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Moxonomy

Hostile Realm

Enchantment — Aura2 generic manaRed mana

Falter effects (the ones that strip a creature of its ability to block) usually arrive as one-shot spells that cash in the turn you want a swing to connect. This one buries that effect in a land instead, turning a single attacker-clearing tap into a recurring fixture of your manabase. Enchant an untapped land and the ability comes online the same turn, so the three mana buys both the enchantment and a first activation; from there it offers a slow, repeatable way to peel one defender off the board each turn at the cost of a tapped source. The land-as-utility conceit was a recurring early experiment, dressing role-player effects up as terrain you fold into a color base, and the trade here is steep in the way most of those auras were: you spend an aura, a land, and a tap to deny exactly one block, once per turn, while producing nothing else. No pump, no card, no protection, just the removal of a single body from a single combat math problem. The narrowness is what holds it back rather than what balances it: the effect only matters in a board state where one creature getting through ends the game, and the per-turn ceiling means it rarely arrives in time to matter. Clever framing, a payload the board seldom paid for.

Hostile Realm (mor)
MOR · #91common
Pricing
Normal: $0.12
Foil: $0.35
Oracle Text

Rules text

Enchant land Enchanted land has "Tap: Target creature can't block this turn."
Legalities

Format Status

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