Home / Magic: The Gathering / Final Fantasy / Lindblum, Industrial Regency // Mage Siege
Lindblum, Industrial Regency // Mage Siege
NM
LP
MP
HP

Viewing offers in Near Mint condition

rare · Land — Town // Instant — Adventure

Lindblum, Industrial Regency // Mage Siege

rare · Land — Town // Instant — Adventure · Final Fantasy
$3.77
Low
$4.43
Market
$5.54
High

Oracle Text

Card Details

-/-Power / Toughness
{2}{R}Mana Cost
3Prints

Character Background

Lindblum, Industrial Regency // Mage Siege feels like a red deck card built for proactive value, especially in tempo or midrange shells that want to keep pressure on while turning extra mana into flexibility. As a Land — Town, Lindblum suggests a bustling, engineered stronghold: a place where industry and movement matter, which lines up nicely with decks that want lands to do more than merely cast spells. The Adventure side, Mage Siege, adds immediate action and makes the card easier to justify in hands that need early interaction or a burst of pressure. In practice, this kind of split card rewards you for lowering your curve and playing enough red sources to reliably cast the Adventure while still benefiting from the land half later. It should pair well with spell-synergy cards that care about noncreature casts, and with bounce or recursion effects that can reuse a utility land for extra grind in longer games.

Generated using gpt-5.4-mini

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Suggested Pricing
$3.77 - $5.54
At the current market price of $4.43.
Average Time to Sell
3 days
At the current market price of $4.43.

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Character Background

Lindblum, Industrial Regency // Mage Siege feels like a red deck card built for proactive value, especially in tempo or midrange shells that want to keep pressure on while turning extra mana into flexibility. As a Land — Town, Lindblum suggests a bustling, engineered stronghold: a place where industry and movement matter, which lines up nicely with decks that want lands to do more than merely cast spells. The Adventure side, Mage Siege, adds immediate action and makes the card easier to justify in hands that need early interaction or a burst of pressure. In practice, this kind of split card rewards you for lowering your curve and playing enough red sources to reliably cast the Adventure while still benefiting from the land half later. It should pair well with spell-synergy cards that care about noncreature casts, and with bounce or recursion effects that can reuse a utility land for extra grind in longer games.

Generated using gpt-5.4-mini · Updated at 2026-08-11 01:10:48 UTC

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