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Moxonomy

Teetering Peaks

Land

The pump is the rent. A land that taps for red costs you nothing in deck slots, but the enters-tapped clause is what you pay for the privilege, and the +2/+0 on arrival is the rebate that makes the tempo loss worth eating. The design trick is that the buff is mandatory and lands on a target creature, which turns a do-nothing land drop into a chunk of reach: an attacker that was trading now connects for two extra, a blocker becomes a threat, a one-drop in an aggressive shell suddenly represents lethal a turn early. The math only closes for decks already racing, since paying a turn of tempo for a temporary buff is a luxury only a beatdown deck can afford. That self-selection is the whole point. The card sits at the aggressive end of a design idea that folds a spell's worth of effect into the mana base, trading the flexibility of an untapped source for a guaranteed trigger: not a fixing land, not a value land, but a tempo land that wants you ahead on board before it ever enters. Played from behind it is a liability; played ahead it is two free points of damage stapled to a red source.

Teetering Peaks (zen)
ZEN · #226common
Pricing
Normal: $0.10
Foil: $0.45
Oracle Text

Rules text

This land enters tapped. When this land enters, target creature gets +2/+0 until end of turn. Tap: Add Red mana.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
Legal
Pauper Commander
Legal
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

3 sets
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