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Moxonomy

Scout the Wilderness

Sorcery2 generic manaGreen mana

At three mana, the base mode fetches a single basic land onto the battlefield tapped, which advances your mana for future turns without untapping in time to power out a play the same turn. That tapped clause is the tax green pays for the raw fixing: the acceleration is real, just deferred by a turn. What the kicker does is convert a pure ramp spell into something that still matters once your curve is out. Green fixing goes dead the moment you no longer need lands, and stapling two 1/1 Soldiers onto the 1 generic manaWhite mana kicker gives the spell a reason to exist in the late game, adding board presence when the mana it would have found is redundant. The Selesnya split is the whole design: the green half is the always-castable early play, reliable and cheap; the white half is the optional upgrade that asks you to commit extra mana and extra color in exchange for bodies. It is built so both ends of the game care about the same card, the early ramp draw and the late token draw living in one slot, with the kicker doing the work of tying them together.

Scout the Wilderness (dmu)
DMU · #176common
Pricing
Normal: $0.08
Foil: $0.17
Oracle Text

Rules text

Kicker 1 generic manaWhite mana (You may pay an additional 1 generic manaWhite mana as you cast this spell.) Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. If this spell was kicked, create two 1/1 white Soldier creature tokens.
Legalities

Format Status

Standard
N/A
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
Legal
Standard Brawl
N/A
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
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
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