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Rules guide · Land

Fire Nation PalaceHow it works & interactions with other cards

By the ManaCount desk· 5 min read· Avatar: The Last Airbender· November 21, 2025
Carte Magic Fire Nation Palace

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.

01

Official card text

This land enters tapped unless you control a basic land. {T}: Add {R}. {1}{R}, {T}: Target creature you control gains firebending 4 until end of turn. (Whenever it attacks, add {R}{R}{R}{R}. This mana lasts until end of combat.)

How it works : Fire Nation Palace

Original English text — Wizards of the Coast / Scryfall

  1. #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. #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. #3· Wizards of the Coast

    "Firebending N" is a keyword that represents the ability "Whenever this creature attacks, add N {R}. Until end of combat, you don't lose this mana as steps end."

    No other card is named in this ruling.

  4. #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. #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. #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.

02

Popular combos

Real combos played by the community, sorted by popularity.

Avatar Roku, Firebender
+Hellkite Charger
+Fire Nation Palace
#1

Avatar Roku, Firebender + Hellkite Charger + Fire Nation Palace

Infinite combat phasesInfinite red manaInfinitely powerful creatures you control until end of turn
  1. 1Activate Fire Nation Palace by paying {1}{R} and tapping it, giving Hellkite Charger firebending 4 until end of turn.
  2. 2Declare Hellkite Charger as an attacker, triggering its firebending ability, its regular ability and Avatar Roku.
  3. 3Resolve the Avatar Roku and firebending triggers, adding ten {R}.
  4. 4Resolve the second Hellkite Charger trigger, causing you to pay {5}{R}{R} to untap all attacking creatures and to get an additional combat phase after this one.
  5. 5Repeat from step 2.
Hellkite Charger
+Fire Nation Palace
+Isshin, Two Heavens as One
#2

Hellkite Charger + Fire Nation Palace + Isshin, Two Heavens as One

Infinite combat phasesInfinite red mana
  1. 1Activate Fire Nation Palace's second ability by paying {1}{R} and tapping it, giving Hellkite Charger firebending 4 until end of turn.
  2. 2Declare Hellkite Charger as an attacker, triggering it and its firebending ability twice.
  3. 3Resolve both Hellkite Charger firebending triggers, adding eight {R}.
  4. 4Resolve the first Hellkite Charger trigger, choosing not to pay.
  5. 5Resolve the second Hellkite Charger trigger, causing you to pay {5}{R}{R} to untap all attacking creatures and to get an additional combat phase after this one.
  6. 6Repeat from step 2.
Hellkite Charger
+Fire Nation Palace
+Windcrag Siege
#3

Hellkite Charger + Fire Nation Palace + Windcrag Siege

Infinite combat phasesInfinite red mana
  1. 1Activate Fire Nation Palace's second ability by paying {1}{R} and tapping it, giving Hellkite Charger firebending 4 until end of turn.
  2. 2Declare Hellkite Charger as an attacker, triggering it and its firebending ability twice.
  3. 3Resolve both Hellkite Charger firebending triggers, adding eight {R}.
  4. 4Resolve the first Hellkite Charger trigger, choosing not to pay.
  5. 5Resolve the second Hellkite Charger trigger, causing you to pay {5}{R}{R} to untap all attacking creatures and to get an additional combat phase after this one.
  6. 6Repeat from step 2.
Bruce Banner // The Incredible Hulk
+Pyrohemia
+Fire Nation Palace
#4

Bruce Banner // The Incredible Hulk + Pyrohemia + Fire Nation Palace

Near-infinite combat phasesNear-infinite damage to all playersNear-infinite +1/+1 counters on a creature
  1. 1Activate Fire Nation Palace's second ability by paying {1}{R} and tapping it, giving The Incredible Hulk firebending 4 until end of turn.
  2. 2Declare The Incredible Hulk as an attacker. Its firebending ability triggers, adding {R}{R}{R}{R}.
  3. 3Holding priority, activate Pyrohemia by paying {R}, dealing 1 damage to each creature and player.
  4. 4The Incredible Hulk triggers, putting a +1/+1 counter on it, untapping it and giving you an additional combat phase after this one.
  5. 5Repeat from step 2 each combat phase.
Hellkite Charger
+Fire Nation Palace
+Roaming Throne
#5

