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Moxonomy

Clear the Land

Sorcery2 generic manaGreen mana

Every player digs five cards deep, drops all the lands they find, and burns the rest to exile: that's the deal this offers the whole table, and it reads as scrupulously fair right up until someone builds to break it. A green deck stuffed with lands turns this into explosive acceleration, while an opponent on a leaner mana count gets less out of the dig and watches their spells vanish into exile. The exile clause is what gives the effect its bite: nonlands among the five are gone for good, not milled into a graveyard you could mine later, so the cost of the dig is whatever spells you didn't hit. How steep that cost runs swings from zero to five depending on the reveal, and that variance is punishing in a spell-dense deck and a windfall in one packed with lands.

The card has aged into uses its early-era printing never anticipated. Strategies that want libraries emptied, or that simply profit from flooding the battlefield with lands, give it a second life well outside fair green ramp. The thing that scans as a drawback (everyone benefits, everyone loses cards to exile) becomes the engine when you are the only player constructed to convert that windfall into a win. It is a symmetrical effect built for whoever shows up willing to make it asymmetrical.

Clear the Land (mmq)
MMQ · #235rare
Pricing
Normal: $1.62
Foil: $21.83
Oracle Text

Rules text

Each player reveals the top five cards of their library, puts all land cards revealed this way onto the battlefield tapped, and exiles the rest.
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
N/A
Premodern
Legal
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
Legal
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