← MTG Rules

Rules guide · Enchantment

Guardian ZendikonHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Conspiracy· June 6, 2014
Carte Magic Guardian Zendikon

Guardian Zendikon 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

Enchant land Enchanted land is a 2/6 white Wall creature with defender. It's still a land. When enchanted land dies, return that card to its owner's hand.

Complete guide

Guardian Zendikon is a unique Aura that breathes life into your landscape, turning a simple land into a sturdy defender. This card is perfect for players looking to stabilize their board while ensuring their resources are protected from total loss. By transforming a land into a 2/6 Wall, you gain a formidable blocker that can stall even the most aggressive opponents.

What It Does

Guardian Zendikon enchants a land you control, turning it into a 2/6 white Wall creature with defender. Crucially, the permanent remains a land, meaning it can still be tapped for mana. Because it gains the Wall subtype and defender, it cannot attack. If the enchanted land is put into the graveyard from the battlefield, the Zendikon's triggered ability returns that land card to your hand.

Resolution Step by Step

First, you cast Guardian Zendikon by paying two generic and one white mana, targeting a land on the battlefield. Once it resolves, the land immediately becomes a 2/6 creature; this is a type change, not a new permanent entering the battlefield. If the land creature is destroyed or dies due to lethal damage, the Zendikon's last ability triggers. This ability checks the graveyard for the land card and returns it to your hand, allowing you to replay it later.

Common Mistakes

A frequent error is assuming the land can attack; remember, Guardian Zendikon specifically grants 'defender,' which prohibits attacking. Another mistake involves 'summoning sickness.' If you enchant a land that you played this turn, the land creature cannot be tapped for mana or act as a defender effectively if it were to gain Haste, as it hasn't been under your control since the start of your turn. Lastly, if the land card is removed from the graveyard (by an effect like exile) before the return trigger resolves, the land will stay in that new zone.

When to Play It

This card is best used in defensive strategies where you need to survive the early game. Because it has 6 toughness, it can block most early to mid-game threats efficiently. It also serves as a safety net against land destruction; if an opponent targets your enchanted land with a destruction spell, you won't lose the resource permanently, as it will simply return to your hand.

Interaction examples

Defending Your Assets

If you have Ghostly Prison on the battlefield alongside a land enchanted by Guardian Zendikon, your opponent faces a double dilemma. They must pay mana to attack you at all, and even if they do, your 2/6 Wall creature stands ready to block their most dangerous attacker without being destroyed.

Resource Management

While Smothering Tithe helps you accumulate Treasure tokens when opponents draw, Guardian Zendikon ensures you have a high-toughness creature to protect your life total while you wait for those riches. Even if your opponent manages to destroy the enchanted land creature to stop your mana production, the land returns to your hand, allowing you to play it again and continue benefiting from the mana tax of Smothering Tithe.

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

How it works : Guardian Zendikon

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    The enchanted permanent will be both a land and a creature and can be affected by anything that affects either a land or a creature.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    When a land becomes a creature, that doesn't count as having a creature enter. The permanent was already on the battlefield; it only changed its types. Abilities that trigger whenever a creature enters won't trigger.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    An attacking or blocking creature that stops being a creature is removed from combat. This can happen if a Zendikon enchanting an attacking or blocking creature leaves the battlefield, for example. The permanent that was removed from combat neither deals nor is dealt combat damage. Any attacking creature that the land creature was blocking remains blocked, however.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    An ability that turns a land into a creature also sets that creature's power and toughness. If the land was already a creature, this will overwrite the previous effect that set its power and toughness. Effects that modify its power or toughness, such as the effects of Disfigure or Glorious Anthem, will continue to apply, no matter when they started to take effect. The same is true for counters that change its power or toughness (such as +1/+1 counters) and effects that switch its power and toughness.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    If a Zendikon and the land it's enchanting are destroyed at the same time (due to Akroma's Vengeance, for example), the Zendikon's last ability will still trigger.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    If a Zendikon's last ability triggers, but the land card it refers to leaves the graveyard before it resolves, it will resolve but do nothing.

    No other card is named in this ruling.

02

Legal formats

modernlegacypaupervintagepennycommanderoathbreakerpaupercommanderduelpredhtlr
0 Image

Commentaires

  • Sois le premier à commenter cette carte.

Read next

Meta decks with Guardian Zendikon

No archived Top 8 deck with this card yet.

Explore the meta
Official source