Great Hall of Starnheim

Land

This land enters tapped.
{T}: Add {B}.
{W}{W}{B}, {T}, Sacrifice this land and a creature you control: Create a 4/4 white Angel Warrior creature token with flying and vigilance. Activate only as a sorcery.

CMC
0
Mana cost
Color identity
BW
Rarity
uncommon
Set
Kaldheim
Price
$0.10
EDHREC rank
#14794
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Great Hall of Starnheim card art
Great Hall of Starnheim enters tapped and produces colorless mana — that's the cost, and it's real. The payoff is a built-in escape hatch that converts excess mana into a 4/4 flying Angel token whenever you need one, no spell slot required.

Format Analysis

Where it lives, where it can’t

FormatVerdict
commander
legacy
modern
pioneer
standard
vintage
pauper
oathbreaker

In Commander, Great Hall of Starnheim earns its slot in any white deck that wants a late-game mana sink without dedicating a card to the effect — Angel tribal and go-wide token strategies get the most out of it. The enters-tapped penalty matters less in a 40-life format where the game often stretches long enough to cash in the foretell activation. In Modern and Pioneer it has no competitive foothold; the format speed means a tapped land that only occasionally makes a 4/4 is never where you want to be. Legacy and Vintage can run it legally but won't — the opportunity cost of a non-fetchable, colorless-producing land is fatal at those power levels.

Key Combos

Combo lines featuring this card

Price Context

Current price

$0.10 bulk tier

At $0.10, Great Hall of Starnheim is deep bulk — pick it up in any common/uncommon lot without thinking twice. Bulk lands rarely climb unless a commander breaks the effect wide open, so don't expect movement, but at this price there's no reason not to own a copy.

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Mentioned

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