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Moxonomy

Summer Bloom

Sorcery1 generic manaGreen mana

A spell that uncaps the one-land-per-turn rule, and does nothing else: it adds no mana, draws no cards, and demands you already have the lands stockpiled to cash in. That requirement is the whole design. The structural trick is that it converts a resource most decks ration (one land drop per turn) into a tap you can open all at once, collapsing several turns of development into a single sorcery-speed window. On its own that is a build-around curiosity. Paired with cards that untap or recycle those lands, the acceleration stops being linear, and that is the line designers have eyed nervously for decades, because lifting the land-drop ceiling scales past its printing rather than with it. The card is only powerful in a shell specifically configured to abuse the sudden flood of mana, which is why it became the glue of fast ramp-into-payoff strategies rather than a generically useful spell. The same property has made it a recurring subject of bans wherever a critical mass of untap effects and cheap payoffs assembled around it: the printing looks innocuous, but it uncaps a rule the format is otherwise balanced around.

Summer Bloom (9ed)
9ED · #273★uncommon
Pricing
Normal: $1.90
Foil: $34.47
Oracle Text

Rules text

You may play up to three additional lands this turn.
Legalities

Format Status

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

Other printings

5 sets
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