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Moxonomy

Caverns of Despair

World Enchantment2 generic manaRed manaRed mana

Combat math, rewritten at both ends. Capping attackers at two neutralizes the wide board (token swarms, weenie rushes, anything trying to convert a count advantage into damage), while capping blockers at two protects the trampler, the evasive threat, and the big attacker who would otherwise drown in chump blockers. The asymmetry is the whole design: a deck built around one large creature gets through almost untouched against a deck of six small ones, and the player who resolves the enchantment decides which side of that trade they want to live on. Four mana in red is a strange home for a combat-locking piece (red is usually the color begging for more attackers, not fewer), but Legends was full of these off-axis color assignments, where the flavor of narrow mountain passes outranked the strategic fit. As a World enchantment it carried the supertype's single-copy rule, so the shared game state belonged to whoever last put one onto the battlefield. That supertype was largely abandoned as a design tool by the late nineties, leaving a small museum of cards like this one: rules-text experiments dating to a stretch when the boundaries of what a permanent could legally impose on the shared board were still being drawn.

Caverns of Despair (leg)
LEG · #136rare
Pricing
Normal: $94.19
Foil:
Oracle Text

Rules text

No more than two creatures can attack each combat. No more than two creatures can block each combat.
Legalities

Format Status

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