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Moxonomy

Smoldering Marsh

Land — Swamp Mountain

Earlier tapland designs entered tapped every game, a flat toll you paid regardless of what you had drawn. This generation inverts the arithmetic: the penalty lifts once you control two or more basic lands, which turns the whole incentive backward. The more your manabase leans on real Swamps and Mountains, the more often this comes down untapped and behaves like a clean dual; the greedier and more nonbasic your pile, the more often it stalls. That makes it fixing for a base that has already committed to two colors, the opposite of how most dual-purpose lands want to be built around. The friction is front-loaded, too. The requirement is hardest to satisfy on turn one or two, exactly when a tempo-sensitive deck least wants a tapped source, and trivial by the midgame when a tapped land barely registers. So the decks most desperate for early fixing get the worst of it, and the decks that need help least get a near-painless dual. It is a deliberate reward for patience and color discipline, priced as the reverse of a manabase crutch.

Smoldering Marsh (pip)
PIP · #510rare
Pricing
Normal: $2.56
Foil: $3.07
Featured in

Top Decks

1 deck
Synergy

Played Alongside

Across all maindecks
Oracle Text

Rules text

(Tap: Add Black mana or Red mana.) This land enters tapped unless you control two or more basic lands.
Legalities

Format Status

Standard
N/A
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
Legal
Historic
Legal
Alchemy
N/A
Timeless
Legal
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
Legal
TLR
Legal
Printings elsewhere

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