Fire Nation Palace 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.
Official card text
This land enters tapped unless you control a basic land.: Add
.
,
: Target creature you control gains firebending 4 until end of turn. (Whenever it attacks, add
. This mana lasts until end of combat.)
How it works : Fire Nation Palace
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
Mana from firebending abilities isn't lost until you leave combat and go to your second main phase. It can be used at any time during combat, even after combat damage has been dealt.
No other card is named in this ruling.
- #2· Wizards of the Coast
Multiple instances of firebending on the same creature trigger separately, each granting you the appropriate amount of mana.
No other card is named in this ruling.
- #3· Wizards of the Coast
"Firebending N" is a keyword that represents the ability "Whenever this creature attacks, add N
. Until end of combat, you don't lose this mana as steps end."
No other card is named in this ruling.
- #4· Wizards of the Coast
If one of these lands enters at the same time as any number of basic lands, those other lands are not counted when determining if this land enters tapped or untapped.
No other card is named in this ruling.
- #5· Wizards of the Coast
Firebending abilities aren't mana abilities. They use the stack and can be responded to.
No other card is named in this ruling.
- #6· Wizards of the Coast
Any other mana you add during combat will still be lost as normal when moving between steps of combat.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Avatar Roku, Firebender + Hellkite Charger + Fire Nation Palace
- 1Activate Fire Nation Palace by paying
and tapping it, giving Hellkite Charger firebending 4 until end of turn.
- 2Declare Hellkite Charger as an attacker, triggering its firebending ability, its regular ability and Avatar Roku.
- 3Resolve the Avatar Roku and firebending triggers, adding ten
.
- 4Resolve the second Hellkite Charger trigger, causing you to pay
to untap all attacking creatures and to get an additional combat phase after this one.
- 5Repeat from step 2.
Hellkite Charger + Fire Nation Palace + Isshin, Two Heavens as One
- 1Activate Fire Nation Palace's second ability by paying
and tapping it, giving Hellkite Charger firebending 4 until end of turn.
- 2Declare Hellkite Charger as an attacker, triggering it and its firebending ability twice.
- 3Resolve both Hellkite Charger firebending triggers, adding eight
.
- 4Resolve the first Hellkite Charger trigger, choosing not to pay.
- 5Resolve the second Hellkite Charger trigger, causing you to pay
to untap all attacking creatures and to get an additional combat phase after this one.
- 6Repeat from step 2.
Hellkite Charger + Fire Nation Palace + Windcrag Siege
- 1Activate Fire Nation Palace's second ability by paying
and tapping it, giving Hellkite Charger firebending 4 until end of turn.
- 2Declare Hellkite Charger as an attacker, triggering it and its firebending ability twice.
- 3Resolve both Hellkite Charger firebending triggers, adding eight
.
- 4Resolve the first Hellkite Charger trigger, choosing not to pay.
- 5Resolve the second Hellkite Charger trigger, causing you to pay
to untap all attacking creatures and to get an additional combat phase after this one.
- 6Repeat from step 2.
Bruce Banner // The Incredible Hulk + Pyrohemia + Fire Nation Palace
- 1Activate Fire Nation Palace's second ability by paying
and tapping it, giving The Incredible Hulk firebending 4 until end of turn.
- 2Declare The Incredible Hulk as an attacker. Its firebending ability triggers, adding
.
- 3Holding priority, activate Pyrohemia by paying
, dealing 1 damage to each creature and player.
- 4The Incredible Hulk triggers, putting a +1/+1 counter on it, untapping it and giving you an additional combat phase after this one.
- 5Repeat from step 2 each combat phase.
Hellkite Charger + Fire Nation Palace + Roaming Throne
- 1Activate Fire Nation Palace's second ability by paying
and tapping it, giving Hellkite Charger firebending 4 until end of turn.
- 2Declare Hellkite Charger as an attacker, triggering it and its firebending ability twice.
- 3Resolve both Hellkite Charger firebending triggers, adding eight
.
- 4Resolve the first Hellkite Charger trigger, choosing not to pay.
- 5Resolve the second Hellkite Charger trigger, causing you to pay
to untap all attacking creatures and to get an additional combat phase after this one.
- 6Repeat from step 2.
Bruce Banner // The Incredible Hulk + Walking Ballista + Fire Nation Palace
- 1Activate Fire Nation Palace's second ability by paying
and tapping it, giving The Incredible Hulk firebending 4 until end of turn.
- 2Declare The Incredible Hulk as an attacker. Its firebending ability triggers, adding
.
- 3Holding priority, activate Walking Ballista's first ability by paying
, putting a +1/+1 counter on it.
- 4Activate Walking Ballista's second ability by removing a +1/+1 counter from it, dealing 1 damage to The Incredible Hulk.
- 5The Incredible Hulk triggers, putting a +1/+1 counter on it, untapping it and giving you an additional combat phase after this one.
- 6Repeat from step 2 each combat phase.
Hellkite Charger + Fire Nation Palace + Wulfgar of Icewind Dale
- 1Activate Fire Nation Palace's second ability by paying
and tapping it, giving Hellkite Charger firebending 4 until end of turn.
- 2Declare Hellkite Charger as an attacker, triggering it and its firebending ability twice.
- 3Resolve both Hellkite Charger firebending triggers, adding eight
.
- 4Resolve the first Hellkite Charger trigger, choosing not to pay.
- 5Resolve the second Hellkite Charger trigger, causing you to pay
to untap all attacking creatures and to get an additional combat phase after this one.
- 6Repeat from step 2.
Hellkite Charger + Fire Nation Palace + Mirror Room // Fractured Realm
- 1Activate Fire Nation Palace's second ability by paying
and tapping it, giving Hellkite Charger firebending 4 until end of turn.
- 2Declare Hellkite Charger as an attacker, triggering it and its firebending ability twice.
- 3Resolve both Hellkite Charger firebending triggers, adding eight
.
- 4Resolve the first Hellkite Charger trigger, choosing not to pay.
- 5Resolve the second Hellkite Charger trigger, causing you to pay
to untap all attacking creatures and to get an additional combat phase after this one.
- 6Repeat from step 2.
Legal formats
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Meta decks with Fire Nation Palace
No archived Top 8 deck with this card yet.












