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Moxonomy

Conquer

Enchantment — Aura3 generic manaRed manaRed mana

Steal effects in Magic almost always target creatures: the body changes hands, swings once, and the math shifts. This one aims sideways, at the part of the board nobody thinks of as stealable. Pinning an Aura to a land and reading "you control enchanted land" turns five mana into a permanent transfer of a resource the opponent built their whole turn structure around. The land keeps tapping; it just taps for you. Against a fixing-dependent deck it functions as a soft Stone Rain that leaves the card on the battlefield, except you get the mana instead of denying it to everyone. What pays for the effect is the cost and the color: five mana in red, a color that historically attacks lands by blowing them up rather than annexing them, so the rate is deliberately steep for an effect that does not generate immediate tempo. It is also exposed in the way all Auras are exposed: a single piece of enchantment removal returns the land, and any effect that bounces or destroys the land takes the Aura with it. The card is a curiosity of an era when Magic was still mapping the edges of what "control" could mean, before steal effects standardized around creatures and the occasional planeswalker. Annexing a Plains or an Island was a road the game largely chose not to travel.

Conquer (5ed)
5ED · #216uncommon
Pricing
Normal: $0.28
Foil:
Oracle Text

Rules text

Enchant land You control enchanted land.
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
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
N/A
Printings elsewhere

Other printings

3 sets
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