Home / Magic: The Gathering / Modern Horizons 3 / Quest for the Necropolis
Quest for the Necropolis
NM
LP
MP
HP

Viewing offers in Near Mint condition

uncommon · Enchantment

Quest for the Necropolis

uncommon · Enchantment · Modern Horizons 3
$0.19
Low
$0.22
Market
$0.28
High

Oracle Text

Landfall — Whenever a land you control enters, put a quest counter on this enchantment.
{5}{B}, Sacrifice this enchantment: Put target creature card from a graveyard onto the battlefield under your control. This ability costs {1} less to activate for each quest counter on this enchantment. Activate only as a sorcery.

Card Details

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

Character Background

Quest for the Necropolis is a value-driven reanimation engine that leans midrange—landfall fuel builds it into a reusable payoff that turns gradual board development into a late-game bomb, not an aggressive tempo swing. Thematically it reads as a land-fed ritual, each land step drawing more necromantic power until you can rip a creature back from the grave and into play; mechanically you want to pile up quest counters with extra land plays so the {5}{B} activation becomes affordable. Practical deckbuilding: run fetchlands (Marsh Flats, Polluted Delta), Azusa, Lost but Seeking or Oracle of Mul Daya-style effects to get extra land drops, and self-mill/entomb tutors to ensure high-impact targets like Griselbrand or other value creatures wait in your yard. Remember the sacrifice ability is only sorcery-speed and vulnerable to disruption, so protect the enchantment with countermagic or recursion, and prioritize creatures whose impact is immediate when they re-enter to justify the sorcery timing.

Generated using gpt-5-mini

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Suggested Pricing
$0.19 - $0.28
At the current market price of $0.22.
Average Time to Sell
3 days
At the current market price of $0.22.

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Character Background

Quest for the Necropolis is a value-driven reanimation engine that leans midrange—landfall fuel builds it into a reusable payoff that turns gradual board development into a late-game bomb, not an aggressive tempo swing. Thematically it reads as a land-fed ritual, each land step drawing more necromantic power until you can rip a creature back from the grave and into play; mechanically you want to pile up quest counters with extra land plays so the {5}{B} activation becomes affordable. Practical deckbuilding: run fetchlands (Marsh Flats, Polluted Delta), Azusa, Lost but Seeking or Oracle of Mul Daya-style effects to get extra land drops, and self-mill/entomb tutors to ensure high-impact targets like Griselbrand or other value creatures wait in your yard. Remember the sacrifice ability is only sorcery-speed and vulnerable to disruption, so protect the enchantment with countermagic or recursion, and prioritize creatures whose impact is immediate when they re-enter to justify the sorcery timing.

Generated using gpt-5-mini · Updated at 2026-05-16 11:20:44 UTC

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