Great Hall of the Citadel
Land
: Add
.
,
: Add two mana in any combination of colors. Spend this mana only to cast legendary spells.
- CMC
- 0
- Mana cost
- Color identity
- C
- Rarity
- common
- Set
- The Lord of the Rings: Tales of Middle-earth
- Price
- $1.38
- EDHREC rank
- #1809
Great Hall of the Citadel enters untapped and taps for one mana of any color — but only to cast legendary spells, which is the entire cost of admission. In Ardbert, Warrior of Darkness and any other legendary-dense Commander build, that restriction barely registers.
Best Commanders
Commanders with the highest synergy

Ardbert, Warrior of Darkness
Ardbert, Warrior of Darkness wants as many legendaries as possible hitting the battlefield, and Great Hall of the Citadel is a free-roll dual that never enters tapped — it smooths out a demanding multicolor curve without any downside in a deck built around legendary permanents.

Shanid, Sleepers' Scourge
Shanid, Sleepers' Scourge is a legendary tribal engine that floods the board with legendary creatures and rewards every one of them, so Great Hall of the Citadel slots in as reliable fixing that pays its own rent the moment you cast anything on-theme.

Jodah, the Unifier
Jodah, the Unifier runs a five-color legendary cascade engine where every spell needs to be legendary and the mana base has to answer for all five pips — Great Hall of the Citadel is an untapped source of any color that earns its slot on curve-smoothing alone.

Kethis, the Hidden Hand
Kethis, the Hidden Hand builds around legendary permanents in the graveyard and on the battlefield, so Great Hall of the Citadel pulls double duty as both fixing and a legendary permanent that fuels Kethis's own cost-reduction ability.

Dihada, Binder of Wills
Dihada, Binder of Wills tutors and protects legendary permanents, and Great Hall of the Citadel is exactly the kind of low-opportunity-cost land that rounds out a legendary-centric mana base without sacrificing a slot to a tap-land.
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 | legal |
| oathbreaker | legal |
Great Hall of the Citadel is legal in Commander, Legacy, Modern, Vintage, Pauper, and Oathbreaker — but Commander is where it actually matters. Legendary-tribal decks in the 60-card formats rarely dedicate enough of the 75 to legendaries to make the color restriction feel free, so the card sees almost no competitive play in Modern or Legacy. In Commander, where your commander alone guarantees at least one legendary spell per game and legendary-matters builds run twenty or more, the restriction vanishes and you're left with what amounts to a rainbow land that enters untapped — a genuine rarity at any price point.
Key Combos
Combo lines featuring this card
Price Context
Current price
$1.38 cheap tier
At $1.38, Great Hall of the Citadel sits in the impulse-buy tier — it's cheaper than most enters-tapped dual lands and dramatically cheaper than the untapped competition. The price is fair and stable; it's not a card that spikes, but it's also not going to get cheaper.
Explore
Sources
Updated . Data from Scryfall, EDHREC, and Commander Spellbook.