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Moxonomy

Windurst, Federation Center

Land — Town

A dual land priced at zero and paid for on the way in: it enters tapped, and that lost tempo is the entire cost of fixing two colors on one card. This is the taplands template that has anchored budget-tier manabases for years, the same structural bargain the original Karplusan Forest-era pain lands and the guildgate cycle both circle from different directions. Pain lands buy untapped speed with life; gates and this design buy color for a turn of setup. The tradeoff is unglamorous but honest: drop it on an early turn while the board is quiet, or sequence it in later when a lost tempo point costs nothing, and you get Selesnya fixing with no shock, no life, and no scry attached. What the flavor treatment adds is a Town land subtype, a bit of world-building that carries no rules weight here but signals a settled place rather than a nondescript wilderness. Function follows the oldest lesson in mana-base design: the cheaper the fixing is to include, the more you pay for it in speed, and a green-white deck weighing this card is really weighing how many tapped lands its curve can absorb.

Windurst, Federation Center (fin)
FIN · #292common
Pricing
Normal: $0.20
Foil: $0.30
Oracle Text

Rules text

This land enters tapped. Tap: Add Green mana or White 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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