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Rules guide · Land

Access TunnelHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Tarkir: Dragonstorm Commander· April 11, 2025
Carte Magic Access Tunnel

Access Tunnel is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

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Official card text

{T}: Add {C}. {3}, {T}: Target creature with power 3 or less can't be blocked this turn.

Complete guide

Access Tunnel is a versatile utility land that provides both mana and a tactical advantage in combat. By making smaller creatures impossible to block, it ensures your key effects or damage get through your opponent's defenses. It is a spiritual successor to Rogue's Passage, specifically tailored for decks that rely on low-power, high-impact units.

What It Does

Access Tunnel serves two main purposes. First, it is a mana source that produces colorless mana. Second, it has a paid activated ability that targets a creature with power 3 or less, making it unblockable for the remainder of the turn. This is particularly useful for triggering 'combat damage to a player' abilities.

Step by Step Resolution

To use the unblockable ability, you must activate it before blockers are declared. First, you pay three mana of any color and tap Access Tunnel. Second, you choose a legal target creature with power 3 or less. When the ability resolves, it checks the creature's power again; if it is still 3 or less, the effect is applied. Once the effect is active, the creature cannot be blocked for the rest of the turn, even if its power increases later.

Common Mistakes

A frequent error is waiting until after a creature has been blocked to activate the tunnel. If a creature is already blocked, making it unblockable will not remove the blocker or allow the damage to go through to the player. Additionally, if an opponent uses a spell to pump your creature's power above 3 in response to the ability, the ability will fizzle and fail to resolve.

When to Play It

This land is ideal in aggressive decks or Commander strategies where your commander has 3 or less power. It fits perfectly into colorless or multi-color manabases because it enters the battlefield untapped and ready to use, providing immediate utility compared to many other non-basic lands.

Interaction examples

Mana Fixation and Utility

If you have both lands on the field, you can tap Command Tower for colored mana to help pay the three-mana cost of Access Tunnel. This allows you to maintain your color requirements while still threatening an unblockable attack.

Scaling Power After Activation

Suppose you use mana from Exotic Orchard to activate Access Tunnel on a 2/2 creature. After the ability resolves and the creature is officially unblockable, you may cast a spell to increase that creature's power to 10/10. Because the power check only occurs when the ability is activated and when it resolves, the creature remains unblockable despite its new, higher power.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Access Tunnel

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Once a creature with power 3 or less has been blocked, Access Tunnel's second ability won't cause it to become unblocked.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If the target creature's power is greater than 3 as Access Tunnel's second ability tries to resolve, the ability doesn't resolve. However, if instead the creature's power is raised above 3 after the ability resolves, it still can't be blocked that turn.

    No other card is named in this ruling.

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Legal formats

historictimelessgladiatorpioneermodernlegacyvintagecommanderoathbreakerbrawlcompetitivebrawldueltlr
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