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Moxonomy

Glasswing Grace // Age-Graced Chapel

Enchantment — Aura // Land

Auras have carried the same structural liability since the game's earliest sets: they are two-for-one bait, useless in hand with no board and useless on the board once the creature dies. Spend a whole card on a five-mana Aura and nothing else, and you own a dead draw in every game where the aggressive plan stalls. This card pays that tax down by folding a land onto the back: the games where the enchantment would rot become games where you drop a tapped Orzhov dual and get on with it. The front face is honest about what it buys, +2/+2 with flying and lifelink turning a midsized attacker into a real clock while stabilizing behind it, but the pip that matters sits on the reverse. It applies the design lineage of modal lands to the one card type that most needed a floor under its worst draws. The evaluation inverts: instead of asking whether the Aura clears the bar to run, you ask whether the land is one you would run anyway, with the enchantment as upside when the board cooperates. Pointing the modality at an Aura rather than at another spell is the entire idea, and it turns a card type that has always been a gamble into one you can register without flinching.

Glasswing Grace // Age-Graced Chapel (mh3)
MH3 · #254uncommon
Pricing
Normal: $0.36
Foil: $0.63
Oracle Text

Rules text

Enchant creature Enchanted creature gets +2/+2 and has flying and lifelink. // This land enters tapped. Tap: Add White mana or Black mana.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
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
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
Legal
TLR
N/A
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