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Moxonomy

Rejuvenating Springs

Land

Every tapped-dual cycle before this one measured its tempo cost against a two-player baseline: the land almost always entered tapped, and you paid the turn. Here the condition inverts. At a table of three or more, the drawback never fires, and the card behaves like an untapped Simic dual with no life loss, no fetch requirement, and no basic-type dependency. It is a green-blue source priced for a pod and quietly penalized in a duel, and that split is the design working exactly as intended. Rather than tuning a single number to sit uncomfortably between one opponent and several, the counter test lets the same card be a strict downgrade in one seat and a clean, tempo-neutral dual in another. That conditional untapping does structural work older lands handled with drawbacks you always paid: instead of a fetch trigger or a life payment recurring every time the land mattered, the entry condition front-loads the entire cost into a single yes-or-no check, made once, on the turn it enters. The result is a fixing land that reads as unremarkable until you notice it was built for a seat count most fixing lands never had to consider.

Rejuvenating Springs (cmm)
CMM · #424rare
Pricing
Normal: $10.00
Foil: $10.92
Oracle Text

Rules text

This land enters tapped unless you have two or more opponents. Tap: Add Green mana or Blue 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
N/A
PreDH
N/A
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
Printings elsewhere

Other printings

6 sets
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