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Moxonomy

Night Market

Land

The problem this land solves is not fixing but the dead draw. Any manabase can supply a color; the harder question is what to do with a fixing land you topdeck once the board has moved past the point where an extra tapped source matters. This one hedges by carrying a second use in hand: while it is still a card and not yet a permanent, you can pitch it to cycling and trade the stranded land for a fresh draw. That is the whole pitch, and the timing is what makes it work: cycling is an activated ability you use from your hand, so the decision is made before the land ever reaches the battlefield. Draw it early and it is a color source; draw it too deep into a game and it becomes a chip you cash in rather than a permanent you no longer need. The color is chosen on entry rather than fixed on the card, so the slot fits any base running two or more colors without committing to a specific pair, and the enter-tapped clause plus the cycling price are the tax paid for that flexibility: it never arrives ready to fund a one-drop, and cycling it costs a full three mana. It belongs to a long line of cycling lands, where the bargain has held constant: accept a slower, taxed source in exchange for the guarantee that no copy ever sits truly stranded in hand.

Night Market (dft)
DFT · #258common
Pricing
Normal: $0.28
Foil: $0.23
Oracle Text

Rules text

This land enters tapped. As it enters, choose a color. Tap: Add one mana of the chosen color. Cycling 3 generic mana (3 generic mana, Discard this card: Draw a card.)
Legalities

Format Status

Standard
Legal
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
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
Legal
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
Legal
COMPETITIVEBRAWL
Legal
TLR
Legal
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