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Slumbering WaterwaysHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Mystery Booster 2· August 2, 2024
Carte Magic Slumbering Waterways

Slumbering Waterways 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

Slumbering Waterways enters the battlefield tapped. {T}: Add {G} or {U}. Flying, vigilance, trample

Complete guide

Slumbering Waterways is a unique land from the Mystery Booster 2 playtest series that blurs the line between mana production and combat presence. While it functions as a dual land, it also possesses a suite of keywords usually reserved for creatures. This card challenges how you think about your mana base and your defensive strategies.

A Land with Keywords

Slumbering Waterways is a Land, but it features three keywords: Flying, Vigilance, and Trample. Under standard Magic rules, these keywords only function if the permanent is a creature. If Slumbering Waterways is not a creature, these abilities exist but have no immediate impact on the game state. However, if an effect turns this land into a creature, it immediately gains the benefits of these three powerful keywords.

Entering the Battlefield

Like many dual lands, Slumbering Waterways enters the battlefield tapped. This means you cannot use it for mana or any other activated abilities the turn you play it unless you have an effect that allows it to enter untapped or untaps it later. Once untapped, it can produce either Green or Blue mana.

Common Mistakes

The most common mistake is assuming Slumbering Waterways can attack or block by itself. Even though it has Flying and Trample, it is not a creature by default. It cannot be declared as an attacker or blocker unless another card or effect gives it a power and toughness and turns it into a creature. Additionally, remember that as a land, it does not have a mana cost and cannot be 'cast' like a spell.

Strategic Implementation

This card is best used in decks that feature 'Awaken' mechanics or effects that animate lands. Because it provides both Green and Blue mana, it fits perfectly into Simic shells that look to ramp and eventually transform their resource base into a threat. Having Vigilance means that if it becomes a creature, it can attack and still be tapped for mana during your post-combat main phase or an opponent's turn.

Interaction examples

Basic Mana Production

On turn one, you play Slumbering Waterways. It enters the battlefield tapped. On turn two, you play Command Tower. You now have access to one mana of any color in your commander's identity from Command Tower, and you can tap Slumbering Waterways to add either Green or Blue mana to your pool.

Managing Colors

If your opponent controls a Mountain and you control Exotic Orchard, your Orchard can produce Red mana. By tapping Slumbering Waterways for Blue mana and Exotic Orchard for Red, you can easily cast spells with diverse color requirements while maintaining a land that has the potential for evasion and trample later in the game.

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

How it works : Slumbering Waterways

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Playtest cards aren’t legal for play in any tournament format other than Mystery Booster Limited formats. On the other hand, we expect they will spice up a wide variety of non-tournament games (as long as everyone’s on the same page about using them!).

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    Playtest cards use a modified version of game symbols, such as {T} and {W}. These modified symbols should be treated as the standard symbols during play.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    For many playtest cards, you’ll need to make a generous assumption that basic game rules would be updated to allow them to work. The Mystery Booster 2 Playtest Card Notes section (reproduced here in individual Gatherer rulings) provides guidance for fitting these cards into the existing rules structure.

    No other card is named in this ruling.

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