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Moxonomy

Darigaaz's Caldera

Land — Lair

A free land that taps for three colors, with the catch buried in its entry trigger: unless you return a non-Lair land you control to your hand, this hits the graveyard immediately. The math comes out to a tempo loss now (you are effectively down a land drop) in exchange for a fixed Jund source the rest of the game, which is why this whole cycle of Lairs reads as a beating up front that smooths out after rather than a ramp piece. The constraint that keeps it from being abusive is the single word non-Lair: you cannot chain one Lair into another or bounce-and-replay the same Caldera for value. Strip that word out and this becomes a recursion engine instead of a one-time fixer. For these three colors specifically, it predates the modern glut of dual and tri-lands that enter untapped, landing in an era when smooth black-red-green fixing was a genuine luxury and giving up a land felt like a fair price. The mandatory return is not pure downside in a vacuum: it can re-trigger an enters-the-battlefield land or pull a threatened permanent clear of removal, but those are corner cases the design never leaned on. What it was built around is clean Jund fixing for a time when fixing was scarce and the tempo hit was a price worth paying.

Darigaaz's Caldera (td0)
TD0 · #A125uncommon
Pricing
Normal: $0.23
Foil: $0.41
Oracle Text

Rules text

When this land enters, sacrifice it unless you return a non-Lair land you control to its owner's hand. Tap: Add Black mana, Red mana, or Green mana.
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
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
Printings elsewhere

Other printings

3 sets
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