Home / Magic: The Gathering / The Lost Caverns of Ixalan / Cosmium Confluence
Cosmium Confluence
NM
LP
MP
HP

Viewing offers in Near Mint condition

rare · Sorcery

Cosmium Confluence

rare · Sorcery · The Lost Caverns of Ixalan
$0.15
Low
$0.18
Market
$0.22
High

Oracle Text

Choose three. You may choose the same mode more than once.
• Search your library for a Cave card, put it onto the battlefield tapped, then shuffle.
• Put three +1/+1 counters on a Cave you control. It becomes a 0/0 Elemental creature with haste. It's still a land.
• Destroy target enchantment.

Card Details

-/-Power / Toughness
{4}{G}Mana Cost
1Prints

Character Background

Cosmium Confluence reads like a ritual where veins of Cosmium flood the Lost Caverns, animating stone and ripping enchantments from their hold — mechanically it’s a flexible midrange/value spell with tempo upside. For 4G you get three choices that can be split or stacked: tutor a Cave to ramp or fix mana, turn a Cave into a hasty +3/+3 (0/0 base) attacker on demand, or answer enchantments — you can even destroy two or three problematic enchantments if the matchup demands. It best supports a value/midrange shell that leans into land-as-creature synergies or a toolbox ramp plan; it’s also a tidy sideboard piece against enchantment-heavy decks. Deckbuilding tip: run a solid package of Cave lands (around 8–12) and include Doubling Season or similar counter doublers to turn the +1/+1 mode into a real threat, and consider flicker/untap effects to reuse the animate mode and retrigger landfall or ETB effects.

Generated using gpt-5-mini

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Suggested Pricing
$0.15 - $0.22
At the current market price of $0.18.
Average Time to Sell
3 days
At the current market price of $0.18.

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Character Background

Cosmium Confluence reads like a ritual where veins of Cosmium flood the Lost Caverns, animating stone and ripping enchantments from their hold — mechanically it’s a flexible midrange/value spell with tempo upside. For 4G you get three choices that can be split or stacked: tutor a Cave to ramp or fix mana, turn a Cave into a hasty +3/+3 (0/0 base) attacker on demand, or answer enchantments — you can even destroy two or three problematic enchantments if the matchup demands. It best supports a value/midrange shell that leans into land-as-creature synergies or a toolbox ramp plan; it’s also a tidy sideboard piece against enchantment-heavy decks. Deckbuilding tip: run a solid package of Cave lands (around 8–12) and include Doubling Season or similar counter doublers to turn the +1/+1 mode into a real threat, and consider flicker/untap effects to reuse the animate mode and retrigger landfall or ETB effects.

Generated using gpt-5-mini · Updated at 2026-05-17 12:39:07 UTC

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