Home / Magic: The Gathering / Teenage Mutant Ninja Turtles Eternal / Cinder Glade
Cinder Glade
NM
LP
MP
HP

Viewing offers in Near Mint condition

rare · Land — Mountain Forest

Cinder Glade

rare · Land — Mountain Forest · Teenage Mutant Ninja Turtles Eternal
$0.31
Low
$0.36
Market
$0.45
High

Oracle Text

({T}: Add {R} or {G}.)
This land enters tapped unless you control two or more basic lands.

Card Details

-/-Power / Toughness
-Mana Cost
38Prints

Character Background

Cinder Glade evokes a place where ember and new growth coexist—mechanically a two‑color Mountain/Forest that offers excellent color fixing but a mild tempo tax, entering tapped unless you already control two or more basic lands. That penalty makes it a poor fit for all‑in aggro shells that need every land to come untapped, and a much better inclusion for midrange, ramp, or value strategies that can afford a slower land drop or that intentionally build a large basic count (or play in singleton formats like Commander where basics are abundant). Practical deckbuilding tips: include fetchlands or Evolving Wilds-style effects to assemble basics quickly, run a healthy quota of basics (many players aim for 8–12 in a two‑color deck that plays this style of dual), or pair it with early mana dorks to smooth the tempo loss. In short, Cinder Glade is an efficient, flexible fixer when your deck or manabase planning neutralizes its enter‑tapped drawback.

Generated using gpt-5-mini

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Suggested Pricing
$0.31 - $0.45
At the current market price of $0.36.
Average Time to Sell
3 days
At the current market price of $0.36.

Public Decks Using This Card

No public decks are currently using this card.

Character Background

Cinder Glade evokes a place where ember and new growth coexist—mechanically a two‑color Mountain/Forest that offers excellent color fixing but a mild tempo tax, entering tapped unless you already control two or more basic lands. That penalty makes it a poor fit for all‑in aggro shells that need every land to come untapped, and a much better inclusion for midrange, ramp, or value strategies that can afford a slower land drop or that intentionally build a large basic count (or play in singleton formats like Commander where basics are abundant). Practical deckbuilding tips: include fetchlands or Evolving Wilds-style effects to assemble basics quickly, run a healthy quota of basics (many players aim for 8–12 in a two‑color deck that plays this style of dual), or pair it with early mana dorks to smooth the tempo loss. In short, Cinder Glade is an efficient, flexible fixer when your deck or manabase planning neutralizes its enter‑tapped drawback.

Generated using gpt-5-mini · Updated at 2026-05-16 11:40:44 UTC

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