Spikefield Hazard // Spikefield Cave
Instant // Land
Spikefield Hazard deals 1 damage to any target. If a permanent dealt damage this way would die this turn, exile it instead.
- CMC
- 1
- Mana cost
- Color identity
- R
- Rarity
- uncommon
- Set
- Zendikar Rising
- Price
- $0.36
- EDHREC rank
- #2847
Spikefield Hazard // Spikefield Cave deals 1 damage to a creature or planeswalker at instant speed — relevant in any deck that cares about exact damage values — and when you don't need removal, it enters untapped as a land. The cost of running it is essentially zero: you're trading a basic Mountain slot for a card that occasionally kills a mana dork or triggers a damage-matters commander like Taii Wakeen, Perfect Shot.
Best Commanders
Commanders with the highest synergy

Taii Wakeen, Perfect Shot
Taii Wakeen, Perfect Shot cares about dealing exactly 1 damage, and Spikefield Hazard // Spikefield Cave is a one-mana instant that does exactly that — triggering Taii's draw-and-buff engine while clearing a utility creature or planeswalker.

Ghyrson Starn, Kelermorph
Ghyrson Starn, Kelermorph adds 2 damage whenever a source deals exactly 1, turning Spikefield Hazard // Spikefield Cave into a three-damage removal spell that also replaces itself as a land when drawn late.
Ojer Axonil, Deepest Might
Ojer Axonil, Deepest Might replaces any red source dealing less than its power with damage equal to its power, so Spikefield Hazard // Spikefield Cave stops costing just 1 damage and starts threatening a significant chunk of life total for a single mana.

Judith, Carnage Connoisseur
Judith, Carnage Connoisseur can redirect non-combat damage to any target, and Spikefield Hazard // Spikefield Cave provides a cheap, repeatable trigger that Judith can aim wherever it hurts most.

Tor Wauki the Younger
Tor Wauki the Younger adds 2 damage whenever you cast an instant or sorcery that deals damage, so Spikefield Hazard // Spikefield Cave becomes a three-damage removal spell for one mana with the land fallback keeping the floor high.
Format Analysis
Where it lives, where it can’t
| Format | Verdict |
|---|---|
| commander | legal |
| legacy | legal |
| modern | legal |
| pioneer | legal |
| standard | not legal |
| vintage | legal |
| pauper | not legal |
| oathbreaker | legal |
In Commander, Spikefield Hazard // Spikefield Cave earns its slot purely on the land-spell flexibility — 99-card decks can't afford dead draws, and a dual-faced card that enters untapped is never a dead draw. In Modern and Pioneer, it sees play in aggressive red strategies and burn shells where the difference between running 20 lands and a flex spell matters, and the instant-speed 1-damage clears small blockers or closes out a planeswalker. Legacy and Vintage have enough competition from more powerful lands that Spikefield Hazard // Spikefield Cave rarely makes the cut outside of budget or casual builds, but it's legal if you want it.
Key Combos
Combo lines featuring this card
Price Context
Current price
$0.36 bulk tier
At $0.36, Spikefield Hazard // Spikefield Cave is firmly bulk, and the price reflects its narrow damage ceiling rather than its utility as a land. It's not going to appreciate, but at that price you're buying a functional MDFC land for less than a basic in some products — just pick up copies whenever you need them.
Explore
Sources
Mentioned
- Taii Wakeen, Perfect Shot
- Ghyrson Starn, Kelermorph
- Ojer Axonil, Deepest Might
- Judith, Carnage Connoisseur
- Tor Wauki the Younger
Updated . Data from Scryfall, EDHREC, and Commander Spellbook.