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Land · AFR #257 · rare
Hall of Storm Giants
$0.43

versions · 5 printings
format pulse
- standard not legal
- pioneer legal
- modern legal
- legacy legal
- vintage legal
- commander legal
- pauper not legal
EDHREC #5424
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prices are estimates, never offers · buy links may earn affiliate commission — your price never changes · source: nightly catalog snapshots
runs well with
all versions
every printing — same card, different shelf price · click one to view it
If you control two or more other lands, this land enters tapped.
{T}: Add {U}.
{5}{U}: Until end of turn, this land becomes a 7/7 blue Giant creature with ward {3}. It's still a land. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays {3}.)
rulings
- 2021-07-23If you turn Hall of Storm Giants into a creature but haven't controlled it continuously since your most recent turn began, you won't be able to activate its mana ability or attack with it.
- 2021-07-23If you activate Hall of Storm Giants's last ability multiple times, it gains multiple instances of ward {3}. Each of those instances will trigger separately and ask the opponent who controls the spell or ability to pay {3}. If they don't for any of those instances, the spell or ability will be countered.
- 2021-07-23If an opponent casts a spell or ability that targets Hall of Storm Giants, and you activate the last ability in response, the ward ability Hall of Storm Giants gains won't trigger. (However, if it already had ward at the moment it became the target of the spell or ability, that instance of ward would trigger.)
- 2021-07-23If Hall of Storm Giants enters the battlefield at the same time as one or more other lands, it doesn't take those lands into consideration when determining how many other lands you control.