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Glade of the Pump Spells
Land
rare
(You have to pay to play this land as your land drop. It's green.) When Glade of the Pump Spells enters the battlefield, up to one target creature gets +2/+2 and gains trample until end of turn. : Add .
Semantic Tags
An instant-speed spell that modifies combat — pump, protection, or removal during combat.
Triggers when a creature or permanent enters the battlefield. Prime blink targets.
A permanent with a repeatable activated ability that converts excess mana into value.
A card or token on the battlefield. See rule 110, “Permanents.”
A spell or ability that gives a temporary power/toughness boost.
A spell or ability that gives a temporary power/toughness boost.
Format Legality
Price history
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Printings (1)
| Set | Rarity | TCGplayer | Card Kingdom | Cardmarket |
|---|---|---|---|---|
| Mystery Booster 2#576 | rare | · | · | · |
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
You still follow all of the normal timing rules for playing a land as a special action when you play Glade of the Pump Spells. You just have to pay {2}{G} in addition to all of the other requirements as you do so.
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.
Glade of the Pump Spells is played as a land. It doesn’t use the stack, it’s not a spell, it can’t be responded to, and it counts as your land play for the turn. Unlike other lands, Glade of the Pump Spells has a mana cost of {2}{G} and a mana value of 3.
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!).
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.
Paying {2}{G} won’t let you play Glade of the Pump Spells if you don’t have any land drops remaining that turn.
You don’t have to pay the mana cost if a spell or ability lets you put Glade of the Pump Spells onto the battlefield, such as with the activated ability of Elvish Reclaimer.