Lindblum, Industrial Regency // Mage Siege
Lindblum, Industrial Regency
Land — Town
Card text
This land enters tapped.
: Add
.
A city encircled by the ramparts of a massive castle.
Mage Siege
Instant — Adventure
Card text
Create a 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent."
Showing Final Fantasy#285
Price
2.29 $
Foil 2.90 $
13 printings · up to 4.77 $
Daily estimate from Scryfall, not a shop quote.
Lindblum, Industrial Regency // Mage Siege rulings
If an object becomes a copy of an object that has an Adventure, the copy also has an Adventure. If it changes zones, it will either cease to exist (if it's a token) or cease to be a copy (if it's a nontoken permanent), and so you won't be able to cast it as an Adventure.
If you cast an adventurer card as an Adventure, use only its alternative characteristics to determine whether it's legal to cast that spell. For example, if you control Traveling Chocobo ("You may play lands and cast Bird spells from the top of your library.") and Jidoor, Aristocratic Capital is on top of your library, you can play Jidoor, Aristocratic Capital, but you can't cast Overture.
If an effect copies an Adventure spell, that copy is exiled as it resolves. It ceases to exist as a state-based action; it's not possible to play the copy as a permanent.
If an effect instructs you to choose a card name, you may choose the alternative Adventure name. Consider only the alternative characteristics to determine whether that is an appropriate name to choose.
Town is a land type with no special meaning. It doesn't grant the land any intrinsic abilities. Other cards may care about which lands are Towns.
An adventurer card uses only its non-Adventure characteristics in every zone except the stack, as well as while on the stack if not cast as an Adventure. Ignore its alternative characteristics in those cases. For example, while it's in your graveyard, Jidoor, Aristocratic Capital is a colorless Town land card whose mana value is 0. It can't be the target of Sorceress's Schemes, which reads in part "Return target instant or sorcery card from your graveyard or exiled card with flashback you own to your hand."
If an adventurer card ends up in exile for any other reason than by exiling itself while resolving, it won't give you permission to play it with its primary characteristics.
An effect may refer to a card, spell, or permanent that "has an Adventure." This refers to a card, spell, or permanent that has an adventurer card's set of alternative characteristics, even if they're not being used and even if that card was never cast as an Adventure.
If a spell is cast as an Adventure, its controller exiles it instead of putting it into its owner's graveyard as it resolves. For as long as it remains exiled, that player may play it using its primary characteristics. If an Adventure spell leaves the stack in any way other than resolving (most likely by being countered or by failing to resolve because its targets have all become illegal), that card won't be exiled and the spell's controller won't be able to play that card from exile later.
When playing a card as an Adventure, use the alternative characteristics and ignore all of the card's normal characteristics. The resulting spell's color, mana cost, mana value, and so on are determined by only those alternative characteristics. If the spell leaves the stack, it immediately resumes using its normal characteristics.
You must still follow any timing restrictions and permissions for the card you play from exile. In the case of any of the five lands in this release, you'll be able to play it only during your main phase while the stack is empty and only if you have an available land play remaining.
If an effect refers to a card, spell, or permanent that has an Adventure, it won't find an instant or sorcery spell on the stack that's been cast as an Adventure.
Casting a card as an Adventure isn't casting it for an alternative cost. Effects that allow you to cast a spell for an alternative cost or without paying its mana cost may allow you to apply those to the Adventure.
The Wizard token's ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered or otherwise leaves the stack.
Lindblum, Industrial Regency // Mage Siege format legality
Constructed
- StandardLegal
- PioneerLegal
- ModernLegal
- Future StandardLegal
Eternal
- LegacyLegal
- VintageLegal
- PauperNot legal
- PremodernNot legal
- Old SchoolNot legal
- Penny DreadfulLegal
Commander
- CommanderLegal
- OathbreakerLegal
- Pauper CommanderNot legal
- Duel CommanderLegal
- PreDHNot legal
Arena & online
- HistoricLegal
- TimelessLegal
- AlchemyLegal
- GladiatorLegal
- BrawlLegal
- Standard BrawlLegal
- Competitive BrawlLegal
Other
- TLRLegal
All printings of Lindblum, Industrial Regency // Mage Siege 13
Cards similar to Lindblum, Industrial Regency // Mage Siege
Second CityLand — Town
Starting TownLand — Town
Capital CityLand — Town
A-TownLand — Town
Spikefield Hazard // Spikefield CaveInstant // Land
Valakut, the Molten PinnacleLand
Ramunap RuinsLand — Desert
Barbarian RingLand
Keldon MegalithsLand
Fogwell's GymLand
Show 20 more similar cards
The Lonely MountainLand — Mountain
Sokenzan, Crucible of DefianceLegendary Land
Kavaron, Memorial WorldLand — Planet
Rocky RoadsLand
Den of the BugbearLand
Dwarven MineLand — Mountain
Crossroads VillageLand — Town
The Gold SaucerLand — Town
Adventurer's InnLand — Town
Eden, Seat of the SanctumLand — Town
Clive's HideawayLand — Town
Tarnished CitadelLand
Grand ColiseumLand
Vance's Blasting Cannons // Spitfire BastionLegendary Enchantment // Legendary Land
Abundant CountrysideLand
Springjack PastureLand
Sliver HiveLand
MirrexLand — Sphere
Castle DoomLand
Jasmine Dragon Tea ShopLand