Home / Magic: The Gathering / Khans of Tarkir / Nomad Outpost
Nomad Outpost
NM
LP
MP
HP

Viewing offers in Near Mint condition

uncommon · Land

Nomad Outpost

uncommon · Land · Khans of Tarkir
$0.09
Low
$0.00
Market
$0.13
High

Oracle Text

This land enters tapped.
{T}: Add {R}, {W}, or {B}.

Card Details

-/-Power / Toughness
-Mana Cost
15Prints

Character Background

Nomad Outpost is a clean three-color fixer that quietly does a lot of work in decks built around Mardu mana, especially in Commander or any slower midrange/value shell that wants consistent access to red, white, and black. Because it enters tapped, it asks for a small tempo concession, so it fits best in lists that can afford a turn behind in exchange for smoother color development rather than in hyper-aggressive openers. The Fallout setting gives it a practical wasteland feel: a hardy waystation more concerned with survival and supply lines than speed. In gameplay, it pairs naturally with fetchlands, basic land fetch, and cards that care about lands entering tapped or about having all three colors online early. It’s especially useful in decks that want to curve removal into threats, or to support multicolor commanders with demanding costs. In short, it’s a reliable glue card for control-leaning or midrange Mardu builds.

Generated using gpt-5.4-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.

Public Decks Using This Card

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Character Background

Nomad Outpost is a clean three-color fixer that quietly does a lot of work in decks built around Mardu mana, especially in Commander or any slower midrange/value shell that wants consistent access to red, white, and black. Because it enters tapped, it asks for a small tempo concession, so it fits best in lists that can afford a turn behind in exchange for smoother color development rather than in hyper-aggressive openers. The Fallout setting gives it a practical wasteland feel: a hardy waystation more concerned with survival and supply lines than speed. In gameplay, it pairs naturally with fetchlands, basic land fetch, and cards that care about lands entering tapped or about having all three colors online early. It’s especially useful in decks that want to curve removal into threats, or to support multicolor commanders with demanding costs. In short, it’s a reliable glue card for control-leaning or midrange Mardu builds.

Generated using gpt-5.4-mini · Updated at 2026-08-27 12:10:42 UTC

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