Céu // Terra Carta MTG


Heaven // Earth excels in clearing flyers instantly and sweeping the ground at sorcery speed. It demands strategic resource management due to its dual mana cost and discard mechanic. The card provides versatility and combo potential that’s responsive to a diverse meta.
ExpansõesLançada em 5 expansõesVer todas
Custo de mana
Custo convertido de mana3
RaridadeRara
TipoFeitiço
Habilidades Aftermath

Texto da carta

Consequências (Conjure esta mágica somente de seu cemitério. Depois, exile-a.) Terra causa X pontos de dano a cada criatura sem voar.


Cartas similares a Céu // Terra

Heaven // Earth presents a dynamic form of adaptability within Magic: The Gathering. It finds parallels in other split cards like Fire // Ice and Boom // Bust, which offer flexibility based on the game’s current needs. Heaven’s instant-speed creature damage ability is akin to Fire’s instant direct damage, tailored to disrupt smaller creatures or finish off weakened opponents. Conversely, Earth scales similar to Bust, offering a broader sweep to clear multiple threats. Unlike Fire // Ice, Heaven // Earth carves its niche with a focus on flyers courtesy of its first half, Heaven.

The duality of Agrus Kos, Wojek Veteran should be noted too. While not a split card, it shares the reactive nature of choosing strategies mid-game, focusing more on boosting fellow comrades during combat. And then there’s Find // Finality, which can either recoup lost creatures or serve as a board wipe. Earth stands out among these comparisons with its potent ground-sweeping clear, addressing a wide swathe of creatures for potential game-turning moments.

The pairing of Heaven’s specialized aerial control and Earth’s wholesale approach to ground-based threats allows players to tailor responses specific to the board state, setting it as an intriguing choice in MTG for those valuing strategic flexibility.

Fire // Ice - Carta Magic versões
Boom // Bust - Carta Magic versões
Agrus Kos, Wojek Veteran - Carta Magic versões
Find // Finality - Carta Magic versões
Fire // Ice - Carta Magic versões
Boom // Bust - Carta Magic versões
Agrus Kos, Wojek Veteran - Carta Magic versões
Find // Finality - Carta Magic versões

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Card Pros

Card Advantage: With Heaven // Earth, you have the potential to clear out smaller creatures with its first part and then follow up with a sweeping effect for larger threats, which can lead to significant card advantage against creature-heavy decks.

Resource Acceleration: While this card itself doesn’t directly accelerate resources, the board wipe provided by Earth can reset the game state, allowing you to capitalize on your remaining resources more effectively than your opponent.

Instant Speed: The Heaven part of the card can be cast at instant speed, providing the flexibility to disrupt your opponent’s plays during their turn, keeping you a step ahead before you unleash Earth’s sorcery-speed power.


Card Cons

Discard Requirement: The fuse mechanic with Heaven // Earth requires you to discard another card if you wish to play both halves from your hand. This can be a strategic downside when your hand size is already depleted or when the card you’re forced to discard is vital for your game plan.

Specific Mana Cost: Heaven // Earth presents a color specific mana cost for both halves of the card. Heaven requires White mana while Earth requires Red mana, which means it can be restrictive for decks that aren’t able to produce both colors efficiently or at the time when you need them.

Comparatively High Mana Cost: With a combined mana cost that is high if you decide to use both halves together, it can be less mana efficient compared to other spells that can serve similar purposes. Using both halves in one turn could set you back, specifically if early game momentum is crucial to your strategy.


Reasons to Include in Your Collection

Versatility: Heaven // Earth offers a flexible solution for deck builders, acting as both a board-control mechanism and a powerful damage dealer. It can be attractive for players who appreciate having answers to both flying creatures and ground threats within a single card.

Combo Potential: The split card allows for synergistic interactions with strategies that capitalize on noncreature damage or benefit from spells that can be cast from the graveyard. Decks with a spellslinger theme can particularly exploit the Earth side for its scalability.

Meta-Relevance: Given that this card can adapt to various situations, it shines in an environment with a diverse range of creature-based decks. Whether you’re facing a sky full of dragons or a swarm of ground attackers, Heaven // Earth can be tailored to suit and enhance your game plan.


How to beat

Heaven // Earth is a versatile split card in MTG featuring both an instant and a sorcery that players can cast depending on their needs. Heaven can be a powerful tool against decks that rely heavily on creatures with flying by dealing damage to each one equal to the number of forests you control. To counter this, utilizing creatures with reach or those that can become indestructible ensures your battlefield presence is maintained against such an aerial assault.

On the flip side, Earth allows a player to clear the board with a sweep of damage across each creature without flying. To safeguard your strategy against Earth, consider cards with hexproof or creatures that benefit from entering the graveyard to leverage any potential board wipes. Additionally, making sure to keep a counterspell in hand or having land destruction to limit the forests in play can mitigate the impact of Heaven and disrupt the Earth strategy.

Understanding the duality of Heaven // Earth is crucial for planning a robust defense. Adapting your play style and deck composition to include protective measures or preemptive strikes against the threats it poses can help secure victory against this dual-faceted card.


