War Room

War Room

Mana Cost: -

Type: Land

Oracle Text:
{T}: Add {C}.
{3}, {T}, Pay life equal to the number of colors in your commanders' color identity: Draw a card.

Power/Toughness: -/-

Rarity: rare

Prints: View all prints (1) →

Expansion: Doctor Who

Price ( USD): $5.86

USD: $5.86 · EUR: €4.49

Public Decks Using This Card

No public decks are currently using this card.

Character Background

War Room feels like a command center card: it functions as a safe, unassuming colorless land early and an information engine late, letting you trade mana and a small life toll for card advantage. Practically it best supports control and value-oriented Commander decks that plan to grind into long games rather than aggressive starts — you want the time and resources to pay {3} repeatedly. Deckbuilding tip: include reliable ramp (Sol Ring, signets, mana rocks) so the {3} activation isn’t a tempo sink, and prefer mono- or two-color commanders to keep the life payment low; alternatively slot in lifegain engines if you play broader color identities. Specific synergy: Seedborn Muse or other untap-everything effects let you activate War Room on opponents’ turns, turning a one-use-per-turn land into recurring card selection, and cards that care about paid life (or convert life into value) can further capitalize on the cost. Use it as a late-game cantrip that trades a steady resource for incremental advantage.

Generated using gpt-5-mini · Updated at 2026-05-16 14:20:44 UTC