Spire Garden — Magic: The Gathering card

Spire Garden

Land

This land enters tapped unless you have two or more opponents.

{T}: Add {R} or {G}.

*The village's name was long forgotten, its crumbling ruins a monument to the fragility of civilization.*

Set Commander Legends: Battle for Baldur's Gate
Rarity Rare
Mana Value 0
Collector # 361

Why Play Spire Garden

Fast dual lands that produce red and green mana are essential for aggressive Gruul strategies and multicolor ramp decks. The card shines in multiplayer formats where having two or more opponents is guaranteed, allowing it to enter untapped consistently. In competitive environments, it supports explosive starts in decks running creatures like Tarmogoyf or acceleration spells that require both colors early. The untapped condition makes it particularly valuable for tempo-based strategies that can't afford to lose a turn to tapped lands.

Format Notes

Commander represents this land's primary home, where the multiplayer nature ensures it enters untapped in virtually every game. Legacy Gruul decks occasionally include it as additional copies of dual lands, though the tapped drawback in one-on-one games limits its competitive appeal. The card sees minimal Vintage play due to the format's abundance of superior mana fixing options and faster combo-oriented metagame that doesn't prioritize this type of effect.

Combos & Synergies

Pairs excellently with other red-green lands like Taiga and Rockfall Vale to create consistent mana bases for Ponza strategies or Bloodbraid Elf cascades. Works well alongside Tinder Wall in ramp packages that need both colors for expensive threats like Primeval Titan. The land supports any strategy combining red removal spells with green creatures or ramp, making it a natural inclusion in decks running both Lightning Bolt and Birds of Paradise.