Mistveil Plains 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
(: Add
.) This land enters tapped.
,
: Put target card from your graveyard on the bottom of your library. Activate only if you control two or more white permanents.
Complete guide
Mistveil Plains is a versatile utility land that doubles as a repeatable source of graveyard recursion. While it carries the Plains subtype, it offers a unique way to recycle your best spells and protect your graveyard from being emptied. Mastering this card requires understanding its specific activation requirements and timing.
What It Does
Mistveil Plains is a nonbasic land with the Plains subtype that enters the battlefield tapped. Beyond providing white mana, it has an activated ability that puts a target card from your graveyard onto the bottom of your library for a single white mana and a tap. However, you can only activate this ability if you control at least two white permanents at the moment of activation.
How It Resolves Step by Step
First, you must check if you control two or more white permanents; if you do, you can pay one white mana and tap the land to activate the ability, choosing a target card in your graveyard. According to official rulings, once the ability is activated, it will resolve even if you lose your white permanents before it finishes. When the ability resolves, the targeted card is moved from the graveyard to the bottom of your library, making it available to be searched for or drawn again later.
Common Mistakes
A frequent error is assuming Mistveil Plains counts as one of the two required white permanents. As a land, it is colorless unless an effect specifically states otherwise, even though it has the Plains subtype and produces white mana. Additionally, remember that you cannot activate the ability if you do not have a legal target in your graveyard or if you do not meet the white permanent count requirement at the start of the process.
When to Play It
This card shines in long games where you need to reuse specific resources or prevent yourself from losing due to an empty library. Because it has the Plains subtype, it can be easily found with cards that search for basic land types. It is best used at the end of an opponent's turn to maximize your mana efficiency while keeping your graveyard safe from exile effects.
Interaction examples
You play Mistveil Plains, and it enters the battlefield tapped. On your next turn, you can tap it for one white mana. If you also have Command Tower, you can tap the Tower for any color in your commander's identity, using that mana to help pay for the activated ability of Mistveil Plains if your commander's identity includes white.
If an opponent controls a land that can produce white mana, you can tap Exotic Orchard for a white mana. You can then use that white mana to pay the activation cost of Mistveil Plains, provided you control two other white permanents, to put a card from your graveyard back into your library.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Mistveil Plains
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
A land card that produces white mana, even a Plains, normally has no color.
No other card is named in this ruling.
- #2· Wizards of the Coast
Once you activate Mistveil Plains's last ability, it doesn't matter if you lose control of some of your white permanents.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Sunforger + Chance for Glory + Angel's Grace + Mistveil Plains
- 1Activate Sunforger by paying
and unattaching it, searching your library for Chance for Glory and casting it without paying its mana cost.
- 2Resolve Chance for Glory, causing you to take an extra turn after this one and lose the game at the beginning of that turn's end step.
- 3Activate Mistveil Plains by paying
and tapping it, putting Chance for Glory on the bottom of your library from your graveyard.
- 4Activate Sunforger's equip ability by paying
, attaching it to any creature you control.
- 5Move to your next turn.
- 6Activate Sunforger by paying
and unattaching it, searching your library for Angel's Grace and casting it without paying its mana cost.
- 7Resolve Angel's Grace, causing you to be unable to lose the game this turn.
- 8Activate Mistveil Plains by paying
and tapping it, putting Angel's Grace on the bottom of your library from your graveyard.
Sunforger + Final Fortune + Angel's Grace + Mistveil Plains
- 1Activate Sunforger by paying
and unattaching it, searching your library for Final Fortune and casting it without paying its mana cost.
- 2Resolve Final Fortune, causing you to take an extra turn after this one and lose the game at the beginning of that turn's end step.
- 3Activate Mistveil Plains by paying
and tapping it, putting Final Fortune on the bottom of your library from your graveyard.
- 4Activate Sunforger's equip ability by paying
, attaching it to any creature you control.
- 5Move to your next turn.
- 6Activate Sunforger by paying
and unattaching it, searching your library for Angel's Grace and casting it without paying its mana cost.
- 7Resolve Angel's Grace, causing you to be unable to lose the game this turn.
- 8Activate Mistveil Plains by paying
and tapping it, putting Angel's Grace on the bottom of your library from your graveyard.
Sunforger + Chance for Glory + Angel's Grace + Mistveil Plains
- 1Activate Sunforger by paying
and unattaching it, searching your library for Chance for Glory and casting it without paying its mana cost.
- 2Resolve Chance for Glory, causing you to take an extra turn after this one and lose the game at the beginning of that turn's end step.
- 3Activate Mistveil Plains by paying
and tapping it, putting Chance for Glory on the bottom of your library from your graveyard.
- 4Activate Sunforger's equip ability by paying
, attaching it to any creature you control.
- 5Move to your next turn.
- 6Activate Sunforger by paying
and unattaching it, searching your library for Angel's Grace and casting it without paying its mana cost.
- 7Resolve Angel's Grace, causing you to be unable to lose the game this turn.
- 8Activate Mistveil Plains by paying
and tapping it, putting Angel's Grace on the bottom of your library from your graveyard.
Captain Sisay + Mindslaver + Mistveil Plains
- 1Activate Mindslaver by paying
, tapping and sacrificing it, causing you to gain control of target opponent during their next turn.
- 2Activate Mistveil Plains by paying
and tapping it, putting Mindslaver on the bottom of your library from your graveyard.
- 3During your next turn, activate Captain Sisay by tapping it, searching your library for Mindslaver and putting it into your hand.
- 4Cast Mindslaver by paying
.
- 5Repeat.
Sunforger + Final Fortune + Angel's Grace + Mistveil Plains
- 1Activate Sunforger by paying
and unattaching it, searching your library for Final Fortune and casting it without paying its mana cost.
- 2Resolve Final Fortune, causing you to take an extra turn after this one and lose the game at the beginning of that turn's end step.
- 3Activate Mistveil Plains by paying
and tapping it, putting Final Fortune on the bottom of your library from your graveyard.
- 4Activate Sunforger's equip ability by paying
, attaching it to any creature you control.
- 5Move to your next turn.
- 6Activate Sunforger by paying
and unattaching it, searching your library for Angel's Grace and casting it without paying its mana cost.
- 7Resolve Angel's Grace, causing you to be unable to lose the game this turn.
- 8Activate Mistveil Plains by paying
and tapping it, putting Angel's Grace on the bottom of your library from your graveyard.
Sunforger + Officious Interrogation + Mistveil Plains + Time Sieve
- 1Activate Sunforger by paying
and unattaching it, searching your library for Officious Interrogation and casting it without paying its mana cost, plus an additional
as necessary.
- 2Resolve Officious Interrogation, creating at least five Clue artifact tokens.
- 3Activate Time Sieve by tapping it and sacrificing five Clues, causing you to take an extra turn after this one.
- 4Activate Mistveil Plains by paying
and tapping it, putting Officious Interrogation from your graveyard onto the bottom of your library.
- 5Activate Sunforger's equip ability by paying
, attaching it to any creature you control.
- 6Repeat each turn.
Legal formats
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Meta decks with Mistveil Plains
No archived Top 8 deck with this card yet.



Command Tower
Exotic Orchard






