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Rules guide · Land

Dalkovan EncampmentHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Tarkir: Dragonstorm· April 11, 2025
Carte Magic Dalkovan Encampment

Dalkovan Encampment 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

This land enters tapped unless you control a Swamp or a Mountain. {T}: Add {W}. {2}{W}, {T}: Whenever you attack this turn, create two 1/1 red Warrior creature tokens that are tapped and attacking. Sacrifice them at the beginning of the next end step.

Complete guide

Dalkovan Encampment is a versatile land that provides white mana while serving as a powerful engine for aggressive strategies. It rewards players who manage their land types carefully and offers a unique way to generate extra attackers out of nowhere.

Entering the Field

Dalkovan Encampment checks your board state as it enters the battlefield. If you already control a Swamp or a Mountain, it enters untapped and is ready for use immediately. However, if you control no lands with those subtypes, it enters tapped. Note that if this land and a Swamp or Mountain enter the battlefield at the exact same time, Dalkovan Encampment will still enter tapped because you didn't control the required lands before the entry event occurred.

Creating an Army

The final ability of Dalkovan Encampment costs three mana and requires you to tap the land. Once activated, it creates a delayed triggered ability for the rest of the turn. This ability watches for when you declare attackers; the moment you commit at least one creature to an attack, two 1/1 red Warrior tokens are created already tapped and attacking. You don't get to choose who they attack; they must attack the same player or planeswalker that the rest of your forces are targeting unless specified otherwise.

The End of the Raid

While the Warrior tokens provided by Dalkovan Encampment are potent, they are temporary. A second delayed trigger is created when the tokens are made, which forces you to sacrifice them at the beginning of the next end step. This means they are excellent for one-shot damage or for triggering 'whenever a creature dies' effects, but they won't stick around to block on your opponent's next turn.

Strategic Timing

To maximize this land, you should activate the ability during your Main Phase 1 or at the very start of the Combat Phase. If you wait until after you have already declared attackers, the ability will still resolve, but the 'whenever you attack' trigger condition will have already passed, and you will not get any tokens for that combat.

Interaction examples

Securing the Mana Base

If you play Command Tower on turn one and then attempt to play Dalkovan Encampment on turn two, the Encampment will enter the battlefield tapped. This is because Command Tower does not have the Swamp or Mountain subtype, even if it can produce mana of those colors.

Generating Warriors

During your turn, you tap two other lands and Dalkovan Encampment itself to activate its ability. When you move to combat and declare a creature as an attacker, the delayed trigger puts two red Warrior tokens onto the battlefield. These tokens are already attacking, so they don't trigger 'whenever this creature attacks' abilities, but they will deal damage during the combat damage step.

Resource Management

If your opponent controls a Mountain and you control an Exotic Orchard, you might be able to produce Red mana, but Exotic Orchard does not count as a Mountain. Therefore, if you play Dalkovan Encampment while only Exotic Orchard is out, the Encampment will enter tapped.

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

How it works : Dalkovan Encampment

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    You must already control a Swamp or Mountain as Dalkovan Encampment enters for it to enter untapped. If it enters at the same time as a Swamp or Mountain when you control no other Swamps or Mountains, it will enter tapped.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    Activating Dalkovan Encampment’s last ability creates a delayed triggered ability that will trigger each time you declare at least one creature as an attacker during a declare attackers step this turn. (This usually only happens once per turn, but effects like that of All-Out Assault’s last ability might cause it to happen more than once.) This ability will trigger even if Dalkovan Encampment is no longer on the battlefield. It won’t trigger if you don’t declare any creatures as attackers.

    No other card is named in this ruling.

Related cards and tokens

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Legal formats

standardfuturehistorictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerstandardbrawlbrawlcompetitivebrawlalchemydueltlr
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