indicator or basic land type, those are also considered.
  • The mana value of a modal double-faced card is based on the characteristics of the face that's being considered. On the stack and battlefield, consider whichever face is up. In all other zones, consider only the front face. This is different than how the mana value of a transforming double-faced card is determined.
  • There is a single triangle icon in the top left corner of the front face. There is a double triangle icon in the top left corner of the back face.
  • To determine whether it is legal to play a modal double-faced card, consider only the characteristics of the face you're playing and ignore the other face's characteristics.
  • Prices

    Seller Price

    Legalities

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

    Text

    : Add .

    Saruman's Trickery #519 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Amass

    Rules

  • Amass Zombies works the same way, except you create a 0/0 black Zombie Army creature token if you don't control an Army. If the Army creature you chose isn't already a Zombie, it becomes a Zombie in addition to its other types. By combining cards with amass Orcs and amass Zombies, you can end up with an Orc Zombie Army.
  • Amass abilities are now written as "amass [subtype] N." Previous cards with amass have received errata to say "amass Zombies N."
  • If you don't control an Army, the Orc Army token you create enters the battlefield as a 0/0 creature before receiving counters. Any abilities that trigger when a creature with a certain power enters the battlefield, such as that of Mentor of the Meek, will see the token enter as a 0/0 creature before it gets +1/+1 counters.
  • In the rare case that you control multiple Army creatures (perhaps because you played a creature with changeling) while you amass Orcs, you choose which of your Army creatures to put the +1/+1 counters on. If that creature isn't an Orc, it becomes an Orc in addition to its other types.
  • Some cards refer to the "amassed Army." That means the Army creature you chose to receive counters, even if no counters were placed on it for some reason.
  • Some spells and abilities that amass Orcs may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't amass Orcs.
  • To amass Orcs N, if you don't control an Army creature, create a 0/0 black Orc Army creature token. Then you choose an Army creature you control and put N +1/+1 counters on it. If that Army isn't already an Orc, it becomes an Orc in addition to its other types.
  • Prices

    Seller Price
    Tcgplayer 0.34 USD / 0.48 USD
    Cardmarket 0.41 EUR
    Cardkingdom 1.29 USD
    Manapool 0.35 USD / 0.48 USD

    Legalities

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

    Text

    Counter target spell. Amass Orcs 1. (Put a +1/+1counteron an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)

    Saruman, the White Hand #8 Legendary Creature — Avatar Wizard

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 4
    Power/Toughness: 2/5
    Types:
  • Creature
  • SubTypes:
  • Avatar
  • Wizard
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Amass

    Rules

  • A creature that is both a Goblin and an Orc still only gets one instance of ward {2} from Saruman, the White Hand's last ability.
  • Amass Zombies works the same way, except you create a 0/0 black Zombie Army creature token if you don't control an Army. If the Army creature you chose isn't already a Zombie, it becomes a Zombie in addition to its other types. By combining cards with amass Orcs and amass Zombies, you can end up with an Orc Zombie Army.
  • Amass abilities are now written as "amass [subtype] N." Previous cards with amass have received errata to say "amass Zombies N."
  • If Saruman, the White Hand is a Goblin or an Orc, it will have ward {2}.
  • If you don't control an Army, the Orc Army token you create enters the battlefield as a 0/0 creature before receiving counters. Any abilities that trigger when a creature with a certain power enters the battlefield, such as that of Mentor of the Meek, will see the token enter as a 0/0 creature before it gets +1/+1 counters.
  • In the rare case that you control multiple Army creatures (perhaps because you played a creature with changeling) while you amass Orcs, you choose which of your Army creatures to put the +1/+1 counters on. If that creature isn't an Orc, it becomes an Orc in addition to its other types.
  • Some cards refer to the "amassed Army." That means the Army creature you chose to receive counters, even if no counters were placed on it for some reason.
  • Some spells and abilities that amass Orcs may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't amass Orcs.
  • To amass Orcs N, if you don't control an Army creature, create a 0/0 black Orc Army creature token. Then you choose an Army creature you control and put N +1/+1 counters on it. If that Army isn't already an Orc, it becomes an Orc in addition to its other types.
  • Prices

    Seller Price
    Tcgplayer 0.4 USD / 0.59 USD
    Cardmarket 0.66 EUR / 0.49 EUR
    Cardkingdom 1.29 USD / 0.99 USD
    Manapool 0.4 USD / 0.36 USD

    Legalities

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

    Text

    Whenever you cast a noncreature spell, amass Orcs X, where X is that spell's mana value. (Put X +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.) Goblins and Orcs you control have ward .

