Spinerock Knoll
The hideaway lands all share the same skeleton (look at four, bury one, free it once a condition is met), but each pays for its payoff differently, and this one's price is the most aggressive ask of the cycle: seven damage to a single opponent in one turn. That threshold is doing two jobs at once. It gates the free spell behind a board state where you are already winning, so the land never accelerates a stalled game; and it nudges deckbuilding toward a burn-or-aggro shell that can plausibly cross seven in a single combat-and-spell window. The land also enters tapped and produces only red, so the rate is deliberately punishing on the front end: you are paying tempo up front for a tucked-away bomb you can cash in only after you have done the damage. The exile happens on entry, before you know whether the turn will deliver, which makes the hideaway itself a speculative commitment rather than a reactive one; you choose the card you most want to cheat out and then spend the rest of the game trying to earn it. Where the other hideaway lands reward going wide or stalling out, this one rewards going for the throat, and the seven-damage clause is the design's way of insisting that the reward only arrives if you were already on the offensive.

Rules text
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Other printings
- The List#DSC-300
- Duskmourn: House of Horror Commander#300
- Commander Legends: Battle for Baldur's Gate#916
- New Capenna Commander#429
- Secret Lair Drop#439
- The List#C20-316
- Forgotten Realms Commander#263
- Commander 2016#327









