Home / Magic: The Gathering / Avatar: The Last Airbender / Sun-Blessed Peak
Sun-Blessed Peak
NM
LP
MP
HP

Viewing offers in Near Mint condition

common · Land

Sun-Blessed Peak

common · Land · Avatar: The Last Airbender
$0.18
Low
$0.21
Market
$0.26
High

Oracle Text

This land enters tapped.
{T}: Add {R} or {W}.
{4}, {T}, Sacrifice this land: Draw a card.

Card Details

-/-Power / Toughness
-Mana Cost
1Prints

Character Background

Sun-Blessed Peak is a utility dual land that leans into midrange/value and control game plans rather than aggressive, tempo-heavy decks—its enter-tapped clause means you’re paying a small tempo tax for reliable red/white fixing and a late-game conversion of a land into raw card advantage. The activated ability (4, T, sac: draw a card) reads like a one-shot looter for the mid-to-late game, so it shines in lists that can spare lands or recur them; specific synergies include Crucible of Worlds or Life from the Loam to repeatedly reuse the sacrifice, or pairing with fetchlands in Commander for value recursion. In limited, pick it when you need consistent color fixing and a potential late-game top-up; in constructed, treat it as a two-color utility land—run it in small numbers (1–3 in limited, 2–4 in midrange/control shells), prioritize early plays that aren’t tempo-dependent, and lean on recursion effects if you want to turn the draw ability into sustainable advantage.

Generated using gpt-5-mini

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Suggested Pricing
$0.18 - $0.26
At the current market price of $0.21.
Average Time to Sell
3 days
At the current market price of $0.21.

Public Decks Using This Card

No public decks are currently using this card.

Character Background

Sun-Blessed Peak is a utility dual land that leans into midrange/value and control game plans rather than aggressive, tempo-heavy decks—its enter-tapped clause means you’re paying a small tempo tax for reliable red/white fixing and a late-game conversion of a land into raw card advantage. The activated ability (4, T, sac: draw a card) reads like a one-shot looter for the mid-to-late game, so it shines in lists that can spare lands or recur them; specific synergies include Crucible of Worlds or Life from the Loam to repeatedly reuse the sacrifice, or pairing with fetchlands in Commander for value recursion. In limited, pick it when you need consistent color fixing and a potential late-game top-up; in constructed, treat it as a two-color utility land—run it in small numbers (1–3 in limited, 2–4 in midrange/control shells), prioritize early plays that aren’t tempo-dependent, and lean on recursion effects if you want to turn the draw ability into sustainable advantage.

Generated using gpt-5-mini · Updated at 2026-05-16 13:40:43 UTC

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