Arena of Glory
Land
This land enters tapped unless you control a Mountain.: Add
.
,
, Exert this land: Add
. If that mana is spent on a creature spell, it gains haste until end of turn. (An exerted permanent won't untap during your next untap step.)
- CMC
- 0
- Mana cost
- Color identity
- R
- Rarity
- rare
- Set
- Modern Horizons 3
- Price
- $9.44
- EDHREC rank
- #399
Arena of Glory grants all your attacking creatures haste and taps for red mana — two meaningful effects stapled to a single land slot. In Dragonhawk, Fate's Tempest decks especially, the haste grant is the entire game: it turns every creature you cast into an immediate threat without spending a spell slot to do it.
Best Commanders
Commanders with the highest synergy

Dragonhawk, Fate's Tempest
Dragonhawk, Fate's Tempest triggers off creatures with haste attacking, so Arena of Glory is effectively a land that reads 'enable your commander's draw engine every combat.' At nearly 50% inclusion, it's close to a staple in that build.

Gilgamesh, Master-at-Arms
Gilgamesh, Master-at-Arms wants to attack fast and repeatedly, and Arena of Glory provides free haste to every attacker without occupying a spell slot — keeping the mana open for combat tricks and equipment.

The Infamous Cruelclaw
The Infamous Cruelclaw rewards aggressive, go-wide attacking, and Arena of Glory turns newly cast creatures into immediate attackers on the same turn, removing the usual summoning-sickness tax on that strategy.
Clive, Ifrit's Dominant
Clive, Ifrit's Dominant builds around attacking with a powered-up board, and Arena of Glory ensures he and his team can swing the turn they arrive — a land that converts mana advantage directly into combat advantage.

Neriv, Heart of the Storm
Neriv, Heart of the Storm generates value from creatures entering and attacking, so Arena of Glory closes the gap between 'entering' and 'attacking' without spending a spell, keeping Neriv's engine running at full speed.
Format Analysis
Where it lives, where it can’t
| Format | Verdict |
|---|---|
| commander | legal |
| legacy | legal |
| modern | legal |
| pioneer | not legal |
| standard | not legal |
| vintage | legal |
| pauper | not legal |
| oathbreaker | legal |
Arena of Glory is legal in Commander, Legacy, Modern, Vintage, and Oathbreaker, but its real home is Commander. In 60-card formats the triple-red activation cost for a utility land is steep, and haste enablers in Modern and Legacy can be found on far more efficient permanent types. In Commander, the singleton rule means every haste-granting land slot matters, and Arena of Glory occupies that slot while still functioning as a mana source — unlike enchantment- or artifact-based haste granters, it isn't a dead draw when you're mana-short. In Oathbreaker it's similarly playable for the same reason, especially in aggressive red strategies where the combat-only restriction rarely matters.
Key Combos
Combo lines featuring this card
Budget Alternatives
Cheaper options that do most of the same work
Swiftfoot Boots and Fires of Yavimaya both provide haste at a lower price point, but neither doubles as a land, meaning you're trading a mana source for the effect — a real cost in most decks. If you specifically need the land-slot efficiency that Arena of Glory provides, Hall of the Bandit Lord is the closest structural substitute, though its colorless tap and life payment make it a meaningful downgrade in red-heavy builds.
Price Context
Current price
$9.44 mid tier
At $9.44, Arena of Glory sits in the mid tier — expensive enough to feel like a deliberate include, cheap enough that it belongs in any deck that can use it. The price is justified by the combination of effects on a land, a slot-efficiency premium that keeps it from feeling like a luxury.
Explore
Sources
Mentioned
- Dragonhawk, Fate's Tempest
- Gilgamesh, Master-at-Arms
- The Infamous Cruelclaw
- Clive, Ifrit's Dominant
- Neriv, Heart of the Storm
Updated . Data from Scryfall, EDHREC, and Commander Spellbook.