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Lindblum, Industrial Regency // Mage SiegeHow it works & interactions with other cards

By the ManaCount desk· 5 min read· Final Fantasy· June 13, 2025
Carte Magic Lindblum, Industrial Regency // Mage Siege

Lindblum, Industrial Regency // Mage Siege 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

This land enters tapped. {T}: Add {R}. Create a 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent."

Complete guide

Lindblum, Industrial Regency is a unique Town land that doubles as an Adventure called Mage Siege. This versatile card allows you to establish a mana base or generate a Wizard token that punishes opponents whenever you cast noncreature spells.

Dual Roles: Land and Adventure

Lindblum, Industrial Regency is primarily a Land card that enters the battlefield tapped and produces red mana. However, while it is in your hand, you have the option to cast its Adventure side, Mage Siege. If you cast the Adventure, it goes to the stack as an Instant spell. Once Mage Siege resolves, you create a 0/1 black Wizard token and exile the card. From exile, you can later play Lindblum, Industrial Regency as your land for the turn, provided you have a land play available.

Resolution and Timing

When you cast Mage Siege, it is a noncreature spell. If it resolves, it creates a Wizard token and the card is exiled 'on an adventure.' You can only play the land side from exile during your main phase when the stack is empty. If Mage Siege is countered by a spell like Red Elemental Blast, the card goes to the graveyard instead of exile, and you lose the ability to play it as a land later.

Common Pitfalls

A common mistake is forgetting that Mage Siege is a noncreature spell, but Lindblum, Industrial Regency is a land. The Wizard token's ability triggers 'Whenever you cast a noncreature spell.' Playing a land is not casting a spell, so playing Lindblum from your hand or exile will not trigger the token's damage ability. Additionally, if the card is discarded or milled into the graveyard, it is treated only as a land card; you cannot cast the Adventure side from the graveyard unless an effect specifically allows you to cast spells from there.

Strategic Implementation

Mage Siege is best played early to get your engine running. The 0/1 Wizard token might seem fragile, but in a deck filled with Instants and Sorceries, the chip damage adds up quickly. Because the token's ability triggers upon casting, the damage is dealt even if your follow-up spells are countered.

Interaction examples

Starting the Engine

You cast Mage Siege for its mana cost of one red mana. Upon resolution, you create a 0/1 black Wizard token and exile the card. During your next main phase, you may play Lindblum, Industrial Regency from exile as your land for the turn. It enters the battlefield tapped.

Wizard Ping Interaction

With the Wizard token on the battlefield, you cast Lightning Bolt targeting an opponent's creature. The Wizard's triggered ability goes on the stack above Lightning Bolt. The Wizard deals 1 damage to each opponent first, then the Lightning Bolt resolves and deals 3 damage to its target.

Countering the Adventure

You attempt to cast Mage Siege. Your opponent responds with Red Elemental Blast, choosing to counter the spell. Because Mage Siege did not resolve, the card is put into your graveyard. You cannot play Lindblum, Industrial Regency from your graveyard.

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

How it works : Lindblum, Industrial Regency // Mage Siege

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    If an object becomes a copy of an object that has an Adventure, the copy also has an Adventure. If it changes zones, it will either cease to exist (if it's a token) or cease to be a copy (if it's a nontoken permanent), and so you won't be able to cast it as an Adventure.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If you cast an adventurer card as an Adventure, use only its alternative characteristics to determine whether it's legal to cast that spell. For example, if you control Traveling Chocobo ("You may play lands and cast Bird spells from the top of your library.") and Jidoor, Aristocratic Capital is on top of your library, you can play Jidoor, Aristocratic Capital, but you can't cast Overture.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    If an effect copies an Adventure spell, that copy is exiled as it resolves. It ceases to exist as a state-based action; it's not possible to play the copy as a permanent.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    If an effect instructs you to choose a card name, you may choose the alternative Adventure name. Consider only the alternative characteristics to determine whether that is an appropriate name to choose.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    Town is a land type with no special meaning. It doesn't grant the land any intrinsic abilities. Other cards may care about which lands are Towns.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    An adventurer card uses only its non-Adventure characteristics in every zone except the stack, as well as while on the stack if not cast as an Adventure. Ignore its alternative characteristics in those cases. For example, while it's in your graveyard, Jidoor, Aristocratic Capital is a colorless Town land card whose mana value is 0. It can't be the target of Sorceress's Schemes, which reads in part "Return target instant or sorcery card from your graveyard or exiled card with flashback you own to your hand."

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    If an adventurer card ends up in exile for any other reason than by exiling itself while resolving, it won't give you permission to play it with its primary characteristics.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    An effect may refer to a card, spell, or permanent that "has an Adventure." This refers to a card, spell, or permanent that has an adventurer card's set of alternative characteristics, even if they're not being used and even if that card was never cast as an Adventure.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    If a spell is cast as an Adventure, its controller exiles it instead of putting it into its owner's graveyard as it resolves. For as long as it remains exiled, that player may play it using its primary characteristics. If an Adventure spell leaves the stack in any way other than resolving (most likely by being countered or by failing to resolve because its targets have all become illegal), that card won't be exiled and the spell's controller won't be able to play that card from exile later.

    No other card is named in this ruling.

  10. #10· Wizards of the Coast

    When playing a card as an Adventure, use the alternative characteristics and ignore all of the card's normal characteristics. The resulting spell's color, mana cost, mana value, and so on are determined by only those alternative characteristics. If the spell leaves the stack, it immediately resumes using its normal characteristics.

    No other card is named in this ruling.

  11. #11· Wizards of the Coast

    You must still follow any timing restrictions and permissions for the card you play from exile. In the case of any of the five lands in this release, you'll be able to play it only during your main phase while the stack is empty and only if you have an available land play remaining.

    No other card is named in this ruling.

  12. #12· Wizards of the Coast

    If an effect refers to a card, spell, or permanent that has an Adventure, it won't find an instant or sorcery spell on the stack that's been cast as an Adventure.

    No other card is named in this ruling.

  13. #13· Wizards of the Coast

    Casting a card as an Adventure isn't casting it for an alternative cost. Effects that allow you to cast a spell for an alternative cost or without paying its mana cost may allow you to apply those to the Adventure.

    No other card is named in this ruling.

  14. #14· Wizards of the Coast

    The Wizard token's ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered or otherwise leaves the stack.

    Card named in this ruling

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Legal formats

standardfuturehistorictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerstandardbrawlbrawlcompetitivebrawlalchemydueltlr
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