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Moxonomy

Treva's Ruins

Land — Lair

The toll is paid up front: play this Lair, then put one of your existing lands back in hand or watch the new arrival sacrifice itself. The returned land waits there, costing a replay and a turn of tempo, while the Lair stays behind to tap for any of green, white, or blue. That bounce is the price for entering untapped: these are not ramp pieces but color-fixing for the allied-color shard decks the Primeval Dragon legends headlined, with Treva, the Renewer presiding over the Bant grouping. When this kind of triple-fixing land first appeared, the cleaner templates that later defined the category had not been worked out, and the Lairs are an early, rougher attempt at putting three colors on a single source. The sacrifice clause keeps the design honest: with nothing eligible to send home, the Lair simply dies rather than handing you free fixing, which also means it can never be your opening play. Later tri-lands answered the same problem by entering tapped instead, a smoother trade that has aged better and made the bounce look like a relic of an older design vocabulary. What survives is the narrow window the Lair was built for: a deck running enough lands that giving one back, and replaying it, barely registers against the fixing gained.

Treva's Ruins (dmr)
DMR · #260uncommon
Pricing
Normal: $0.28
Foil: $0.39
Oracle Text

Rules text

When this land enters, sacrifice it unless you return a non-Lair land you control to its owner's hand. Tap: Add Green mana, White mana, or Blue mana.
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

2 sets
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