Turf Wound

Instant

Target player can't play lands this turn.
Draw a card.

CMC
3
Mana cost
{2}{R}
Color identity
R
Rarity
common
Set
Invasion
Price
$0.18
EDHREC rank
#26196
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Turf Wound card art
Turf Wound deals 2 damage to a player and prevents a basic land from untapping next turn — two real effects stapled together, but neither is efficient enough to justify a card slot in most builds. It's a bulk sorcery that does two small things instead of one good thing.

Format Analysis

Where it lives, where it can’t

FormatVerdict
commander
legacy
modern
pioneer
standard
vintage
pauper
oathbreaker

Turf Wound is legal in Commander, Legacy, Vintage, Pauper, and Oathbreaker, but it earns a slot in essentially none of them. In Commander, 2 damage to one of three opponents is negligible, and the land-tap effect is too narrow and temporary to constitute real land disruption. Pauper is the most plausible home — the format runs slower and incremental effects matter more — but even there, dedicated burn or land-denial strategies have better tools. Legacy and Vintage move fast enough that Turf Wound's sorcery speed and modest impact make it irrelevant.

Key Combos

Combo lines featuring this card

Price Context

Current price

$0.18 bulk tier

At $0.18, Turf Wound sits firmly in bulk territory, and the price reflects its playability accurately. Don't expect it to appreciate — there's no emerging archetype that suddenly needs this effect.

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Mentioned

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