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Rules guide · Land

Flamekin VillageHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Lorwyn Eclipsed Commander· January 23, 2026
Carte Magic Flamekin Village

Flamekin Village 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

As this land enters, you may reveal an Elemental card from your hand. If you don't, this land enters tapped. {T}: Add {R}. {R}, {T}: Target creature gains haste until end of turn.

Complete guide

Flamekin Village is a versatile utility land that serves as a cornerstone for Elemental tribal decks while providing haste to any creature. It offers red mana acceleration and tactical speed, provided you can satisfy its reveal condition or wait a turn. This guide will walk you through the nuances of its entry requirements and its activated abilities.

The Reveal Condition

As Flamekin Village enters the battlefield, you are presented with a choice: reveal an Elemental card from your hand or have the land enter tapped. This is a replacement effect, not a triggered ability, so it does not use the stack and cannot be responded to. If you choose not to reveal or do not have an Elemental card, it enters tapped and cannot be used for mana immediately.

Resolving the Abilities

The land has two activated abilities. The first is a standard mana ability that taps for one red mana. The second costs one red mana and tapping the Village to grant a target creature haste. Because the second ability targets a creature, you must have a legal target to activate it. Once resolved, the creature gains haste until the end of the turn, allowing it to attack or use tap abilities even if it entered the battlefield this turn.

Common Pitfalls

A common mistake is forgetting that the reveal happens *as* it enters, not after. Once the land is on the table, it is too late to reveal a card to untap it. Additionally, remember that Flamekin Village itself does not have a basic land type; while it produces red mana, it cannot be searched for by effects that specify 'Mountain.'

Strategic Timing

You should play Flamekin Village early if you have an Elemental to reveal, ensuring you have an untapped red source. In the late game, even if it enters tapped, its ability to grant haste becomes a powerful tool to turn a newly cast creature into an immediate threat.

Interaction examples

Basic Mana Production

On turn one, you play Flamekin Village. You do not have an Elemental in hand, so it enters tapped. On turn two, you play Command Tower. You can now tap Command Tower for mana and Flamekin Village (which is now untapped) for a total of two mana.

Enabling Haste

You have both lands on the battlefield. You cast a creature that does not have haste. You tap Exotic Orchard to produce one red mana (assuming an opponent controls a Mountain) and use that mana plus tapping Flamekin Village to target your new creature. The creature now has haste and can attack immediately.

Multi-Color Coordination

If your Commander is red and green, Command Tower produces either color. You can tap Command Tower for green mana and use Flamekin Village to provide the red mana required for its own haste-granting ability, allowing you to buff a green creature.

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

How it works : Flamekin Village

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

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Legal formats

legacyvintagecommanderoathbreakerdueltlr
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