    Sauron, Lord of the Rings #4 Legendary Creature — Avatar Horror

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 8
    Power/Toughness: 9/9
    Types:
  • Creature
  • SubTypes:
  • Avatar
  • Horror
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Amass Mill Trample

    Rules

  • Amass Zombies works the same way, except you create a 0/0 black Zombie Army creature token if you don't control an Army. If the Army creature you chose isn't already a Zombie, it becomes a Zombie in addition to its other types. By combining cards with amass Orcs and amass Zombies, you can end up with an Orc Zombie Army.
  • Amass abilities are now written as "amass [subtype] N." Previous cards with amass have received errata to say "amass Zombies N."
  • As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.
  • Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
  • Each time the Ring tempts you, you must choose a creature if you control one.
  • If the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer.
  • If you don't control an Army, the Orc Army token you create enters the battlefield as a 0/0 creature before receiving counters. Any abilities that trigger when a creature with a certain power enters the battlefield, such as that of Mentor of the Meek, will see the token enter as a 0/0 creature before it gets +1/+1 counters.
  • In the rare case that you control multiple Army creatures (perhaps because you played a creature with changeling) while you amass Orcs, you choose which of your Army creatures to put the +1/+1 counters on. If that creature isn't an Orc, it becomes an Orc in addition to its other types.
  • Sauron, Lord of the Rings's last ability will trigger even if the owner of the commander that died chooses to return it to the command zone after it dies.
  • Some cards refer to the "amassed Army." That means the Army creature you chose to receive counters, even if no counters were placed on it for some reason.
  • Some spells and abilities that amass Orcs may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't amass Orcs.
  • Some spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you.
  • The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
  • The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
  • The creature card you choose doesn't need to be a card you milled. You may choose a creature card that was already in your graveyard before you milled.
  • To amass Orcs N, if you don't control an Army creature, create a 0/0 black Orc Army creature token. Then you choose an Army creature you control and put N +1/+1 counters on it. If that Army isn't already an Orc, it becomes an Orc in addition to its other types.
  • Prices

    Seller Price
    Tcgplayer 0.43 USD / 0.41 USD
    Cardmarket 0.66 EUR / 0.39 EUR
    Cardkingdom 0.99 USD / 0.99 USD
    Manapool 0.15 USD / 0.31 USD

    Legalities

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

    Text

    When you cast this spell, amass Orcs 5,millfive cards, then return a creature card from your graveyard to the battlefield. Trample Whenever a commander an opponent controls dies, the Ring tempts you.

    Sauron, the Dark Lord #224s Legendary Creature — Avatar Horror

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 6
    Power/Toughness: 7/6
    Types:
  • Creature
  • SubTypes:
  • Avatar
  • Horror
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Amass Ward

    Rules

  • Amass Zombies works the same way, except you create a 0/0 black Zombie Army creature token if you don't control an Army. If the Army creature you chose isn't already a Zombie, it becomes a Zombie in addition to its other types. By combining cards with amass Orcs and amass Zombies, you can end up with an Orc Zombie Army.
  • Amass abilities are now written as "amass [subtype] N." Previous cards with amass have received errata to say "amass Zombies N."
  • As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.
  • Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
  • Each time the Ring tempts you, you must choose a creature if you control one.
  • If the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer.
  • If you don't control an Army, the Orc Army token you create enters the battlefield as a 0/0 creature before receiving counters. Any abilities that trigger when a creature with a certain power enters the battlefield, such as that of Mentor of the Meek, will see the token enter as a 0/0 creature before it gets +1/+1 counters.
  • In the rare case that you control multiple Army creatures (perhaps because you played a creature with changeling) while you amass Orcs, you choose which of your Army creatures to put the +1/+1 counters on. If that creature isn't an Orc, it becomes an Orc in addition to its other types.
  • Some cards refer to the "amassed Army." That means the Army creature you chose to receive counters, even if no counters were placed on it for some reason.
  • Some spells and abilities that amass Orcs may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't amass Orcs.
  • Some spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you.
  • The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
  • The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
  • To amass Orcs N, if you don't control an Army creature, create a 0/0 black Orc Army creature token. Then you choose an Army creature you control and put N +1/+1 counters on it. If that Army isn't already an Orc, it becomes an Orc in addition to its other types.
  • Prices

    Seller Price
    Tcgplayer 54.87 USD
    Cardkingdom 59.99 USD
    Manapool 59.35 USD

    Legalities

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

    Text

    Ward—Sacrifice a legendary artifact or legendary creature. Whenever an opponent casts a spell, amass Orcs 1. Whenever an Army you control deals combat damage to a player, the Ring tempts you. Whenever the Ring tempts you, you maydiscardyour hand. If you do, draw four cards.

