Dwarven Hold

Land

This land enters tapped.
You may choose not to untap this land during your untap step.
At the beginning of your upkeep, if this land is tapped, put a storage counter on it.
{T}, Remove any number of storage counters from this land: Add {R} for each storage counter removed this way.

CMC
0
Mana cost
Color identity
R
Rarity
rare
Set
Fifth Edition
Price
$1.64
EDHREC rank
#16461
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Dwarven Hold card art
Dwarven Hold enters tapped and takes four full turns to become a Mountain that taps for two red — by the time it pays off, most games are already decided. The opportunity cost is too steep for any deck that needs to function before turn six.

Format Analysis

Where it lives, where it can’t

FormatVerdict
commander
legacy
modern
pioneer
standard
vintage
pauper
oathbreaker

In Commander, Dwarven Hold is a fringe inclusion even in mono-red builds that are deliberately trying to stockpile mana for a late haymaker — the four-turn delay and enter-tapped penalty make it a liability in the early game where red most needs to move fast. Legacy and Vintage both have access to it, but neither format has any reason to run a land this slow when the threat density demands immediate mana. Oathbreaker games tend to end quickly, which makes Dwarven Hold's payoff window even less realistic there.

Key Combos

Combo lines featuring this card

Price Context

Current price

$1.64 cheap tier

At $1.64, Dwarven Hold sits in budget territory but overpriced for what it does — it's a niche card with a small collector audience keeping the price afloat, not real competitive demand. Don't expect that floor to move meaningfully in either direction.

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Mentioned

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    Updated . Data from Scryfall, EDHREC, and Commander Spellbook.