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Acidic Soil
NM
LP
MP
HP

Viewing offers in Near Mint condition

uncommon · Sorcery

Acidic Soil

uncommon · Sorcery · The List
$0.39
Low
$0.46
Market
$0.58
High

Oracle Text

Acidic Soil deals damage to each player equal to the number of lands they control.

Card Details

-/-Power / Toughness
{2}{R}Mana Cost
1Prints

Character Background

Acidic Soil is a brutally simple red sorcery that turns the battlefield into a land-counting contest, burning every player for the number of lands they control. In gameplay terms, it best fits aggressive or tempo-oriented red decks that want to close the game before the damage becomes symmetrical, especially after they’ve emptied their hand and forced opponents to hit land drops. The card gets nastier in builds that punish greedy mana bases or pair with land-denial tools like Blood Moon, Stone Rain effects, or mass land bounce, since slowing the table amplifies the damage without needing huge setup. It also has a classic red feel: not subtle, not selective, just a violent environmental catastrophe that scorches everyone equally. In Commander, it can be a sharp finisher if your deck leans low-curve and fast, but it’s weakest in long games where you are also sitting on plenty of lands and taking the same punishment as the rest of the table.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.39 - $0.58
At the current market price of $0.46.
Average Time to Sell
3 days
At the current market price of $0.46.

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Character Background

Acidic Soil is a brutally simple red sorcery that turns the battlefield into a land-counting contest, burning every player for the number of lands they control. In gameplay terms, it best fits aggressive or tempo-oriented red decks that want to close the game before the damage becomes symmetrical, especially after they’ve emptied their hand and forced opponents to hit land drops. The card gets nastier in builds that punish greedy mana bases or pair with land-denial tools like Blood Moon, Stone Rain effects, or mass land bounce, since slowing the table amplifies the damage without needing huge setup. It also has a classic red feel: not subtle, not selective, just a violent environmental catastrophe that scorches everyone equally. In Commander, it can be a sharp finisher if your deck leans low-curve and fast, but it’s weakest in long games where you are also sitting on plenty of lands and taking the same punishment as the rest of the table.

Generated using gpt-5.4-mini · Updated at 2026-08-24 03:20:43 UTC

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