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Castle Garenbrig

Land

This land enters tapped unless you control a Forest. {T}: Add {G}. {2}{G}{G}, {T}: Add six {G}. Spend this mana only to cast creature spells or activate abilities of creatures.
Plays as:
Utility Land
CommanderLegalModernLegalStandardNot legal
Format legality

Constructed

StandardNot legal
PioneerLegal
ModernLegal
LegacyLegal
VintageLegal
PauperNot legal

Commander

CommanderLegal
Pauper CommanderNot legal
Duel CommanderLegal
PreDHNot legal
OathbreakerLegal
Tiny LeadersLegal

Arena

AlchemyNot legal
HistoricLegal
TimelessLegal
BrawlLegal
Standard BrawlNot legal
Competitive BrawlLegal
GladiatorLegal

Other

PremodernNot legal
Old SchoolNot legal
Penny DreadfulLegal
Future StandardNot legal

Used in 3 known combosEDHREC #720Played in 2% of cEDH decks with green

Printings
5
Price range
$8.39to$16.20

Versions

5 printings · from $8.39

In products

Rulings

3 · latest Oct 4, 2019
  • WotCOct 4, 2019

    Although the common lands have basic land types, they aren't basic lands.

  • WotCOct 4, 2019

    Once the common lands (such as Mystic Sanctuary) enter the battlefield tapped, there's no way to untap them with a spell or ability to make their last ability trigger.

  • WotCOct 4, 2019

    The mana generated by Castle Garenbrig's last ability can't be spent to activate abilities of creature cards that aren't on the battlefield.