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Moxonomy

Hall

Land

Boros decks are famously good at emptying their hands and famously bad at what to do once they have, and this land bends the manabase toward that exact late-game problem. Once the curve is spent, a tap and a heap of mana convert a source that would otherwise sit inert into a Clue, and that Clue becomes a card once two more mana come free. Slow and expensive by any competitive measure, but the whole apparatus lives in the land slot: it costs nothing in the spell count and demands no build-around, tapping for a red or white pip on the turns you need color and grinding out extra cards on the turns you do not. The lineage runs through utility lands that spend surplus mana rather than idling once your curve tops out, from the manlands to the cycling lands to the karoos, and this one folds a card-advantage payoff onto fixing. Investigate is the piece doing the structural work, because it splits the payoff into two installments: the activation only manufactures the Clue, deferring the actual draw to a second, cheaper cost paid whenever you like. That staggering is the point. Rather than demanding the full price up front for a card, the land dribbles its value across several turns, which is exactly the tempo a color pair short on late-game action can afford.

Hall (clu)
CLU · #16uncommon
Pricing
Normal: $0.28
Foil:
Oracle Text

Rules text

This land enters tapped. Tap: Add Red mana or White mana. 4 generic mana, Tap: Investigate. (Create a Clue token. It's an artifact with "2 generic mana, Sacrifice this token: Draw a card.")
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
N/A
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
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