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Moxonomy

Mistrise Village

Land

The untapped condition names exactly who this was built for: control a Mountain or a Forest and it comes in ready, so an Izzet or Simic deck willing to lean into red or green pays nothing, while the pure mono-blue or Azorius pilot eats a tapped land a turn behind. That price buys a counterspell hedge folded into a land slot, which is the real draw. For one blue and a tap, the next spell you cast this turn can't be countered: protection you would otherwise have to carve out of your spell suite with something like Veil of Summer or Vexing Shusher. Buying that insurance off a land drop instead of a card slot is the whole pitch. The catch is sequencing. You commit the mana and the tap in the window before the spell you care about goes on the stack, so a critical turn reshapes itself around the land: hold up the blue, activate, then cast into a clear path. It does nothing about what is already on the stack, nothing against removal, and nothing for a spell you have already committed; it only pre-empts counterplay against the one spell you announce next. That narrow scope is the point. The land does not defend a game state; it guarantees a single resolution, on the turn a single resolution is all that matters.

Mistrise Village (tdm)
TDM · #397rare
Pricing
Normal: $11.66
Foil: $17.91
Oracle Text

Rules text

This land enters tapped unless you control a Mountain or a Forest. Tap: Add Blue mana. Blue mana, Tap: The next spell you cast this turn can't be countered.
Legalities

Format Status

Standard
Legal
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
Legal
Historic
Legal
Alchemy
Legal
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
Legal
Printings elsewhere

Other printings

2 sets
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