Hall of Storm Giants

Variations : 1

Parts

Hall of Storm Giants

Land
If you control two or more other lands, this land enters tapped.
: Add .
: Until end of turn, this land becomes a 7/7 blue Giant creature with ward . It's still a land. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)

 

 

 

Legalities

Not Legal
Alchemy
Future
Oldschool
Pauper
Paupercommander
Penny
Predh
Premodern
Standard
Standardbrawl
Legal
Brawl
Commander
Duel
Explorer
Gladiator
Historic
Legacy
Modern
Oathbreaker
Pioneer
Timeless
Vintage

Rulings

2021-07-23

If 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.

 

2021-07-23

If you activate Hall of Storm Giants's last ability multiple times, it gains multiple instances of ward . Each of those instances will trigger separately and ask the opponent who controls the spell or ability to pay . If they don't for any of those instances, the spell or ability will be countered.

 

2021-07-23

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.)

 

2021-07-23

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.

 

Market Pricing

 NormalFoil
Low$0.25
Median$0.95
High$19.95
Market$0.70
Direct Low$0.74
Buy at TCGPlayer

Other Printings

 NormalFoil
Adventures in the Forgotten Realms Promos
Adventures in the Forgotten Realms Promos
Adventures in the Forgotten Realms Promos$4.72

Pricing data provided by TCGPlayer