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Moxonomy

Copperline Gorge

Land

The conditional that defines this cycle reads backwards from a checkland: rather than asking whether you already control the right basic land types, it asks how many lands you control at all. Play it among your first three lands and it enters untapped; lay it down late and it comes in tapped, useless for the turn. That inversion is the whole bargain. Checklands reward you for sequencing duals and basics in the right order; these reward you for being the deck that wants its mana up front and gets there fast. The design is tuned for the aggressive end of the curve, where you deploy two- and three-drops on schedule and rarely care about untapped fixing past turn four. A control deck flooding into the late game gets the worst of it, tapped land after tapped land, which is exactly the point: the cycle pays out for the decks that needed early speed and taxes the decks that did not. The red-green pairing puts it in midrange and aggro shells that crowd the board before the opponent stabilizes, the precise archetype the untapped-early clause was built to serve. What sets this fixing design apart is that the restriction is not a downside bolted on but the entire orientation of the card: a dual land that knows what kind of deck is allowed to want it.

Copperline Gorge (one)
ONE · #249rare
Pricing
Normal: $0.48
Foil: $0.77
Oracle Text

Rules text

This land enters tapped unless you control two or fewer other lands. Tap: Add Red mana or Green mana.
Legalities

Format Status

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

Other printings

5 sets
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