Home / Magic: The Gathering / Mystery Booster 2 / Value Town // Take a Trip to...
Value Town // Take a Trip to...
NM
LP
MP
HP

Viewing offers in Near Mint condition

rare · Land — Town // Sorcery — Adventure

Value Town // Take a Trip to...

rare · Land — Town // Sorcery — Adventure · Mystery Booster 2
$0.24
Low
$0.28
Market
$0.35
High

Oracle Text

Card Details

-/-Power / Toughness
{4}{U}{R}Mana Cost
1Prints

Character Background

Value Town // Take a Trip to... is a wonderfully offbeat Mystery Booster 2 design that reads like a joke card but plays like a resource puzzle, best suited to slower value shells that can convert extra mana and flexibility into inevitability. As a land on one face and a spell on the other, it naturally rewards decks that want to make every card do double duty, especially control and tempo lists that can afford to hit land drops while holding up interaction. The “Town” half suggests a place to stay put and accumulate advantage, while the Adventure side implies a burst of momentum or card flow, so the card conceptually fits a grindy blue-red strategy that wants both stability and pressure. If you build around it, pair it with effects that care about lands entering, spells cast, or repeated recursion from the graveyard; anything that lets you reuse Adventure cards or maximize land count will make it shine.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.24 - $0.35
At the current market price of $0.28.
Average Time to Sell
3 days
At the current market price of $0.28.

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Character Background

Value Town // Take a Trip to... is a wonderfully offbeat Mystery Booster 2 design that reads like a joke card but plays like a resource puzzle, best suited to slower value shells that can convert extra mana and flexibility into inevitability. As a land on one face and a spell on the other, it naturally rewards decks that want to make every card do double duty, especially control and tempo lists that can afford to hit land drops while holding up interaction. The “Town” half suggests a place to stay put and accumulate advantage, while the Adventure side implies a burst of momentum or card flow, so the card conceptually fits a grindy blue-red strategy that wants both stability and pressure. If you build around it, pair it with effects that care about lands entering, spells cast, or repeated recursion from the graveyard; anything that lets you reuse Adventure cards or maximize land count will make it shine.

Generated using gpt-5.4-mini · Updated at 2026-08-11 09:10:44 UTC

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