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Moxonomy

Cursed Land

Enchantment — Aura2 generic manaBlack manaBlack mana

When Auras were imagined as durable curses rather than tempo plays, this was what "land destruction" looked like: you blight an opponent's land, and the land slowly bleeds them. The conceit is pure flavor-forward Richard Garfield. The mechanics, judged by any standard after about 1995, are indefensible. Four mana, double-black, to deal one damage per turn to a single player, with no interaction with what the land taps for and no way to escalate. The clock is twenty turns assuming the opponent never gains a life, and the Aura does nothing to the land's mana production, so the target keeps untapping for value while the curse ticks. The lineage matters anyway: this is a proto-Pestilence, an early attempt at the recurring-damage-as-pressure axis that black and red would spend decades refining into actual win conditions. Everything that came after, from Underworld Dreams to the various shock-on-upkeep designs, is working the same vein at rates a format can support. Cursed Land is the rate that proved the vein needed working.

Cursed Land (sum)
SUM · #98uncommon
Oracle Text

Rules text

Enchant land At the beginning of the upkeep of enchanted land's controller, this Aura deals 1 damage to that player.
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
Legal
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
N/A
Printings elsewhere

Other printings

14 sets
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