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Nesting Grounds

Land

{T}: Add {C}. {1}, {T}: Move a counter from target permanent you control onto a second target permanent. Activate only as a sorcery.
Plays as:
Counter MoverUtility Land
CommanderLegalModernLegalStandardNot legal
Format legality

Constructed

StandardNot legal
PioneerNot legal
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 10 known combosEDHREC #561Played in Under 1% of all cEDH decks

Printings
14
Price range
$0.29to$18.73

Versions

14 printings · from $0.29

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Extended Art
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2024#1030In products
Extended ArtSurge Foil
Commander 2020
2020#71In products

Rulings

4 · latest Apr 17, 2020
  • WotCApr 17, 2020

    If either permanent becomes an illegal target, no counter is removed or put.

  • WotCApr 17, 2020

    The two target permanents don't have to share a type, which can result in some counters on permanents that would not occur normally, such as loyalty counters on creatures or +1/+1 counters on lands. Keyword counters will grant the permanent that keyword even if it's meaningless (such as trample on an enchantment); +1/+1 counters won't affect the permanent unless it's a creature; and many named counters (such as soul counters) won't have an effect unless the recipient permanent refers to them in some way.

  • WotCApr 17, 2020

    To move a counter from one creature to another, the counter is removed from the first permanent and put on the second. Any abilities that care about a counter being removed from or put onto a permanent will apply.

  • WotCApr 17, 2020

    You choose the two target permanents as Nesting Grounds's second ability is put onto the stack. You choose which kind of counter to move as that ability resolves.