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Moxonomy

Turf Wound

Instant2 generic manaRed mana

Denying an opponent their land drop for a single turn is a strangely surgical effect, and the cantrip stapled to it is what keeps this from being a dead card the rest of the time. The use case is narrow but real: a tempo deck that has stalled an opponent on lands, or a player holding up a turn where the opponent desperately needs to hit their next drop to cast something. Stranding a key land in hand for one turn buys a clock exactly one tick of breathing room. The catch is severe, though: the window is tiny and the payoff conditional, so most of the time the opponent simply plays the land next turn and you have spent three mana to draw a card you could have drawn more cheaply. That tension (a disruption effect that only matters under specific board states, bundled with a baseline cantrip so it is never a total blank) is the whole reason the card exists in the form it does. Drawing a card sets the floor that makes the gamble palatable; the land denial is the ceiling you reach only against the right opponent at the right moment.

Turf Wound (inv)
INV · #177common
Pricing
Normal: $0.21
Foil: $0.96
Oracle Text

Rules text

Target player can't play lands this turn. Draw a card.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
N/A
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
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
Legal
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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