Fire Nation Palace
Tracked across real Commander games played through TurnZero HQ.
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What it does
This land enters tapped unless you control a basic land.
T: Add .
1, T: Target creature you control gains firebending 4 until end of turn. (Whenever it attacks, add {R}{R}{R}{R}. This mana lasts until end of combat.)
Combos with Fire Nation Palace
The lines this card is part of, what it needs alongside it, and what the cards do together. An infinite result is the one that moves a deck's bracket.
- Hellkite Charger Isshin, Two Heavens as One Infinite
- Infinite combat phases
- Infinite red mana
- Avatar Roku, Firebender Hellkite Charger Infinite
- Infinite combat phases
- Infinite red mana
- Infinitely powerful creatures you control until end of turn
- Bruce Banner // The Incredible Hulk Walking Ballista Infinite
- Infinite +1/+1 counters on a creature
- Infinite combat phases
- Bruce Banner // The Incredible Hulk Pyrohemia Infinite
- Near-infinite combat phases
- Near-infinite damage to all players
- Near-infinite +1/+1 counters on a creature
Combo data from Commander Spellbook, the community-maintained database of Magic combos. Mirrored nightly.
Rulings
6 official rulings, in the order Wizards published them.
- 2025-10-02
Multiple instances of firebending on the same creature trigger separately, each granting you the appropriate amount of mana.
- 2025-10-02
Any other mana you add during combat will still be lost as normal when moving between steps of combat.
- 2025-10-02
"Firebending N" is a keyword that represents the ability "Whenever this creature attacks, add N . Until end of combat, you don't lose this mana as steps end."
- 2025-10-02
Firebending abilities aren't mana abilities. They use the stack and can be responded to.
- 2025-10-02
Mana from firebending abilities isn't lost until you leave combat and go to your second main phase. It can be used at any time during combat, even after combat damage has been dealt.
- 2025-10-02
If one of these lands enters at the same time as any number of basic lands, those other lands are not counted when determining if this land enters tapped or untapped.
Rulings are Wizards of the Coast's own, mirrored from Scryfall and refreshed nightly.
In the 99
Every deck whose current list includes Fire Nation Palace, whatever its commander.
Most played under
| Commander | Decks | Games | Win rate |
|---|---|---|---|
| Fire Lord Azula | 1 | 0 | — |
| Thor, God of Thunder | 1 | 0 | — |
Colors it shows up in
- Mono-Red 1 deck
- Grixis 1 deck
Every version of Fire Nation Palace
3 printings, newest first. Prices are the market figures Scryfall publishes, refreshed nightly. A printing with no figure shows a dash rather than a zero, because Scryfall publishes none for some of them.

- Normal
- $1.64
- Foil
- $2.27

Promo
Avatar: The Last Airbender Promos
- Foil
- $5.73

Extended Art
- Normal
- $4.26
- Foil
- $4.01
Prices from Scryfall, which tracks the TCGplayer and Cardmarket markets. They move daily and are a guide rather than a quote. Search TCGplayer for Fire Nation Palace. It runs a name search across every version, which covers the printings TCGplayer publishes no direct link to.
Aggregated from Commander games tracked in TurnZero HQ. Every figure counts decks and games only. No individual deck list, player or playgroup is identified. Win rates are withheld below 5 completed games, where the sample is too small to mean anything.