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Moxonomy

Coal Hill School

Plane — Earth

The Planechase engine takes the game's oldest tension between velocity and grind and hangs both on a single label. The first ability triggers whenever any player casts a historic spell, turning it into a cantrip for that player, which sounds symmetrical but rewards whoever leans hardest into artifacts, legends, and Sagas: a deck built to spew historic permanents mines its own card advantage while opponents draw only when they happen to cast the right kind of thing. The chaos half is the recursion payoff, pulling a historic card back from the yard whenever the die rolls the symbol, so the plane doubles as a graveyard toolbox for the same permanents it was drawing you into. What makes it worth reading past the die roll is how narrowly it defines "worth it": nonhistoric spells do nothing here, so the plane silently taxes the whole table into playing a certain kind of pile. Historic as a category grouping (artifacts, legendaries, Sagas) was built to give white and colorless a coherent "matters" trigger without inventing a new keyword, and this plane is one of the cleaner demonstrations of why that grouping pays off: three unrelated card categories, one word, one draw trigger, one recursion clause, and a board state that quietly sorts the players by how much history they brought.

Coal Hill School (who)
WHO · #576common
Pricing
Normal: $0.28
Foil:
Oracle Text

Rules text

Whenever a player casts a historic spell, that player draws a card. (Artifacts, legendaries, and Sagas are historic.) Whenever chaos ensues, return target historic card from your graveyard to your hand.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
N/A
Legacy
N/A
Vintage
N/A
Commander
N/A
Pauper
N/A
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
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