High Ground
Tenth Edition · #20 · Uncommon

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Enchantment
Each creature you control can block an additional creature each combat.
In war, as in society, position is everything.
Card details
- Shown printing
- Tenth Edition (10E)
- Artist
- rk post
- Color identity
- White
- Colors
- White
- Mana value
- 1
- First released
- June 15, 1998
- Printings
- 3
- EDHREC rank
- #14693 on EDHREC
- Market price
- $0.24 (cheapest printing, updated weekly)
Legality
- StandardNot legal
- PioneerNot legal
- ModernLegal
- LegacyLegal
- VintageLegal
- CommanderLegal
- PauperNot legal
- BrawlNot legal
- Standard BrawlNot legal
- HistoricNot legal
- TimelessNot legal
- AlchemyNot legal
- GladiatorNot legal
- OathbreakerLegal
- Pauper CommanderNot legal
- Duel CommanderLegal
- PreDHLegal
- PremodernLegal
- Old SchoolNot legal
- Penny DreadfulNot legal
- FutureNot legal
Rulings (2)
High Ground allows you to make some complicated blocks. For example, if you’re being attacked by three creatures (call them A, B, and C) and you control three creatures (X, Y, and Z), you can have X block A and B, Y block B and C, and Z block just C, among many other possible options. The defending player chooses how each blocking creature’s combat damage will be divided among the creatures it’s blocking.
High Ground’s effect is cumulative. If you have a creature that can already block an additional creature, now it can block three creatures.
All printings
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Card data and images from Scryfall.