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Moxonomy

Footfall Crater

Enchantment — AuraRed mana

Auras that grant haste and trample have a long, unhappy history: the effect is real, but the tempo cost of a turn spent enchanting a creature that then dies, or a turn with nothing to enchant at all, always priced them out. The fix here is to move the grant off the creature and onto the land, then bolt on an escape hatch. Attaching to a land turns it into a repeatable evasion engine, handing trample and haste one target at a time to whatever fresh threat you play next, and because the ability lives on the land it survives removal aimed at your attackers. That permanence is the trade: instead of the burst of a one-shot pump, you get an incremental grant that keeps coming back, though only on the creatures you tap the land for. Cycling is what neutralizes the old objection. When the board is empty or you have no mana to spare tapping a land down, you pitch the Aura for a fresh card rather than sitting on a dead draw. So it is a threat multiplier when the game runs long enough to use it and a card-neutral cantrip when it does not, and folding those two modes into one slot is the honest answer to why haste-enabling Auras so rarely made the cut before.

Footfall Crater (plst)
PLST · #IKO-118uncommon
Pricing
Normal: $0.39
Foil:
Oracle Text

Rules text

Enchant land Enchanted land has "Tap: Target creature gains trample and haste until end of turn." Cycling 1 generic mana (1 generic mana, Discard this card: Draw a card.)
Legalities

Format Status

Standard
N/A
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
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
N/A
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
Legal
TLR
Legal
Printings elsewhere

Other printings

1 set
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