    Sauron, the Necromancer #557 Legendary Creature — Avatar Horror

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 5
    Power/Toughness: 4/4
    Types:
  • Creature
  • SubTypes:
  • Avatar
  • Horror
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Menace

    Rules

  • If the card copied by the token had any "when [this permanent] enters the battlefield" abilities, then the token also has those abilities and will trigger them when it's created. Similarly, any "as [this permanent] enters the battlefield" or "[this permanent] enters the battlefield with" abilities that the token has copied will also work.
  • If the exiled card has {X} in its mana cost, X is 0.
  • The delayed triggered ability will exile the token at the beginning of your next end step unless Sauron, the Necromancer is your Ring-bearer at the time that the ability resolves. If Sauron, the Necromancer leaves the battlefield before the delayed triggered ability resolves, that ability will exile the token, even if Sauron, the Necromancer later returns to the battlefield or you control another copy of Sauron, the Necromancer as your Ring-bearer.
  • The token copies exactly what was printed on the original card and nothing else, except the characteristics it specifically modifies. It doesn't copy any information about the object the card was before it was put into your graveyard.
  • The token is a Wraith instead of its other creature types (and other subtypes if it has any) and is black instead of its other colors. Its base power and toughness are 3/3. These are copiable values of the token that other effects may copy.
  • Prices

    Seller Price
    Tcgplayer 4.07 USD / 4.73 USD
    Cardmarket 4.5 EUR
    Cardkingdom 6.49 USD / 5.99 USD
    Manapool 6.5 USD / 5.12 USD

    Legalities

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

    Text

    Menace Whenever Sauron attacks, exile target creature card from your graveyard. Create a tapped and attacking token that's a copy of that card, except it's a 3/3 black Wraith with menace. At the beginning of the next end step, exile that token unless Sauron is your Ring-bearer.

    Scalding Tarn #22 Land

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 0
    Power/Toughness: /
    Types:
  • Land
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 192.53 USD
    Cardmarket 142.15 EUR
    Cardkingdom 299.99 USD
    Manapool 193.02 USD

    Legalities

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

    Text

    , Pay 1 life,Sacrificethis land: Search your library for an Island or Mountain card, put it onto the battlefield, thenshuffle

    Scourge of the Throne #184 Creature — Dragon

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 6
    Power/Toughness: 5/5
    Types:
  • Creature
  • SubTypes:
  • Dragon
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Dethrone Flying

    Rules

  • In a Two-Headed Giant game, dethrone will trigger if the creature attacks either player on the team with the most life or tied for the most life.
  • Once dethrone triggers, it doesn't matter what happens to the players' life totals before the ability resolves. You'll put a +1/+1 counter on the creature even if the defending player doesn't have the most life as the ability resolves.
  • Scourge of the Throne's ability has an intervening "if" clause. It must be attacking the player with the most life or tied with the most life both when it's declared as an attacker and as it starts to resolve for it to have any effect. If, at either time, the player isn't the one with the most life or tied for the most life, the ability will have no effect. Notably, this is different than how dethrone works. (Dethrone checks only once to see if the ability triggers.)
  • The +1/+1 counter is put on the creature before blockers are declared.
  • Dethrone doesn't trigger if the creature attacks a planeswalker, even if its controller has the most life. The same is true if the creature attacks a battle, even if its protector has the most life.
  • Prices

    Seller Price

    Legalities

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

    Text

    Flying Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1counteron it.) Whenever this creature attacks for the first time each turn, if it's attacking the player with the most life or tied for most life, untap all attacking creatures. After this phase, there is an additional combat phase.

    Shipwreck Marsh #284 Land

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 0
    Power/Toughness: /
    Types:
  • Land
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • If this land enters the battlefield at the same time as any number of other lands, those other lands are not counted when determining if this land enters the battlefield tapped or untapped.
  • Prices

    Seller Price
    Tcgplayer 5.35 USD / 5.37 USD
    Cardmarket 4.14 EUR / 4.22 EUR
    Cardkingdom 9.99 USD / 9.99 USD
    Manapool 9.43 USD / 6.09 USD

    Legalities

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

    Text

    This land enters tapped unless you control two or more other lands. : Add or .

