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Moxonomy

Vivid Crag

Land

The whole pitch of this cycle is that the fixing is metered, not free. A dual or a fetchland gives you its colors forever; this banks exactly two off-color taps before it settles into being a tapland that makes only red. The counter pool buys the rainbow at a steep premium: the land enters tapped, you hold two activations of any-color fixing, and once those are spent you have a worse Mountain still occupying a slot. The design tension is between spending the charge counters early to smooth an awkward opening hand and hoarding them for a specific splash you might never draw. Crucially, the any-color ability removes a counter as part of the cost, so the fixing is finite in a way Command Tower or a basic-typed dual never is; you cannot loop it, and nothing on the card reloads it. That finiteness is what kept the cycle honest in an era when untapped five-color fixing was scarce, and it is also why these lands curdle into liabilities in long games. The red-by-default base makes this the version that pairs naturally with aggressive or burn-leaning shells, where the early counters cover a secondary color and the deck expects the game to be over before the land outlives its purpose.

Vivid Crag (c13)
C13 · #333uncommon
Pricing
Normal: $0.38
Foil:
Oracle Text

Rules text

This land enters tapped with two charge counters on it. Tap: Add Red mana. Tap, Remove a charge counter from this land: Add one mana of any color.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
Legal
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
N/A
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

6 sets
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