Hall of Storm Giants (Adventures in the Forgotten Realms Promos #257p)

Hall of Storm Giants

Land

If you control two or more other lands, Hall of Storm Giants enters tapped.

{T}: Add {U}.

{5}{U}: Until end of turn, Hall of Storm Giants 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}.)

Illustrated by Johannes Voss

Standard
Alchemy
Pioneer
Explorer
Modern
Historic
Legacy
Brawl
Vintage
Timeless
Commander
Pauper
Oathbreaker
Penny
Notes and Rules Information for Hall of Storm Giants:
  • 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. (2021-07-23)
  • 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. (2021-07-23)
  • 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. (2021-07-23)
  • 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.) (2021-07-23)