Spire Garden

Land

This land enters tapped unless you have two or more opponents.
{T}: Add {R} or {G}.

CMC
0
Mana cost
Color identity
GR
Rarity
rare
Set
Battle for Baldur's Gate Promos
Price
EDHREC rank
#187
Buy on TCGplayer
Spire Garden card art
Spire Garden enters untapped whenever you have more opponents than anyone at a table full of three or more — which in Commander is always true — making it a functional dual land in the format that matters most. The opportunity cost is zero: Leonardo, the Balance // Michelangelo, the Heart and every other Gruul or three-color commander running green and red should treat it as a staple, not a consideration.

Best Commanders

Commanders with the highest synergy

01
Leonardo, the BalanceMichelangelo, the Heart

Leonardo, the Balance // Michelangelo, the Heart

79.2% of decks · synergy 0.72

Leonardo, the Balance // Michelangelo, the Heart appears in nearly 80% of tracked builds, and Spire Garden is a core reason the mana base functions — untapped red and green on turn one lets the deck execute its early-game plan without stumbling.

02

Etali, Primal Conqueror

61.2% of decks · synergy 0.26

Etali, Primal Conqueror costs nine mana, so every land that enters untapped early accelerates the clock to the first attack trigger — Spire Garden reliably does exactly that in a multiplayer pod.

03
Raph & Mikey, Troublemakers

Raph & Mikey, Troublemakers

56.4% of decks · synergy 0.21

Raph & Mikey, Troublemakers wants to attack early and often, and Spire Garden's unconditional untapped entry in a four-player game ensures the mana base never slows down that aggression.

04
Henzie "Toolbox" Torre

Henzie "Toolbox" Torre

41.9% of decks · synergy 0.15

Henzie "Toolbox" Torre leans on Jund's color demands, and Spire Garden patches the red-green pip requirement cleanly without the enter-tapped tax that budget lands carry.

05
Vazi, Keen Negotiator

Vazi, Keen Negotiator

40.4% of decks · synergy 0.14

Vazi, Keen Negotiator operates in a multiplayer-centric political shell where being ahead on mana tempo matters, and Spire Garden is one of the easiest ways to guarantee untapped fixing across a long game.

Format Analysis

Where it lives, where it can’t

FormatVerdict
commander
legacy
modern
pioneer
standard
vintage
pauper
oathbreaker

Spire Garden is a Commander card through and through — the "more opponents than you" condition is permanently satisfied in a four-player pod, so it functions as a true untapped dual for every green-red deck in the format. In Legacy and Vintage, where two-player matches are the norm, the condition fails on the draw and is unreliable on the play, so dual lands and fetchlands are strictly better. Oathbreaker runs two-player as well, which means Spire Garden is technically legal but conditionally worse than alternatives. The honest verdict: sleeve it in Commander, skip it everywhere else.

Key Combos

Combo lines featuring this card

Price Context

Current price

unknown tier

Pricing data for Spire Garden isn't available in the current feed, so check Scryfall or TCGPlayer for the live number before buying. Historically, the Battlebond crowd lands hover in the $1–4 range depending on reprint cycles, and Spire Garden is worth picking up at the low end of that window given how broadly it fits into Gruul and three-color Commander builds.

Explore

Mentioned

← All cards

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