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Moxonomy

Juniper Order Druid

Creature — Human Cleric Druid2 generic manaGreen mana

The key difference between this druid and a mana dork is that it produces nothing on its own: it doubles down on a land you already control, so its value scales entirely with how good that land is. Point it at a basic and you have a slow, fragile Llanowar Elves variant that nets one extra mana per turn at best. Point it at a land that taps for more than one mana, or one carrying an ability worth re-triggering, and the druid becomes a way to wring that land for double duty each turn. The arithmetic is harsh either way: paying 2 generic manaGreen mana for a 1/1 that installs one extra mana per turn only breaks even over a long game, and only if the body survives. That patience is the design point. Green ramp in this period asked you to wait, treating incremental advantage as a real resource rather than a rounding error, and a fragile tapper with no haste has plenty of ways to die before it earns back its investment: any removal, any combat exchange, any answer at all shuts it off mid-payment. It represents a school of green deckbuilding where slow, fixed-output engines were the cost of admission to acceleration, and where the upside lived in finding the right land to point at rather than in the creature itself.

Juniper Order Druid (ice)
ICE · #251common
Pricing
Normal: $0.09
Foil:
Oracle Text

Rules text

Tap: Untap target land.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
N/A
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
Legal
PreDH
Legal
Pauper Commander
Legal
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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