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Moxonomy

Treno, Dark City

Land — Town

Fixing at its most stripped-down: either color you need for a Dimir manabase, produced without a shock, without life loss, without a card to reveal or a condition to satisfy. The only tax is a turn spent entering tapped, and that single delay is the entire price. Wizards has leaned on this template for common-rarity fixing since the early tapped duals of the first multicolor sets, and the logic hasn't drifted: give a two-color deck reliable access to both halves of its pairing, then dock it one point of tempo up front. What keeps this land pinned to common rather than climbing toward the fetchable duals is what it doesn't carry: no basic land type. Nothing that searches for an Island or a Swamp can find it, which is precisely the ceiling that separates lands like this from the versions that ask more of a manabase and reward it more. For a slower deck happy to spend an untapped-mana turn on a tapped source, it asks nothing of the deckbuilder beyond patience on turn one. The enemy-versus-allied distinction that once governed which dual you could run, and how good it was allowed to be, has quietly dissolved here; this is Dimir fixing offered to anyone who wants it, at the rate that comes with a slow start built in.

Treno, Dark City (fin)
FIN · #290common
Pricing
Normal: $0.21
Foil: $0.25
Oracle Text

Rules text

This land enters tapped. Tap: Add Blue mana or Black mana.
Legalities

Format Status

Standard
Legal
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
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
Legal
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
Legal
COMPETITIVEBRAWL
Legal
TLR
Legal
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