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Moxonomy

The Great Mound

Land

A colorless land that begins as a plain rock and buys its way up a ladder of increasingly expensive abilities: tap for one colorless out of the gate, then sink three to start manufacturing indestructible Vibranium tokens, then eventually pay six for a card off the top. The leash on those tokens is what defines who the card is built for: the mana they produce cannot pay for a nonartifact spell. That is a narrower restriction than it first sounds, and a more useful one. The Vibranium mana still fires activated abilities, covers triggered-ability costs, and casts artifacts freely, so the engine funnels toward an artifact board without going dead the moment there is nothing else to cast. It is a mana sink for a shell already committed to artifacts, not a flexible source that slots into any pile of colorless spells. Stacking three modes of rising cost onto one permanent lets it scale with the length of the game instead of demanding investment on turn one; the six-mana draw ability is priced so that reaching it repeatedly means the artifact plan is already humming. Land-based card advantage tends to carry a premium in design terms, and here the escalating price schedule is what pays for it: the payoff arrives late, on a board the Vibranium tokens were made to feed.

The Great Mound (msc)
MSC · #120rare
Pricing
Normal: $1.41
Foil:
Oracle Text

Rules text

Tap: Add Colorless mana. 3 generic mana, Tap: Create a tapped Vibranium token. (It's an artifact with indestructible and "Tap: Add Colorless mana. This mana can't be spent to cast a nonartifact spell.") 6 generic mana, Tap: Draw a card.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
N/A
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
N/A
PreDH
N/A
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
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