Hearthhull, the Worldseed 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
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 8+.) 2+ |,
, Sacrifice a land: Draw two cards. You may play an additional land this turn. 8+ | Flying, vigilance, haste Whenever you sacrifice a land, each opponent loses 2 life.
Complete guide
Hearthhull, the Worldseed is a powerful Jund-colored Spacecraft that fuels your hand while pressuring your opponents. By utilizing the unique Station mechanic, you can transform this artifact into a massive flying threat while reaping the benefits of sacrificing lands. This legendary artifact serves as both a resource engine and a terrifying finisher in land-focused strategies.
Understanding the Station Mechanic
Station allows you to power up Hearthhull, the Worldseed by tapping your creatures at sorcery speed. When you tap a creature to Station, Hearthhull gains charge counters equal to that creature's power. Once the artifact reaches 8 or more charge counters, it becomes an artifact creature with Flying, Vigilance, and Haste, changing its state immediately without requiring further mana.
Resolution Step-by-Step
To activate the drawing ability, Hearthhull must have at least 2 charge counters. First, you pay one generic mana and tap the artifact as a cost. Second, you must sacrifice a land you control. Upon resolution, you draw two cards and gain the ability to play an additional land during your current turn. If Hearthhull has 8 or more counters, its static ability triggers whenever you sacrifice that land, causing each opponent to lose 2 life.
Common Mistakes
Players often forget that Station can only be used when they could cast a sorcery, meaning you cannot tap blockers during an opponent's turn to charge it. Additionally, remember that the land-play bonus does not allow you to play lands on an opponent's turn, even if you find a way to activate the ability at instant speed.
Strategic Timing
The best time to use the Station ability is after combat or when you have high-power creatures that do not have Haste. Because Hearthhull, the Worldseed gains Haste once it hits 8 counters, you can potentially charge it up and attack in the same turn, provided you have the creatures available to tap for the required power.
Interaction examples
You cast Solemn Simulacrum to find a land. During your main phase, you use the Station ability of Hearthhull, tapping the Solemn Simulacrum. Hearthhull gains 2 charge counters because the Simulacrum has 2 power. This immediately unlocks Hearthhull's ability to draw cards and play extra lands.
With Hearthhull already at 8 charge counters, you activate its second ability by paying one mana, tapping it, and sacrificing a land. Each opponent loses 2 life from Hearthhull's passive ability. You draw two cards and can play an extra land. You then use Commander's Sphere for mana to play that new land, or sacrifice the Sphere itself to dig even deeper into your deck for more land cards.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Hearthhull, the Worldseed
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
The effect of Hearthhull’s second ability is cumulative with similar effects. For example, if you control Icetill Explorer and you activate Hearthhull’s ability, you’ll be able to play three lands on that turn.
No other card is named in this ruling.
- #2· Wizards of the Coast
Hearthhull’s second ability doesn’t allow you to play lands on other players’ turns.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Hearthhull, the Worldseed + Retreat to Coralhelm + Icetill Explorer
- 1Activate a land by tapping it, adding at least
.
- 2Activate Hearthhull by paying
, tapping it and sacrificing a land.
- 3If Hearthhull has eight or more charge counters on it, it triggers, causing each opponent to lose 2 life.
- 4Resolve the Hearthhull ability, causing you to draw two cards and allowing you to play an additional land this turn.
- 5Play the land from your graveyard.
- 6When the land enters the battlefield, Retreat to Coralhelm triggers, untapping Hearthhull
- 7Repeat.
Hearthhull, the Worldseed + Retreat to Coralhelm + Ramunap Excavator
- 1Activate a land by tapping it, adding at least
.
- 2Activate Hearthhull by paying
, tapping it and sacrificing a land.
- 3If Hearthhull has eight or more charge counters on it, it triggers, causing each opponent to lose 2 life.
- 4Resolve the Hearthhull ability, causing you to draw two cards and allowing you to play an additional land this turn.
- 5Play the land from your graveyard.
