Teetering Peaks

Land

This land enters tapped.
When this land enters, target creature gets +2/+0 until end of turn.
{T}: Add {R}.

CMC
0
Mana cost
Color identity
R
Rarity
rare
Set
Friday Night Magic 2011
Price
EDHREC rank
#14923
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Teetering Peaks card art
Teetering Peaks enters tapped and gives exactly one creature +2/+0 until end of turn — the impact is real but the tempo cost is steep. Run it only in decks where pushing one attacker over a blocker or hitting lethal by exactly two power is a recurring need, not an occasional bonus.

Format Analysis

Where it lives, where it can’t

FormatVerdict
commander
legacy
modern
pioneer
standard
vintage
pauper
oathbreaker

In Commander, Teetering Peaks earns a slot in mono-red or red-heavy decks that win through combat — Zurgo Helmsmasher, Krenko, Mob Boss token swings, or Syr Carah, the Bold storm lines where one unblocked creature matters. Outside of those targeted use cases, the enters-tapped penalty is hard to justify when red has access to better utility lands. In Pauper it sees fringe play in aggressive red strategies where every point of damage counts and the common card pool makes the pump effect comparatively stronger. Legacy, Vintage, and Modern have enough fixing and speed that a tapped land producing only a temporary pump effect is almost never worth the slot.

Key Combos

Combo lines featuring this card

Price Context

Current price

unknown tier

Teetering Peaks is a bulk common — expect to pay under $0.25 for a copy from most vendors, often less in a collection trade. At that price the question is never cost, it's whether the effect earns the slot at all.

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Mentioned

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