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Moxonomy

Find the Path

Enchantment — Aura2 generic manaGreen mana

Wild Growth with a dungeon crawl bolted on. The mana-doubling half is a design that predates this card by decades: enchant a land, tap it for two green, refund the aura's cost over a couple of turns. What this printing adds is the entry trigger, folding a venture step onto a piece of ramp a green deck willing to run auras was already going to play. That pairing is the reason to build around it. Venture rewards frequency more than any single completion, and ramp is exactly the kind of effect a deck naturally wants in multiples, so stapling the trigger to a three-mana aura turns each copy into both acceleration and progress toward a finished dungeon. The catch is the catch every land aura carries: the enchanted land can still be answered, and losing it costs you both the mana and the card. But the venture resolves on entry, before that risk ever materializes, so even a blowout leaves you deeper into the crawl than you started. The result is ramp that quietly advances a second axis: you pay for the acceleration, and the dungeon progress comes along without a separate card slot. That accumulation of parallel value is the whole point of building around venture, and Find the Path packages it cleanly in green, since a single resolution delivers both the crawl and the mana engine.

Find the Path (afr)
AFR · #183common
Pricing
Normal: $0.24
Foil: $0.24
Oracle Text

Rules text

Enchant land When this Aura enters, venture into the dungeon. (Enter the first room or advance to the next room.) Enchanted land has "Tap: Add Green manaGreen mana."
Legalities

Format Status

Standard
N/A
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
N/A
Historic
N/A
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
N/A
TLR
Legal
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