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Moxonomy

Song-Mad Treachery // Song-Mad Ruins

Sorcery // Land

A standalone Act of Treason carries a specific disappointment: draw it against an empty board and it is a blank, a slot that only functions when the opponent has a body worth stealing. Splitting the effect across two faces removes that floor entirely. Draw it dead and it is still a land drop; draw it live and it is the full haste-granting takeover red has run since the effect's earliest incarnations. The steal itself follows the template exactly: full control until end of turn, an untap so a defender can attack, haste so a summoning-sick body can swing or feed a sacrifice outlet. The design's real work is structural, converting a high-variance sorcery into a permanent that never costs you a card even in its worst matchup. The land face pays for that insurance by entering tapped and producing only a single red, a mundane back half deliberately weighted against the splashy front. That asymmetry is the whole pitch: the ceiling of a game-ending theft with none of the maindeck risk that made the effect a gamble to run. You stop building around whether the steal will be online and start treating it as a flex slot that happens to double as a finisher.

Song-Mad Treachery // Song-Mad Ruins (znr)
ZNR · #165uncommon
Pricing
Normal: $0.24
Foil: $0.35
Oracle Text

Rules text

Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. // This land enters tapped. Tap: Add Red mana.
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
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
Legal
TLR
N/A
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