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Madlands
Land
rare
Madlands enters the battlefield tapped. : Add or . Madness (If you discard this card, discard it into exile. When you do, play it for its madness cost or put it into your graveyard. You can play a land only during your turn and only if you have an available land play remaining.)
Semantic Tags
Triggers when a creature or permanent enters the battlefield. Prime blink targets.
Cares about cards in the graveyard, puts cards into the graveyard, or benefits from things dying.
A keyword ability that lets a player cast a card they discard. See rule 702.35, “Madness.”
A keyword ability that lets a player cast a card they discard. See rule 702.35, “Madness.”
A permanent with a repeatable activated ability that converts excess mana into value.
A card or token on the battlefield. See rule 110, “Permanents.”
Format Legality
Price history
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Printings (1)
| Set | Rarity | TCGplayer | Card Kingdom | Cardmarket |
|---|---|---|---|---|
| Mystery Booster 2#614 | rare | · | · | · |
Related Concepts
Related Rules
If an ability would produce one or more mana of an undefined type, it produces no mana instead.
Some abilities produce mana based on the type of mana another permanent or permanents “could produce.” The type of mana a permanent could produce at any time includes any type of mana that an ability of that permanent would produce if the ability were to resolve at that time, taking into account any applicable replacement effects in any possible order. Ignore whether any costs of the ability could or could not be paid. If that permanent wouldn’t produce any mana under these conditions, or no type of mana can be defined this way, there’s no type of mana it could produce.
To “tap [a permanent] for mana” is to activate a mana ability of that permanent that includes the {T} symbol in its activation cost. See rule 605, “Mana Abilities.”
An ability that triggers whenever a permanent “is tapped for mana” or is tapped for mana of a specified type triggers whenever such a mana ability resolves and produces mana or the specified type of mana.
A replacement effect that applies if a permanent “is tapped for mana” or tapped for mana of a specific type and/or amount modifies the mana production event while such an ability is resolving and producing mana or the specified type and/or amount of mana.
If an object’s enters-the-battlefield triggered ability or replacement effect refers to X, and the spell that became that object as it resolved had a value of X chosen for any of its costs, the value of X for that ability is the same as the value of X for that spell, although the value of X for that permanent is 0. This is an exception to rule 107.3i.
The tap symbol is {T}. The tap symbol in an activation cost means “Tap this permanent.” A permanent that’s already tapped can’t be tapped again to pay the cost. A creature’s activated ability with the tap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since their most recent turn began. See rule 302.6.
The untap symbol is {Q}. The untap symbol in an activation cost means “Untap this permanent.” A permanent that’s already untapped can’t be untapped again to pay the cost. A creature’s activated ability with the untap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since their most recent turn began. See rule 302.6.
Rulings
Cards are discarded in a Magic game only from a player’s hand. Effects that put cards into a player’s graveyard from anywhere else do not cause those cards to be discarded.
Madness works independently of why you’re discarding the card. You could discard it to pay a cost, because a spell or ability tells you to, or because you have too many cards in your hand during your cleanup step. You can’t discard a card with madness just because you want to, though.
If you discard a card with madness to pay the cost of a spell or activated ability, that card’s madness triggered ability will resolve before the spell or ability the discard paid for.
Playtest cards aren’t legal for play in any tournament format other than Mystery Booster Limited formats. On the other hand, we expect they will spice up a wide variety of non-tournament games (as long as everyone’s on the same page about using them!).
If you discard a card with madness, you discard it into exile instead of into your graveyard. When you do, you can either play it from exile for its madness cost or put it into your graveyard.
If you choose not to play a card with madness when the madness triggered ability resolves, it’s put into your graveyard. Madness doesn’t give you another chance to play it later.
Playtest cards use a modified version of game symbols, such as {T} and {W}. These modified symbols should be treated as the standard symbols during play.
For many playtest cards, you’ll need to make a generous assumption that basic game rules would be updated to allow them to work. The Mystery Booster 2 Playtest Card Notes section (reproduced here in individual Gatherer rulings) provides guidance for fitting these cards into the existing rules structure.
Normally, playing a land can only be done as a sorcery, but the madness trigger circumvents that timing restriction, allowing you to play the land even if it’s not your main phase and even if the stack is not empty. However, you can still only play a land during your turn and only if you have an available land play remaining.
If you discard a card with madness while a spell or ability is resolving, it moves immediately to exile. Continue resolving that spell or ability, noting that the card you discarded is not in your graveyard at this time. Its madness triggered ability will be placed onto the stack once that spell or ability has completely resolved.
A card with madness that’s discarded counts as having been discarded even though it’s put into exile rather than a graveyard. If it was discarded to pay a cost, that cost is still paid. Abilities that trigger when a card is discarded will still trigger.