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Moxonomy

Cave Sense

Enchantment — Aura1 generic manaRed mana

Landwalk auras were the design team's answer to a problem that mostly solved itself: how to guarantee a single creature gets through for damage without giving it evasion that works against everyone. The catch is that mountainwalk only matters when the defending player controls a Mountain, which makes this entirely conditional on what sits across the table. Against a non-red opponent it grants a +1/+1 boost and nothing else, a two-mana pump aura that is strictly worse than the dedicated combat enchantments of its era. Against another red deck it reads as a one-card mirror-breaker, turning an ordinary attacker into an unblockable clock. That swing from dead-on-arrival to game-ending is the whole identity, and it is why landwalk auras have always lived at common: the cost is held low because the upside is gated behind an opponent's manabase you cannot control. The card is a relic of an approach Wizards has largely retired, replacing situational landwalk with menace and other evergreen evasion that does not ask the opponent to cooperate. What it represents is a tension the design team never fully resolved in early sets: an effect priced for a coin-flip payoff, where the player drawing it has no agency over which side the coin lands on.

Cave Sense (plst)
PLST · #MMQ-179common
Pricing
Normal: $0.24
Foil:
Oracle Text

Rules text

Enchant creature Enchanted creature gets +1/+1 and has mountainwalk. (It can't be blocked as long as defending player controls a Mountain.)
Legalities

Format Status

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

Other printings

1 set
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