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Moxonomy

Bloodfell Caves

Land

The taplands that gain a life are the most quietly consequential dual-land cycle ever printed, because they ask almost nothing of the deckbuilder and so they go everywhere. The tradeoff is stated plainly: enter tapped, lose the tempo of an untapped turn-one play, and in exchange get fixing in two colors with no shockland life payment and no fetchland thinning required. The single point of life is not a real reward; it is a sweetener, a nudge to make the tapped clause feel less punishing, and against aggressive decks it occasionally matters. What makes this style of land durable is exactly its lack of ambition: it does no harm to a manabase that can afford the tempo loss, demands no basic-land density, and slots into any two-color build at common rarity. It is the floor of color-fixing, the option you reach for when you cannot justify anything fancier and do not need to. The Rakdos member of the cycle carries no special weight over its allied and enemy-color siblings; black-red is simply one of the ten pairings the cycle was built to cover completely. Cards like this are the connective tissue of casual and budget manabases, the unglamorous infrastructure that lets a deck cast its spells while the splashier lands take the credit.

Bloodfell Caves (dft)
DFT · #251common
Pricing
Normal: $0.17
Foil: $0.19
Oracle Text

Rules text

This land enters tapped. When this land enters, you gain 1 life. Tap: Add Black mana or Red mana.
Legalities

Format Status

Standard
Legal
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
Legal
Historic
Legal
Alchemy
Legal
Timeless
Legal
Standard Brawl
Legal
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
Legal
COMPETITIVEBRAWL
Legal
TLR
Legal
Printings elsewhere

Other printings

14 sets
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