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Moxonomy

Dragonskull Summit

Land

The defining trade of the check-land cycle this belongs to: it taps for two colors with no life cost and no shock pain, but it asks you to already control a Swamp or a Mountain before it enters untapped. That conditional is the whole balancing act. On turn one it is a tapped land, no different from any slow dual; every turn after, in a deck built around its colors, it reads as a true painless fixer. The design splits the difference between the original dual lands (untapped, no condition, and carrying their basic land types outright, which is exactly what made them so flexible and so strong) and the painlands and shocklands that buy their speed with life: this one asks for board state instead, which means it rewards decks that commit to their two colors early and punishes splashes that reach for it as a fixer of last resort. The land repays focus and resists greed, a self-reinforcing loop that favors manabases already aligned with it. There is a subtle wrinkle in how it reads its own condition: it checks for the basic land types, not the colors, so it cares whether you control a Swamp or Mountain, not merely a source of black or red. It is fixing that does not want to be your safety valve; it wants to be confirmation you were already on plan.

Dragonskull Summit (pip)
PIP · #1021rare
Pricing
Normal:
Foil: $9.22
Oracle Text

Rules text

This land enters tapped unless you control a Swamp or a Mountain. Tap: Add Black mana or Red 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
Legal
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

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