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Moxonomy

Hallowed Ground

Enchantment1 generic manaWhite mana

A defensive answer dressed as an enchantment, built around a single trick: at any time you can spend two white mana to bounce one of your own lands back to hand and replay it. The point was never card advantage, since you have to recommit the land you returned. The point was protection and disruption. A land sitting safely in your hand is a land an opponent cannot Sinkhole or Stone Rain away for keeps; bounce it in response to the targeted destruction and the spell fizzles for lack of a target. Against a mass effect like Armageddon the math is different (Armageddon does not target, so there is nothing to fizzle), but the same window still saves the land itself, pulling it to hand before the wrath resolves so you keep a permanent your opponent meant to strip. What defines the role is when the cost gets paid: the enchantment sits on the battlefield doing nothing until the moment of threat, then converts mana into evasion at instant speed, repeatable as long as you can pay. The nonsnow restriction is set-specific texture rather than a meaningful limiter on most boards. The real ambition is a permanent-based safety valve for the manabase, answering land destruction back when stripping an opponent off lands was a real and recurring plan. Slow, reactive, and almost entirely about denying the opponent value rather than generating your own.

Hallowed Ground (ptc)
PTC · #ml29uncommon
Pricing
Normal: $0.45
Foil:
Oracle Text

Rules text

White manaWhite mana: Return target nonsnow land you control to its owner's hand.
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
Legal
PreDH
Legal
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
Printings elsewhere

Other printings

2 sets
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