Hot Springs

Enchantment — Aura

Enchant land you control
Enchanted land has "{T}: Prevent the next 1 damage that would be dealt to any target this turn."

CMC
2
Mana cost
{1}{G}
Color identity
G
Rarity
rare
Set
Ice Age
Price
$0.61
EDHREC rank
#30494
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Hot Springs card art
Hot Springs puts a steady stream of +1/+1 counters on your creatures every upkeep — no trigger required, no hoop to jump through — at the cost of three mana and a land slot in your manabase. It's a slow, symmetry-free payoff that earns its slot only in decks built to exploit counter accumulation, and dead weight in anything else.

Format Analysis

Where it lives, where it can’t

FormatVerdict
commander
legacy
modern
pioneer
standard
vintage
pauper
oathbreaker

Hot Springs is a Commander card through and through — the slow, incremental counter generation is irrelevant in Legacy or Vintage, where games end before the enchantment meaningfully changes board math. In Commander, the multiplayer pace and longer game length give Hot Springs enough time to matter, especially in decks that scale off +1/+1 counters or want to push creatures into one-shot range. Oathbreaker is legal but shares the same caveat as the 60-card formats: the game moves too fast for a three-mana enchantment that does nothing the turn it enters.

Key Combos

Combo lines featuring this card

Price Context

Current price

$0.61 bulk tier

At $0.61, Hot Springs is bulk — easy to pick up as a throw-in or from a bargain bin without any financial hesitation. Bulk enchantments with narrow applications don't tend to climb, so don't hold extra copies expecting movement.

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Mentioned

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