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Moxonomy

Hot Springs

Enchantment — Aura1 generic manaGreen mana

Built in an era when damage prevention was a whole defensive vocabulary rather than a footnote, this turns a land into a recurring shield, soaking a point of damage somewhere on the board each turn at the cost of tapping that land down. The friction is severe by any modern standard: one point per activation, two mana plus an Aura's worth of tempo to set it up, and a permanent whose only job is to sit on a land waiting for the opponent to attack small enough that the math matters. That was the prevailing theory of the time: incremental, repeatable mitigation could carry weight if you priced it low enough, the same logic that drove the Circles of Protection and other fog-in-installments effects. The reason it now reads as a curiosity is that the prevention never scaled; one point per turn loses every race the game has printed since, and chaining the effect to a land you must tap turns a defensive tool into a tug-of-war with your own development. The clause worth lingering on is "any target": the prevention can be aimed at your creatures, the opponent's, or a player directly, which made it a quiet way to swing combat math in a world where one damage decided more fights than it does today. Green dabbling in protective magic, a license the color pie later revoked.

Hot Springs (ice)
ICE · #248rare
Pricing
Normal: $0.61
Foil:
Oracle Text

Rules text

Enchant land you control Enchanted land has "Tap: Prevent the next 1 damage that would be dealt to any target this turn."
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
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