Hellkite Charger + Fire Nation Palace + Roaming Throne

Infinite combat phasesInfinite red mana
  1. 1Activate Fire Nation Palace's second ability by paying {1}{R} and tapping it, giving Hellkite Charger firebending 4 until end of turn.
  2. 2Declare Hellkite Charger as an attacker, triggering it and its firebending ability twice.
  3. 3Resolve both Hellkite Charger firebending triggers, adding eight {R}.
  4. 4Resolve the first Hellkite Charger trigger, choosing not to pay.
  5. 5Resolve the second Hellkite Charger trigger, causing you to pay {5}{R}{R} to untap all attacking creatures and to get an additional combat phase after this one.
  6. 6Repeat from step 2.
Bruce Banner // The Incredible Hulk
+Walking Ballista
+Fire Nation Palace
#6

Bruce Banner // The Incredible Hulk + Walking Ballista + Fire Nation Palace

Infinite +1/+1 counters on a creatureInfinite combat phases
  1. 1Activate Fire Nation Palace's second ability by paying {1}{R} and tapping it, giving The Incredible Hulk firebending 4 until end of turn.
  2. 2Declare The Incredible Hulk as an attacker. Its firebending ability triggers, adding {R}{R}{R}{R}.
  3. 3Holding priority, activate Walking Ballista's first ability by paying {4}, putting a +1/+1 counter on it.
  4. 4Activate Walking Ballista's second ability by removing a +1/+1 counter from it, dealing 1 damage to The Incredible Hulk.
  5. 5The Incredible Hulk triggers, putting a +1/+1 counter on it, untapping it and giving you an additional combat phase after this one.
  6. 6Repeat from step 2 each combat phase.
Hellkite Charger
+Fire Nation Palace
+Wulfgar of Icewind Dale
#7

Hellkite Charger + Fire Nation Palace + Wulfgar of Icewind Dale

Infinite combat phasesInfinite red mana
  1. 1Activate Fire Nation Palace's second ability by paying {1}{R} and tapping it, giving Hellkite Charger firebending 4 until end of turn.
  2. 2Declare Hellkite Charger as an attacker, triggering it and its firebending ability twice.
  3. 3Resolve both Hellkite Charger firebending triggers, adding eight {R}.
  4. 4Resolve the first Hellkite Charger trigger, choosing not to pay.
  5. 5Resolve the second Hellkite Charger trigger, causing you to pay {5}{R}{R} to untap all attacking creatures and to get an additional combat phase after this one.
  6. 6Repeat from step 2.
Hellkite Charger
+Fire Nation Palace
+Mirror Room // Fractured Realm
#8

Hellkite Charger + Fire Nation Palace + Mirror Room // Fractured Realm

Infinite combat phasesInfinite red mana
  1. 1Activate Fire Nation Palace's second ability by paying {1}{R} and tapping it, giving Hellkite Charger firebending 4 until end of turn.
  2. 2Declare Hellkite Charger as an attacker, triggering it and its firebending ability twice.
  3. 3Resolve both Hellkite Charger firebending triggers, adding eight {R}.
  4. 4Resolve the first Hellkite Charger trigger, choosing not to pay.
  5. 5Resolve the second Hellkite Charger trigger, causing you to pay {5}{R}{R} to untap all attacking creatures and to get an additional combat phase after this one.
  6. 6Repeat from step 2.
03

Legal formats

standardfuturehistorictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerstandardbrawlbrawlcompetitivebrawlalchemydueltlr
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Meta decks with Fire Nation Palace

No archived Top 8 deck with this card yet.

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