- 6When the land enters the battlefield, Retreat to Coralhelm triggers, untapping Hearthhull
- 7Repeat.
Hearthhull, the Worldseed + Retreat to Coralhelm + Conduit of Worlds
- 1Activate a land by tapping it, adding at least
.
- 2Activate Hearthhull by paying
, tapping it and sacrificing a land.
- 3If Hearthhull has eight or more charge counters on it, it triggers, causing each opponent to lose 2 life.
- 4Resolve the Hearthhull ability, causing you to draw two cards and allowing you to play an additional land this turn.
- 5Play the land from your graveyard.
- 6When the land enters the battlefield, Retreat to Coralhelm triggers, untapping Hearthhull
- 7Repeat.
Hearthhull, the Worldseed + Retreat to Coralhelm + Ancient Greenwarden
- 1Activate a land by tapping it, adding at least
.
- 2Activate Hearthhull by paying
, tapping it and sacrificing a land.
- 3If Hearthhull has eight or more charge counters on it, it triggers, causing each opponent to lose 2 life.
- 4Resolve the Hearthhull ability, causing you to draw two cards and allowing you to play an additional land this turn.
- 5Play the land from your graveyard.
- 6When the land enters the battlefield, Retreat to Coralhelm triggers twice, untapping Hearthhull and another creature you control.
- 7Repeat.
Hearthhull, the Worldseed + Retreat to Coralhelm + Crucible of Worlds
- 1Activate a land by tapping it, adding at least
.
- 2Activate Hearthhull by paying
, tapping it and sacrificing a land.
- 3If Hearthhull has eight or more charge counters on it, it triggers, causing each opponent to lose 2 life.
- 4Resolve the Hearthhull ability, causing you to draw two cards and allowing you to play an additional land this turn.
- 5Play the land from your graveyard.
- 6When the land enters the battlefield, Retreat to Coralhelm triggers, untapping Hearthhull
- 7Repeat.
Hearthhull, the Worldseed + Ancient Greenwarden + Clock of Omens + Tireless Provisioner
- 1Activate a land by tapping it, adding at least
.
- 2Activate Hearthhull by paying
, tapping it and sacrificing a land.
- 3If Hearthhull has eight or more charge counters on it, it triggers, causing each opponent to lose 2 life.
- 4Resolve the Hearthhull ability, causing you to draw two cards and allowing you to play an additional land this turn.
- 5Play the land from your graveyard.
- 6When the land enters the battlefield, Tireless Provisioner triggers twice due to Ancient Greenwarden, creating two artifact tokens.
- 7Activate Clock of Omens by tapping the artifact tokens, untapping Hearthhull.
- 8Repeat.
Hearthhull, the Worldseed + Retreat to Coralhelm + Szarel, Genesis Shepherd
- 1Activate a land by tapping it, adding at least
.
- 2Activate Hearthhull by paying
, tapping it and sacrificing a land.
- 3If Hearthhull has eight or more charge counters on it, it triggers, causing each opponent to lose 2 life.
- 4Resolve the Hearthhull ability, causing you to draw two cards and allowing you to play an additional land this turn.
- 5Play the land from your graveyard.
- 6When the land enters the battlefield, Retreat to Coralhelm triggers, untapping Hearthhull
- 7Repeat.
Hearthhull, the Worldseed + Retreat to Coralhelm + Walk-In Closet // Forgotten Cellar
- 1Activate a land by tapping it, adding at least
.
- 2Activate Hearthhull by paying
, tapping it and sacrificing a land.
- 3If Hearthhull has eight or more charge counters on it, it triggers, causing each opponent to lose 2 life.
- 4Resolve the Hearthhull ability, causing you to draw two cards and allowing you to play an additional land this turn.
- 5Play the land from your graveyard.
- 6When the land enters the battlefield, Retreat to Coralhelm triggers, untapping Hearthhull
- 7Repeat.
Legal formats
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Solemn Simulacrum
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