
Printings
Hall of Storm Giants
Card Information
Type: Land
CMC: 0
Part of the Reserved List: No
Color Identity:
Set: Adventures in the Forgotten Realms (AFR)
Rarity: Rare
Collector Number: 257
Oracle Text
If you control two or more other lands, this land enters tapped. {T}: Add {U}. {5}{U}: Until end of turn, this land becomes a 7/7 blue Giant creature with ward {3}. It's still a land. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays {3}.)
Format Legalities
Card Rulings
- July 23, 2021
If you turn Hall of Storm Giants into a creature but haven't controlled it continuously since your most recent turn began, you won't be able to activate its mana ability or attack with it.
Source: wotc - July 23, 2021
If you activate Hall of Storm Giants's last ability multiple times, it gains multiple instances of ward {3}. Each of those instances will trigger separately and ask the opponent who controls the spell or ability to pay {3}. If they don't for any of those instances, the spell or ability will be countered.
Source: wotc - July 23, 2021
If an opponent casts a spell or ability that targets Hall of Storm Giants, and you activate the last ability in response, the ward ability Hall of Storm Giants gains won't trigger. (However, if it already had ward at the moment it became the target of the spell or ability, that instance of ward would trigger.)
Source: wotc - July 23, 2021
If Hall of Storm Giants enters the battlefield at the same time as one or more other lands, it doesn't take those lands into consideration when determining how many other lands you control.
Source: wotc
Price History

To study a single card is to glimpse the heart of a spell - a frozen moment of ambition, artistry, and arcane intent. Within each glyph lies a spark: a story untold, a duel turned, a destiny altered. Treat it not as mere parchment, dear seeker, but as a shard of the Multiverse itself.