Mystery Booster 2 (mb2) | ||
#576 ⸱ Rare ⸱ English |
![]() Variations— Parts— | Glade of the Pump Spells(You have to pay When Glade of the Pump Spells enters the battlefield, up to one target creature gets +2/+2 and gains trample until end of turn.
LegalitiesNot Legal Duel Brawl Penny Predh Future Legacy Modern Pauper Alchemy Pioneer Vintage Explorer Historic Standard Timeless Commander Gladiator Oldschool Premodern Oathbreaker Standardbrawl Paupercommander RulingsYou still follow all of the normal timing rules for playing a land as a special action when you play Glade of the Pump Spells. You just have to pay
Playtest cards use a modified version of game symbols, such as
Glade of the Pump Spells is played as a land. It doesn’t use the stack, it’s not a spell, it can’t be responded to, and it counts as your land play for the turn. Unlike other lands, Glade of the Pump Spells has a mana cost of
Playtest 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!).
For 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.
Paying
You don’t have to pay the mana cost if a spell or ability lets you put Glade of the Pump Spells onto the battlefield, such as with the activated ability of Elvish Reclaimer.
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