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Moxonomy

Desert of the Fervent

Land — Desert

The cycling-land cycle's whole pitch is hedging against flood without costing a card, and this is the red member: a tapped source of red mana when you need a land, a fresh card when you are done drawing them. The tapped clause is the price you pay for that flexibility, and it is a real one, since a land that enters tapped on the turn you most want a red source is a tempo tax baked into the rate. What balances the conceit is that the cycling cost is deliberately steep: at one-and-a-red, you never reach for it casually, only when the alternative is your seventh land hitting an empty board. The design lesson it carries is that a land which can become a spell is worth more than the sum of either function, because the same slot is good early and good late. The deckbuilder pays for that smoothing twice over: a turn of tempo when the land enters tapped, and two full mana when the time comes to cash it in for a card. Neither cost is trivial, and together they keep the flood insurance from being free. It is utility infrastructure rather than a marquee card, doing quiet work in red decks that want a release valve on their late-game draws.

Desert of the Fervent (akr)
AKR · #287common
Pricing
Normal: $0.39
Foil:
Oracle Text

Rules text

This land enters tapped. Tap: Add Red mana. Cycling 1 generic manaRed mana (1 generic manaRed mana, Discard this card: Draw a card.)
Legalities

Format Status

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

Other printings

6 sets
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