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Moxonomy

Forgotten Cave

Land

Land count has always carried a hidden tax: run enough to hit your drops and you flood out, run too few and you stumble in the opening turns. The cycling lands settle that math by giving a single card two completely different jobs. Early, this is a red source you can tap for mana, taxed only by entering tapped (the tempo you pay up front to bend the manabase later). In the topdeck wars, when another land off the top is the worst thing you can draw, cycling for one red turns it into a fresh card instead. That convertibility is the whole pitch, but the discard clause earns its keep a second way: pitching it to a graveyard payoff reads identically to discarding any other card, except this one never cost you a spell slot to include, since it lives in the land count rather than competing with your business cards. A nonbasic that quietly stops being a land whenever land is the wrong draw is the kind of variance reduction that ages well, and Wizards has reprinted the cycle often enough to keep these permanent fixtures in red decks that want consistency without thinning their mana base.

Forgotten Cave (ons)
ONS · #317common
Pricing
Normal: $0.31
Foil: $10.02
Oracle Text

Rules text

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

Format Status

Standard
N/A
Pioneer
N/A
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
Legal
PreDH
Legal
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

28 sets
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