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Incubation Druid

Magic: The GatheringFinal Fantasy Commander#309

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Magic: The Gathering

Mana cost

Final Fantasy CommanderFIC · #309
Card type
Creature — Elf Druid
Rarity
Rare
Indicative price
1.43 € · 0.86 $
Mana value
2
Power
0
Toughness
2
Colour
Green

Card text

: Add one mana of any type that a land you control could produce. If this creature has a +1/+1 counter on it, add three mana of that type instead. : Adapt 3. (If this creature has no +1/+1 counters on it, put three +1/+1 counters on it.)

Format legality

  • BrawlLegal
  • CommanderLegal
  • CompetitivebrawlLegal
  • DuelLegal
  • GladiatorLegal
  • HistoricLegal
  • LegacyLegal
  • ModernLegal
  • OathbreakerLegal
  • PennyLegal
  • PioneerLegal
  • TimelessLegal
  • VintageLegal

Legalities follow the imported catalogue; check format rules before a tournament.
Data imported on 2026-10-06 (UTC).

Indicative Scryfall prices, updated daily. ★: foil; ★ E: etched foil. EUR and USD represent different markets.

Printing information

Illustrator
IWAO
Card language
English
Release date
2025-06-13

Rulings

Any change to a land's type or abilities gained by a land can affect the types of mana a land can produce.

If a creature somehow loses all of its +1/+1 counters, it can adapt again and get more +1/+1 counters.

Incubation Druid checks the effects of all mana-producing abilities of lands you control, but it doesn't check their costs or legality. For example, Spire of Industry says ", Pay 1 life: Add one mana of any color. Activate only if you control an artifact." If you control Spire of Industry and Incubation Druid, you can tap Incubation Druid for any color of mana. It doesn't matter whether you control an artifact, whether you can pay 1 life, or whether Spire of Industry is untapped.

Incubation Druid doesn't care about any restrictions or riders your lands put on the mana they produce, such as those of Unclaimed Territory and Guildmages' Forum. It just produces one mana of the appropriate type, with no restrictions or riders.

The types of mana are white, blue, black, red, green, and colorless.

You can always activate an ability that will cause a creature to adapt. As that ability resolves, if the creature has a +1/+1 counter on it for any reason, you simply won't put any +1/+1 counters on it.

Other printings of this card

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