    Shivan Reef #170 Land

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 0
    Power/Toughness: /
    Types:
  • Land
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Like most lands, each land in this cycle is colorless. The damage dealt to you is dealt by a colorless source.
  • The damage dealt to you is part of the second mana ability. It doesn't use the stack and can't be responded to.
  • Prices

    Seller Price
    Tcgplayer 0.2 USD
    Cardmarket 0.5 EUR
    Cardkingdom 0.69 USD
    Manapool 0.23 USD

    Legalities

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

    Text

    : Add . : Add or . This land deals 1 damage to you.

    Sol Ring #2 Artifact

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 1
    Power/Toughness: /
    Types:
  • Artifact
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 1.57 USD
    Cardmarket 1.8 EUR
    Cardkingdom 3.99 USD
    Manapool 1.39 USD

    Legalities

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

    Text

    : Add .

    Steam Vents #534 Land — Island Mountain

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 0
    Power/Toughness: /
    Types:
  • Land
  • SubTypes:
  • Island
  • Mountain
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • If an effect puts this land onto the battlefield tapped, you may pay 2 life, but it still enters tapped.
  • Unlike most dual lands, this land has two basic land types. It's not basic, so cards such as District Guide can't find it, but it does have the appropriate land types for effects such as that of Drowned Catacomb (from the Ixalan set).
  • Prices

    Seller Price
    Tcgplayer 154.1 USD
    Cardmarket 142.78 EUR
    Cardkingdom 179.99 USD
    Manapool 167.63 USD

    Legalities

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

    Text

    (: Add or .) As this land enters, you may pay 2 life. If you don't, it enters tapped.

    Stormcarved Coast #285 Land

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 0
    Power/Toughness: /
    Types:
  • Land
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 4.65 USD / 4.61 USD
    Cardmarket 3.53 EUR / 4.21 EUR
    Cardkingdom 6.99 USD / 6.99 USD
    Manapool 6.44 USD / 9.14 USD

    Legalities

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

    Text

    This land enters tapped unless you control two or more other lands. : Add or .

    Sulfurous Springs #103478 Land

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 0
    Power/Toughness: /
    Types:
  • Land
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • No entries
  • Prices

    Seller Price

    Legalities

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

    Text

    : Add . : Add or . This land deals 1 damage to you.

    Swamp #509 Basic Land — Swamp

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 0
    Power/Toughness: /
    Types:
  • Land
  • SubTypes:
  • Swamp
  • Languages:
    Layout:
    Normal
    Saltiness:

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 1.29 USD
    Cardmarket 0.51 EUR
    Manapool 0.82 USD

    Legalities

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

    Text

    (: Add .)

    Morphic Pool Land Normal - ~$27.06

    Mount Doom Legendary Land Normal - ~$52.98

    Mountain Basic Land — Mountain Normal - ~$0.43

    Nazgûl Creature — Wraith Knight Normal - ~$61.88

    Nazgûl Battle-Mace Artifact — Equipment Normal - ~$25.29

    Necromancy Enchantment Normal - ~$9.34

    Oliphaunt Creature — Elephant Normal - ~$0.25

    Orcish Siegemaster Creature — Orc Soldier Normal - ~$2.38

    Palantír of Orthanc Legendary Artifact Normal - ~$38.91

    Phyrexian Arena Enchantment Normal - ~$2.61

    Polluted Delta Land Normal

    Reanimate Sorcery Normal - ~$8.42

    Reflecting Pool Land Normal - ~$30.65

    Relic of Sauron Artifact Normal - ~$14.68

    Ringsight Sorcery Normal - ~$0.49

    Ringwraiths Creature — Wraith Knight Normal - ~$1.68

    Rise of the Dark Realms Sorcery Normal - ~$17.44

    Lavaglide Pathway Land Modal_dfc

    Saruman's Trickery Instant Normal - ~$0.56

    Saruman, the White Hand Legendary Creature — Avatar Wizard Normal - ~$0.65

    Sauron, Lord of the Rings Legendary Creature — Avatar Horror Normal - ~$0.54

    Sauron, the Dark Lord Legendary Creature — Avatar Horror Normal - ~$58.07

    Sauron, the Necromancer Legendary Creature — Avatar Horror Normal - ~$5.34

    Scalding Tarn Land Normal - ~$206.92

    Scourge of the Throne Creature — Dragon Normal

    Shipwreck Marsh Land Normal - ~$6.82

    Shivan Reef Land Normal - ~$0.4

    Sol Ring Artifact Normal - ~$2.19

    Steam Vents Land — Island Mountain Normal - ~$161.13

    Stormcarved Coast Land Normal - ~$5.82

    Sulfurous Springs Land Normal

    Swamp Basic Land — Swamp Normal - ~$0.87

    Showing 33 to 64 of 85 entries, in 3 pages
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