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Moxonomy

Convincing Mirage

Enchantment — Aura1 generic manaBlue mana

Land destruction wears a disguise here. Most ways to attack a manabase blow up the land or tap it down; this one leaves the card on the battlefield and rewrites what it taps for, turning an opponent's Plains into an Island or their Mountain into a Forest. Against a deck that leans on a narrow color requirement, changing one land's type can be as crippling as destroying it, and you spend two mana doing it instead of three. The Phantasmal Terrain effect goes back to the game's earliest sets, and the design has stayed remarkably stable: a cheap blue Aura that performs surgery on color access rather than card advantage. The wrinkle is that the chosen type is locked in as the Aura enters, so it commits to one answer rather than floating like a control effect. That same rigidity cuts the other way at the table, where the more common use is not disruption at all but enabling: slapping it on your own land to fix a color you are short on, or to feed a card that cares about a specific basic land type. It is a small, precise tool built around the idea that a land's identity is just a label, and that the label is the thing actually worth attacking.

Convincing Mirage (m10)
M10 · #46common
Pricing
Normal: $0.18
Foil: $0.35
Oracle Text

Rules text

Enchant land As this Aura enters, choose a basic land type. Enchanted land is the chosen type.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
Legal
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
N/A
PreDH
Legal
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
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