Sideboard Tricks to Neutralize Consecrate Land

Sideboard Tricks to Neutralize Consecrate Land

In TCG ·

Consecrate Land MTG card art from Time Spiral Timeshifted

Image courtesy of Scryfall.com

Neutralizing a Land Enchantment: Sideboard Strategies for Consecrate Land

If you’ve ever faced a lean, patient opponent who sticks a single white aura on a land and suddenly that land becomes a stalwart defense, you know the feeling of being locked out of the tempo game. Consecrate Land is a classic example from Time Spiral Timeshifted that punishes over-aggressive land-targeting and punishes your aura-heavy plans. With a cost of W and the text “Enchant land. Enchanted land has indestructible and can't be enchanted by other Auras.”, this little aura can quietly reshape the battlefield. Its indestructible land can shrug off destruction, and the clause about other Auras lets your enchantments stay loyal to their own lands while dodging competition. In other words, it’s the kind of sideboard target that makes you rethink your whole strategy 🧙‍♂️🔥.

Enchant land. Enchanted land has indestructible and can't be enchanted by other Auras. (Consecrate Land, TSBl Time Spiral Timeshifted)

For players who savor the edge of efficiency, the sideboard should be built around three core ideas: (1) permanently removing the aura from the battlefield, (2) preventing its casting in the first place, and (3) adapting your plan to work around an indestructible land that refuses additional auras. Consecrate Land isn’t just a protection spell; it’s a miniature lock that can stall the pace of a game if you’re not prepared to answer it. The joy of sideboarding is not just breaking the lock; it’s turning a potential tempo loss into a win by weaving in resilient, efficient answers that scale alongside your game plan 🧙‍♂️🎲.

Targeted enchantment removal on the canvas of your sideboard

First and foremost, you want reliable enchantment removal to pick off Consecrate Land when it’s most vulnerable. Classic options like Disenchant or Krosan Grip (or their equivalents in your format) shine here. The beauty of these tools is that they don’t rely on tempo alone; they erase an enchantment with precision, letting you reset the battlefield and continue applying pressure without worrying about a re-application on the same land. If your local metagame leans heavily on artifacts and enchantments, these are your bread-and-butter inclusions that turn a single aura into a memory. And yes, they’re still wonderfully effective even in teams and casual commander-heavy tables where a well-timed silence on a problematic enchantment can swing the game in your favor 🧙‍♂️💎.

Besides outright removal, you can lean into permanent denial by leveraging global enchantment hate effects if they align with your color pie. In practice, that means cards that obliterate or exile enchantments across the board when they’re not needed elsewhere. The key is to keep your tempo in control while you present a faster clock than your opponent can defend with Consecrate Land lingering on the battlefield.

Fast, annoying answers: bounce and counterplay

In faster formats and tempo-rich matches, bouncing the aura back to your opponent’s hand during the early moments after it resolves can be game-changing. A well-timed bounce spell lets you re-create the tempo window you used to enjoy before Consecrate Land took its stand. If your deck has access to countermagic, you’ll also want to consider cheap counterspells aimed at the aura’s casting phase. If you anticipate Consecrate Land as a recurring problem, countering the spell when it’s on the stack can prevent the aura from ever landing and locking down a land’s fate in the first place 🔥.

What you’re optimizing for is a balance: enough resilience to weather the risk of the aura resolving, plus enough tempo to ensure you don’t simply give up a full-turns worth of damage for a single enchantment removal spell. The synergy of bounce-then-remove can be especially potent when your deck’s plan evolves around tempo and removal. And if your deck enjoys aggressive plays, you’ll often find that the threat of removal is enough to deter your opponent from committing a second aura to the same land, buying you additional turns to find an answer ⚔️.

Adapting your sideboard to the matchup curve

Conceiving the right sideboard requires reading the room. If your opponent is packing a suite of auras or enchantments beyond Consecrate Land, you’ll want a broader enchantment-hate package and perhaps a few graveyard-based answers to prevent recursion. On the other hand, if the opponent’s deck leans on land-based synergies or lands that fetch other threats, your plan may tilt toward tempo and card advantage to outpace their growth. The key is being flexible: bring in targeted removal for the aura, a couple of bounce or counter options for early pressure, and enough redundancy to weather a longer grind where the aura sticks around a while longer than you’d like 🧙‍♂️🎨.

At the end of the day, the presence of Consecrate Land invites you to diversify your approach: don’t rely on a single path to victory; instead, weave together removal, tempo, and strategic denial. When you tailor your sideboard with these principles, you’ll be ready to tilt the field in your favor even as white’s quiet one-mana aura tries to dictate pace. And if you’re drafting or playing casual tabletop formats, a little planning can turn a stubborn enchantment into a mere memory of the old-school days of Time Spiral Timeshifted 🧙‍♂️💎.

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Consecrate Land

Consecrate Land

{W}
Enchantment — Aura

Enchant land

Enchanted land has indestructible and can't be enchanted by other Auras.

ID: ded79afb-2a65-49e8-81c3-757e5d4c2203

Oracle ID: 4627691c-4ed4-4add-9cc3-2e019be2f9fd

Multiverse IDs: 108801

TCGPlayer ID: 14571

Cardmarket ID: 14072

Colors: W

Color Identity: W

Keywords: Enchant

Rarity: Special

Released: 2006-10-06

Artist: Jeff A. Menges

Frame: 1997

Border: black

EDHRec Rank: 23137

Penny Rank: 15661

Set: Time Spiral Timeshifted (tsb)

Collector #: 4

Legalities

  • Standard — not_legal
  • Future — not_legal
  • Historic — not_legal
  • Timeless — not_legal
  • Gladiator — not_legal
  • Pioneer — not_legal
  • Modern — legal
  • Legacy — legal
  • Pauper — not_legal
  • Vintage — legal
  • Penny — legal
  • Commander — legal
  • Oathbreaker — legal
  • Standardbrawl — not_legal
  • Brawl — not_legal
  • Alchemy — not_legal
  • Paupercommander — not_legal
  • Duel — legal
  • Oldschool — legal
  • Premodern — not_legal
  • Predh — legal

Prices

  • USD: 0.54
  • USD_FOIL: 3.50
  • EUR: 0.26
  • EUR_FOIL: 1.00
  • TIX: 0.02
Last updated: 2025-11-16