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Moxonomy

Sunbillow Verge

Land

White comes free; red has to be earned. That asymmetry drives the whole design: white mana taps unconditionally, while red demands you already control a Mountain or a Plains, which folds the card into the conditional-fixing lineage that stretches back through the check-lands and their many descendants. The wrinkle is that a Plains satisfies the red condition just as well as a Mountain does, so a deck heavy on basic Plains or fetchable white sources can unlock the second color without ever running a red-producing basic. It enters untapped, always, which is the trade being made: no life loss like a shock, no drawback beyond needing one qualifying land already down, and in exchange the red half stays offline on an empty board or an opening with no Mountain or Plains among your lands. This is the modern answer to a durability problem that dogged conditional duals since the check-lands, which sat tapped when they arrived alone. Here the land always contributes something the turn it lands, even if that something is only the off-color it produces unconditionally. For a two-color base built to leverage its cheaper, more reliable half early, that always-on white is the point; the red comes online the moment the board has any qualifying land, and rarely stays locked for long.

Sunbillow Verge (pdft)
PDFT · #264prare
Pricing
Normal: $13.10
Foil: $22.50
Oracle Text

Rules text

Tap: Add White mana. Tap: Add Red mana. Activate only if you control a Mountain or a Plains.
Legalities

Format Status

Standard
Legal
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
Legal
Historic
Legal
Alchemy
Legal
Timeless
Legal
Standard Brawl
Legal
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
Legal
COMPETITIVEBRAWL
Legal
TLR
Legal
Printings elsewhere

Other printings

3 sets
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