Adventures in the Forgotten Realms (afr) | ||
#257 ⸱ Rare ⸱ English |
![]() Variations : 1Parts— | Hall of Storm GiantsIf you control two or more other lands, this land enters tapped.
LegalitiesNot Legal Alchemy Future Oldschool Pauper Paupercommander Penny Predh Premodern Standard Standardbrawl Legal Brawl Commander Duel Explorer Gladiator Historic Legacy Modern Oathbreaker Pioneer Timeless Vintage RulingsIf you turn Hall of Storm Giants into a creature but haven't controlled it continuously since your most recent turn began, you won't be able to activate its mana ability or attack with it.
If you activate Hall of Storm Giants's last ability multiple times, it gains multiple instances of ward
If an opponent casts a spell or ability that targets Hall of Storm Giants, and you activate the last ability in response, the ward ability Hall of Storm Giants gains won't trigger. (However, if it already had ward at the moment it became the target of the spell or ability, that instance of ward would trigger.)
If Hall of Storm Giants enters the battlefield at the same time as one or more other lands, it doesn't take those lands into consideration when determining how many other lands you control.
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