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Moxonomy

They Went This Way

Sorcery2 generic manaGreen mana

Rampant Growth has been the baseline for green's tapped-land ramp since the earliest days, and the design question ever since has been what a green mage should get for the third mana on top of the fetch. Here the answer is a Clue: not immediate card selection but a stored draw, a token you crack once the ramp has already done its job and later turns can afford the two-mana sacrifice. That deferral is the whole trade. The card thins the deck by one land and advances your mana on the turn it resolves, then leaves behind a second, delayed payoff that only arrives if the game runs long enough. Green rarely gets to see the top of its deck, so bolting card advantage onto a ramp spell is a real concession to the color's classic weakness, paid for by making that advantage slow and mana-hungry rather than free. Note the strict basic-land clause: this fetches only basics, so it is fixing and acceleration for two-color and mono-green shells rather than a way to assemble a greedy manabase. The comparison that matters is not to the pure ramp spells but to the ones that also generate a body or a card; this sits in that later lineage, choosing a Clue's optionality over a creature's board presence.

They Went This Way (mkm)
MKM · #178common
Pricing
Normal: $0.22
Foil: $0.15
Oracle Text

Rules text

Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Investigate. (Create a Clue token. It's an artifact with "2 generic mana, Sacrifice this token: Draw a card.")
Legalities

Format Status

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