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Moxonomy

Rugged Highlands

Land

The tradeoff this whole generation of tapped duals made: you surrender the first turn of tempo, and in exchange the land is a clean two-color source plus a point of life. That gain-1-life clause reads like rounding error, but it does structural work against the aggressive decks the enters-tapped clause invites in. A manabase leaning on eight or ten of these buffers itself by that many points as the lands come down, which is the resource three-color midrange needs to survive to its expensive payoffs. The design is honest about what it costs: you cannot untap and cast a one-drop off it, so it pulls toward decks whose curve starts later anyway, decks happier to spend a turn setting up than to gamble on fast-but-unreliable fixing. Where the painlands and the fetch-shock manabases ask for life back to smooth their colors, this one hands it to you, which is why tapped duals in this mold keep getting reprinted whenever a format wants color-fixing that does not punish the slow end of the metagame. It is the most replaceable kind of card and one of the most quietly load-bearing: nobody builds around it, and three-color decks that skimp on it tend to stumble on their mana.

Rugged Highlands (fdn)
FDN · #265common
Pricing
Normal: $0.30
Foil: $0.24
Oracle Text

Rules text

This land enters tapped. When this land enters, you gain 1 life. Tap: Add Red mana or Green mana.
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
Legal
Duel Commander
Legal
Future Standard
Legal
COMPETITIVEBRAWL
Legal
TLR
Legal
Printings elsewhere

Other printings

16 sets
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