BurnMana Recommendations

If you’re looking to gain the upper hand in your next MTG match, incorporating cards like Heaven // Earth into your collection could be a game changer. These split cards offer versatile solutions and strategic depth to your deck, allowing you to tackle a variety of in-game scenarios with ease. As you weigh the pros and cons, consider how its unique abilities can synchronize with your existing deck to disrupt opponents and control the battlefield. For players eager to expand their tactical toolkit and navigate the diverse playstyles within the MTG community, Heaven // Earth is a noteworthy addition. Dive deeper into the high-stakes world of MTG and enhance your gameplay. Learn more about optimizing your deck with cards like Heaven // Earth today and stay one step ahead of your opposition.


Onde comprar

Se você deseja comprar um cartão Céu // Terra MTG de um conjunto específico como Amonkhet and Amonkhet Promos, há diversas opções confiáveis a serem consideradas. Uma das principais fontes é a loja de jogos local, onde muitas vezes você pode encontrar boosters, cartas individuais e decks pré-construídos de conjuntos atuais e de alguns conjuntos anteriores. Eles geralmente oferecem o benefício adicional de uma comunidade onde você pode negociar com outros jogadores.

Para um inventário mais amplo, especialmente de conjuntos mais antigos, mercados on-line como TCGPlayer, Card Kingdom e Card Market oferecem seleções extensas e permitem que você pesquise cartas de conjuntos específicos. Grandes plataformas de comércio eletrônico, como eBay e Amazon, também têm listagens de vários vendedores, o que pode ser um bom lugar para procurar produtos lacrados e achados raros.

Além disso, o site oficial do Magic geralmente tem um localizador de lojas e listas de varejistas para encontrar a Wizards of the Produtos licenciados pela Costa. Lembre-se de verificar a autenticidade e a condição dos cartões ao comprar, especialmente de vendedores individuais em mercados maiores.

Abaixo está uma lista de alguns sites de lojas onde você pode comprar os Céu // Terra e outras cartas MTG:

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Expansões

A carta Céu // Terra Magic the Gathering foi lançada em 5 expansões diferentes entre 2017-04-28 e 2024-04-19. Ilustrado por Jonas De Ro.

#LançamentoNomeCódigoSímboloNúmeroMolduraLayoutBordaArtista
12017-04-28AmonkhetAKH 2242015ConsequênciasPretaJonas De Ro
22017-04-29Amonkhet PromosPAKH 224s2015ConsequênciasPretaJonas De Ro
32020-08-13Amonkhet RemasteredAKR 2392015ConsequênciasPretaJonas De Ro
42023-04-21March of the Machine CommanderMOC 3282015ConsequênciasPretaJonas De Ro
52024-04-19Outlaws of Thunder Junction CommanderOTC 2302015ConsequênciasPretaJonas De Ro

Legalidades

Magic the Gathering formats where Céu // Terra has restrictions

FormatoLegalidade
HistoricbrawlVálida
HistoricVálida
LegacyVálida
OathbreakerVálida
GladiatorVálida
PioneerVálida
CommanderVálida
ModernVálida
VintageVálida
DuelVálida
ExplorerVálida
PennyVálida
TimelessVálida

Regras e informações

O guia de referência para regras de cartas de Magic: The Gathering Céu // Terra fornece decisões oficiais, quaisquer erratas emitidas, bem como um registro de todas as modificações funcionais que ocorreram.

Data Texto
2017-04-18 A spell with aftermath cast from a graveyard will always be exiled afterward, whether it resolves, it's countered, or it leaves the stack in some other way.
2017-04-18 All split cards have two card faces on a single card, and you put a split card onto the stack with only the half you're casting. The characteristics of the half of the card you didn't cast are ignored while the spell is on the stack. For example, if an effect prevents you from casting green spells, you can cast Destined of Destined // Lead, but not Lead.
2017-04-18 Each split card has two names. If an effect instructs you to choose a card name, you may choose one, but not both.
2017-04-18 Each split card is a single card. For example, if you discard one, you've discarded one card, not two. If an effect counts the number of instant and sorcery cards in your graveyard, Destined // Lead counts once, not twice.
2017-04-18 If another effect allows you to cast a split card with aftermath from a graveyard, you may cast either half. If you cast the half that has aftermath, you'll exile the card if it would leave the stack.
2017-04-18 If another effect allows you to cast a split card with aftermath from any zone other than a graveyard, you can't cast the half with aftermath.
2017-04-18 If you cast the first half of a split card with aftermath during your turn, you'll have priority immediately after it resolves. You can cast the half with aftermath from your graveyard before any player can take any other action if it's legal for you to do so.
2017-04-18 Split cards with aftermath have a new frame treatment—the half you can cast from your hand is oriented the same as other cards you'd cast from your hand, while the half you can cast from your graveyard is a traditional split card half. This frame treatment is for your convenience and has no rules significance.
2017-04-18 While not on the stack, the characteristics of a split card are the combination of its two halves. For example, Destined // Lead is a green and black card, it is both an instant card and a sorcery card, and its mana value is 6. This means that if an effect allows you to cast a card with mana value 2 from your hand, you can't cast Destined. This is a change from the previous rules for split cards.
2017-04-18 You don't have to choose the same value for X while casting Earth as you did while casting Heaven.
2017-07-14 Once you've started to cast a spell with aftermath from your graveyard, the card is immediately moved to the stack. Opponents can't try to stop the ability by exiling the card with an effect such as that of Crook of Condemnation.