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Moxonomy

Koskun Keep

Land

Tap it bare and you get a single colorless mana; everything else costs extra. One mana buys you a red, two buys you a black or a green, and that escalating toll is the whole story. The math rarely works out: spending mana to access the color you needed makes the land net-negative on fixing at precisely the moment fixing is supposed to help you, when generic costs alone won't do. It advertises three colors and delivers, in practice, one slow colorless plus a stack of fine print. The cheap-red, expensive-black-or-green spread maps to the Jund shard, the contiguous black-red-green arc of the color pie, and the asymmetry tells you how the era weighted those colors against each other. The deeper instinct here (gate color access behind a mana tax so the land stays "fair") is one the game thoroughly abandoned. The settled answers came later: lands that enter tapped, lands that take damage, lands that filter one mana for one mana. Seen against any of those, this is the work of an era still arguing with itself about what a fixing land should cost, before it found a price it could live with.

Koskun Keep (hml)
HML · #114uncommon
Pricing
Normal: $0.21
Foil:
Oracle Text

Rules text

Tap: Add Colorless mana. 1 generic mana, Tap: Add Red mana. 2 generic mana, Tap: Add Black mana or Green mana.
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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