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Moxonomy

Desert of the Indomitable

Land — Desert

Green decks have always fought the same arithmetic: lands are the one card type you cannot afford to flood on, yet running too few means missing drops. A tapped green source that becomes a fresh card once you have enough lands collapses that tension into a single slot. Drawn early, it is a mana source that costs a turn of tempo for entering tapped; drawn late, it is two mana to dig for the threat or answer you actually want, with no nonland card spent to do it. The tapped clause and the colored pip in the cycling cost are what keep it from being a strictly-better basic: the activation demands green you might rather spend on a spell, and the slow entry punishes leaning on it as fixing in a hurry. What it really shifts is deckbuilding math. A land that turns into a spell when it is no longer needed lets a deck push its land count higher without raising its flood ceiling, smoothing the curve from both ends. That is the quiet value here, and it is why this style of land keeps reappearing in any set that wants to support a midrange or attrition shell without handing it free card advantage.

Desert of the Indomitable (m3c)
M3C · #336common
Pricing
Normal: $0.34
Foil:
Oracle Text

Rules text

This land enters tapped. Tap: Add Green mana. Cycling 1 generic manaGreen mana (1 generic manaGreen 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
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
Legal
TLR
Legal
Printings elsewhere

Other printings

3 sets
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