Home / Magic: The Gathering / The Lost Caverns of Ixalan / Runaway Boulder
Runaway Boulder
NM
LP
MP
HP

Viewing offers in Near Mint condition

common · Artifact

Runaway Boulder

common · Artifact · The Lost Caverns of Ixalan
$0.09
Low
$0.10
Market
$0.13
High

Oracle Text

Flash
When this artifact enters, it deals 6 damage to target creature an opponent controls.
Cycling {2} ({2}, Discard this card: Draw a card.)

Card Details

-/-Power / Toughness
{6}Mana Cost
1Prints

Character Background

Runaway Boulder is a classic control tool disguised as a chunk of ancient geology, and its flash makes it feel like the cave itself has decided to fight back at the worst possible moment. In The Lost Caverns of Ixalan, that kind of sudden, crushing intervention fits a slow, defensive game plan perfectly: you hold mana, wait for the opponent to commit a key creature, then drop this artifact to erase it or at least win a major combat tempo swing. Six damage is enough to cleanly answer many midrange threats and stabilize against aggression. The best deck homes are control and ramp shells, especially those that can afford the six-mana investment while still valuing a flexible late-game draw spell. The cycling {2} is especially important, letting you pitch extra copies when the board is quiet. Pair it with artifact recursion or graveyard synergy to turn a removal spell into repeated value.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.09 - $0.13
At the current market price of $0.10.
Average Time to Sell
3 days
At the current market price of $0.10.

Public Decks Using This Card

No public decks are currently using this card.

Character Background

Runaway Boulder is a classic control tool disguised as a chunk of ancient geology, and its flash makes it feel like the cave itself has decided to fight back at the worst possible moment. In The Lost Caverns of Ixalan, that kind of sudden, crushing intervention fits a slow, defensive game plan perfectly: you hold mana, wait for the opponent to commit a key creature, then drop this artifact to erase it or at least win a major combat tempo swing. Six damage is enough to cleanly answer many midrange threats and stabilize against aggression. The best deck homes are control and ramp shells, especially those that can afford the six-mana investment while still valuing a flexible late-game draw spell. The cycling {2} is especially important, letting you pitch extra copies when the board is quiet. Pair it with artifact recursion or graveyard synergy to turn a removal spell into repeated value.

Generated using gpt-5.4-mini · Updated at 2026-08-11 14:10:45 UTC

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