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Moxonomy

Map the Frontier

Sorcery3 generic manaGreen mana

Ramp that puts lands onto the battlefield instead of into the hand is the whole trade here: two lands entering tapped, at sorcery speed, is slower than a two-mana rock, but the payoff lands directly in play rather than as cards you still have to draw and make a land-drop for later. What separates this from Cultivate or Explosive Vegetation is the second clause on the search: Desert cards count alongside basics, which quietly rewards a manabase built to double-dip on utility rather than raw color fixing. That widens the pool without paying anything extra, and it means the effect scales with how much Desert-matters infrastructure a deck is willing to run. Coming in tapped and shuffling afterward keeps the rate honest: no untapped mana on resolution, no library manipulation left behind to preserve a known top card. It is a deliberately grindy piece, built for decks that want to jump two mana values ahead and treat lands as a resource in their own right, and the Desert rider is the design lever that keeps it from collapsing into a generic green fixer.

Map the Frontier (otj)
OTJ · #170uncommon
Pricing
Normal: $0.22
Foil: $0.35
Oracle Text

Rules text

Search your library for up to two basic land cards and/or Desert cards, put them onto the battlefield tapped, then shuffle.
Legalities

Format Status

Standard
Legal
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
Legal
Historic
Legal
Alchemy
N/A
Timeless
Legal
Standard Brawl
Legal
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
Legal
COMPETITIVEBRAWL
Legal
TLR
N/A
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