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Moxonomy

Spikefield Hazard // Spikefield Cave

Instant // Land

One point of damage is barely removal, but the exile rider is what makes this a real answer: anything it kills is gone before death triggers fire or a graveyard can recur it, which turns a marginal ping into a check on undying bodies and recursive threats. That upside rides a modal double-faced card, so the line solves the two ugliest hands a low-curve red deck can keep: the one that floods on excess mana sources and the one clogged with reactive spells that do nothing to the board. Draw it early and it fixes; draw it late and it interacts, and you decide which the game needs each time rather than committing to one role in deckbuilding. The design logic is subtraction of risk rather than addition of power. You do not pay a premium for the flexibility; you pay with a slow-entering red source and a single point of reach, and that modest trade is what keeps this line of hazard duals durable. The ping is small, but the exile clause does structural work a plain damage source cannot, and the split between fixing and interaction never leaves the card stranded.

Spikefield Hazard // Spikefield Cave (znr)
ZNR · #166uncommon
Pricing
Normal: $0.39
Foil: $0.59
Oracle Text

Rules text

Spikefield Hazard deals 1 damage to any target. If a permanent dealt damage this way would die this turn, exile it instead. // 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
Legal
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