Home / Magic: The Gathering / Fallout / Desolate Mire
Desolate Mire
NM
LP
MP
HP

Viewing offers in Near Mint condition

rare · Land

Desolate Mire

rare · Land · Fallout
$0.09
Low
$0.00
Market
$0.13
High

Oracle Text

{1}, {T}: Add {W}{B}.

Card Details

-/-Power / Toughness
-Mana Cost
4Prints

Character Background

Desolate Mire reads like a slow but reliable piece of color-fixing: paying {1} and tapping to add {W}{B} trades tempo for symmetry, so it best supports midrange and control shells that value precise two‑color access and late‑game mana rather than aggressive starts. Thematically it evokes a bleak borderland where order and rot meet, which is useful for deck identity if you want your landbase to reinforce an Orzhov feel. Practically, treat it as a repeatable one‑turn ramp tool or a predictable splash enabler rather than a free dual land — it shines in builds with untap recursion (Seedborn Muse–style effects or cheap untappers) to squeeze extra value, and pairs well with land tutors/fetchlands to ensure you hit your color requirements. In Commander or 60‑card formats run two to four to stabilize two‑color manabases, and prioritize low‑curve removal and card advantage to capitalize on the extra late mana rather than trying to accelerate an aggro plan.

Generated using gpt-5-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.

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Character Background

Desolate Mire reads like a slow but reliable piece of color-fixing: paying {1} and tapping to add {W}{B} trades tempo for symmetry, so it best supports midrange and control shells that value precise two‑color access and late‑game mana rather than aggressive starts. Thematically it evokes a bleak borderland where order and rot meet, which is useful for deck identity if you want your landbase to reinforce an Orzhov feel. Practically, treat it as a repeatable one‑turn ramp tool or a predictable splash enabler rather than a free dual land — it shines in builds with untap recursion (Seedborn Muse–style effects or cheap untappers) to squeeze extra value, and pairs well with land tutors/fetchlands to ensure you hit your color requirements. In Commander or 60‑card formats run two to four to stabilize two‑color manabases, and prioritize low‑curve removal and card advantage to capitalize on the extra late mana rather than trying to accelerate an aggro plan.

Generated using gpt-5-mini · Updated at 2026-05-16 15:20:44 UTC

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