Home / Magic: The Gathering / Fallout / Tainted Isle
Tainted Isle
NM
LP
MP
HP

Viewing offers in Near Mint condition

uncommon · Land

Tainted Isle

uncommon · Land · Fallout
$0.09
Low
$0.00
Market
$0.13
High

Oracle Text

{T}: Add {C}.
{T}: Add {U} or {B}. Activate only if you control a Swamp.

Card Details

-/-Power / Toughness
-Mana Cost
1Prints

Character Background

Tainted Isle is a subtle dual-purpose fixer that rewards running at least one Swamp; it taps for colorless unconditionally and becomes {U} or {B} if you control a Swamp. Thematically it reads as an island corrupted by black presence, and mechanically it's ideal for blue‑black control or tempo builds that need reliable access to both colors without committing too many colored lands. In practice, include 2–3 copies in decks that want early colorless mana but need splashable blue or black later; pair it with a single basic Swamp and one or two fetches (Evolving Wilds or Fabled Passage) to guarantee activation on turn two. It's less attractive in hyper-aggressive decks that require immediate colored pips, but in midrange or control it smooths draws and reduces painful color flood. It also synergizes with cards that care about you controlling a Swamp (graveyard synergies, sacrifice outlets) and with effects that make lands count as Swamps, turning Tainted Isle into a dependable conditional dual land.

Generated using gpt-5-mini

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Suggested Pricing
$0.09 - $0.13
At the current market price of $0.00.
Average Time to Sell
3 days
At the current market price of $0.00.

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Character Background

Tainted Isle is a subtle dual-purpose fixer that rewards running at least one Swamp; it taps for colorless unconditionally and becomes {U} or {B} if you control a Swamp. Thematically it reads as an island corrupted by black presence, and mechanically it's ideal for blue‑black control or tempo builds that need reliable access to both colors without committing too many colored lands. In practice, include 2–3 copies in decks that want early colorless mana but need splashable blue or black later; pair it with a single basic Swamp and one or two fetches (Evolving Wilds or Fabled Passage) to guarantee activation on turn two. It's less attractive in hyper-aggressive decks that require immediate colored pips, but in midrange or control it smooths draws and reduces painful color flood. It also synergizes with cards that care about you controlling a Swamp (graveyard synergies, sacrifice outlets) and with effects that make lands count as Swamps, turning Tainted Isle into a dependable conditional dual land.

Generated using gpt-5-mini · Updated at 2026-05-16 20:40:46 UTC

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