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Moxonomy

Tranquil Grove

Enchantment1 generic manaGreen mana

Green has always been the color that breaks enchantments, but it usually does so the way it breaks artifacts: a one-shot spell like Naturalize or a board-wide Tranquility that fires once and leaves. This takes the same effect and bolts it to a permanent, so the answer becomes a standing fixture rather than a card you spend. The activated cost is steep enough that it reads as a board state rather than a spell, a threat you can reset every turn you can afford it, which turns a single piece of removal into a recurring tax on enchantment decks. The "all other" clause does the load-bearing work: it survives its own sweep and stays online to punish the next enchantment that resolves, which is the whole gap between a symmetrical wrath and a one-sided lock against an enchantment-heavy opponent. The enchantment itself sits inert until you pay the three mana to fire it, which dates it to a period when a two-mana permanent demanding a further activation felt acceptable, but the structure it represents (repeatable, asymmetrical, a permanent-based answer to a permanent-based problem) is durable even where the rate is not. It is green doing what green does best, solving a problem by leaving something on the table and charging mana to pull the trigger again.

Tranquil Grove (6ed)
6ED · #258rare
Pricing
Normal: $1.76
Foil:
Oracle Text

Rules text

1 generic manaGreen manaGreen mana: Destroy all other enchantments.
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
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

1 set
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