LAND — TOWN // SORCERY — ADVENTURE
Value Town // Take a Trip to...
Value Town enters the battlefield tapped.
: Add or .
//
Draw two cards. This spell deals 2 damage to each opponent. (Then exile this card. You may play the land later from exile.)
FORMATS
CommanderNOT LEGAL
Brawl (Historic)NOT LEGAL
DraftNOT LEGAL
StandardNOT LEGAL
ModernNOT LEGAL
PioneerNOT LEGAL
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- WWizards of the Coast2024-11-08Official RulingPlaytest cards aren’t legal for play in any tournament format other than Mystery Booster Limited formats. On the other hand, we expect they will spice up a wide variety of non-tournament games (as long as everyone’s on the same page about using them!).
- WWizards of the Coast2024-11-08Official RulingPlaytest cards use a modified version of game symbols, such as and . These modified symbols should be treated as the standard symbols during play.
- WWizards of the Coast2024-11-08Official RulingValue Town follows all of the normal rules of adventurer cards, except instead of casting it from exile while it’s “on an adventure,” you play it as you would normally play a land, following all normal restrictions. You can only play Value Town from exile if it’s “on an adventure,” it’s currently a time at which you could otherwise play a land, and you have a land play available.
- WWizards of the Coast2024-11-08Official RulingFor many playtest cards, you’ll need to make a generous assumption that basic game rules would be updated to allow them to work. The Mystery Booster 2 Playtest Card Notes section (reproduced here in individual Gatherer rulings) provides guidance for fitting these cards into the existing rules structure.
Rulings via Scryfall
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