Strip Mine
The original land-destruction tempo play, and the design Wizards has spent thirty years walking back from. Trading a land for an opponent's land looks like a wash on paper, but it taps for colorless mana first, so deploying it costs you almost nothing, and the sacrifice clause is an activated ability rather than a spell, so it dodges counterspells and most stack interaction entirely. The card defined what "free" land disruption looks like, and every successor has been printed with a tax bolted on: Wasteland restricts the target to nonbasics, Tectonic Edge demands four lands in play, Ghost Quarter and Field of Ruin give the opponent a replacement basic, Dust Bowl asks for additional mana. Each of those restrictions is a direct response to the precedent this card set, because the original has no restriction at all: "destroy target land" means a basic dies exactly as readily as a dual or a man-land, and the option to do so shapes sequencing even on turns the ability never gets activated. A single untapped colorless source can erase a turn of development at any point in the game, against any land in play. The lineage of land disruption in Magic effectively begins here, and the design discipline of taxing the effect (printing it clean was never repeated) is the lesson Wizards took from it.

Top Decks
Played Alongside
- Arcane Signet1× together
- Brainstorm1× together
- Breeding Pool1× together
- Cabal Coffers1× together
- City of Brass1× together
- Command Tower1× together
- Counterspell1× together
- Cultivate1× together
- Cyclonic Rift1× together
- Damnation1× together
Rules text
Format Status
More formatsFewer formats
Other printings
- Edge of Eternities: Stellar Sights#130
- Edge of Eternities: Stellar Sights#85
- Edge of Eternities: Stellar Sights#40
- Edge of Eternities: Stellar Sights#175
- Secret Lair Drop#472
- Zendikar Rising Expeditions#28
- Zendikar Expeditions#43
- Vintage Masters#316





















