Home / Magic: The Gathering / Ice Age / Conquer
Conquer
NM
LP
MP
HP

Viewing offers in Near Mint condition

uncommon · Enchantment — Aura

Conquer

uncommon · Enchantment — Aura · Ice Age
$0.15
Low
$0.18
Market
$0.22
High

Oracle Text

Enchant land
You control enchanted land.

Card Details

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

Character Background

Conquer is a blunt piece of Ice Age-era red magic that turns land denial into real board advantage by stealing the opponent’s best mana source and, more importantly, often their most developed utility land. In practical terms, it best supports an aggressive-tempo or resource-denial plan: you use early pressure and burn to force the opponent behind, then Conquer locks that lead in place by depriving them of critical colors or special land abilities. Because it costs five mana, it fits best in slower red control shells, land-destruction decks, or midrange builds that can survive to the point where a stolen land matters most. It also pairs naturally with cards that punish mana shortage, such as land destruction, tax effects, or effects that care about controlling specific land types. A useful deckbuilding tip is to prioritize lands that generate multiple colors or provide repeatable value, since taking those can swing the game far more than a basic Mountain.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.15 - $0.22
At the current market price of $0.18.
Average Time to Sell
3 days
At the current market price of $0.18.

Public Decks Using This Card

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Character Background

Conquer is a blunt piece of Ice Age-era red magic that turns land denial into real board advantage by stealing the opponent’s best mana source and, more importantly, often their most developed utility land. In practical terms, it best supports an aggressive-tempo or resource-denial plan: you use early pressure and burn to force the opponent behind, then Conquer locks that lead in place by depriving them of critical colors or special land abilities. Because it costs five mana, it fits best in slower red control shells, land-destruction decks, or midrange builds that can survive to the point where a stolen land matters most. It also pairs naturally with cards that punish mana shortage, such as land destruction, tax effects, or effects that care about controlling specific land types. A useful deckbuilding tip is to prioritize lands that generate multiple colors or provide repeatable value, since taking those can swing the game far more than a basic Mountain.

Generated using gpt-5.4-mini · Updated at 2026-08-11 12:10:43 UTC

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