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Rules guide · Land

Dark FortressHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Marvel Super Heroes· June 26, 2026
Carte Magic Dark Fortress

Dark Fortress 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}. {T}: Add {B} or {R}. Activate only if this land entered this turn or if you control a basic land.

Complete guide

Dark Fortress is a versatile land that provides colored mana for both Black and Red strategies under the right conditions. This land is particularly useful for aggressive decks that need immediate access to specific colors or for decks running a healthy count of basic lands. Understanding its timing requirements is key to maximizing its utility on the battlefield.

What It Does

Dark Fortress functions as a utility land with two distinct activated abilities. First, it can always be tapped to produce one colorless mana. Second, it has a restricted mana ability that allows you to tap it for either Black or Red mana, provided you meet one of two criteria: it must have entered the battlefield during the current turn, or you must control at least one basic land.

How It Resolves Step by Step

When you want to activate the colored mana ability, the game checks if the conditions are met as part of the activation process. If you just played Dark Fortress this turn, the ability is available regardless of your other permanents. If it has been on the battlefield since a previous turn, the game verifies if you control a permanent with the 'Basic' supertype. If either condition is true, you add the chosen mana to your mana pool immediately, as mana abilities do not use the stack.

Common Mistakes

A frequent oversight is forgetting that the 'entered this turn' clause only applies to the current turn. Once your turn ends, you lose that specific justification for the colored mana unless you have a basic land. Additionally, remember that 'Basic' is a specific supertype; nonbasic lands with basic land types (like certain dual lands) do not satisfy the second condition unless they explicitly have the 'Basic' supertype.

When to Play It

This land is best played in the early game when you need an immediate splash of Black or Red mana to stay on curve. In the late game, it functions best in decks that maintain a few Basic Swamps or Basic Mountains to ensure the colored mana ability remains active even long after the turn Dark Fortress was played.

Interaction examples

Early Game Acceleration

On turn one, you play Dark Fortress. Because it entered the battlefield this turn, you can immediately tap it to produce one Black or Red mana to cast a one-mana spell, even though you do not yet control any basic lands.

Mana Fixing with Command Tower

If you have Dark Fortress and Command Tower on the battlefield and it is not the turn Dark Fortress entered, you can only produce colorless mana from Dark Fortress unless you control a basic land. Command Tower provides color based on your commander's identity but does not satisfy the 'basic land' requirement for Dark Fortress.

Opponent Interaction

If your opponent controls a basic land and you tap Exotic Orchard, you gain mana of that color. However, your Exotic Orchard does not help your Dark Fortress satisfy its condition. You must personally control a basic land to activate Dark Fortress for Black or Red mana once the turn it was played has passed.

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

How it works : Dark Fortress

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

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Legal formats

standardfuturehistorictimelessgladiatorpioneermodernlegacyvintagecommanderoathbreakerstandardbrawlbrawlcompetitivebrawlalchemydueltlr
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