Nap land: Difference between revisions
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'''Nap lands''' is a term that refers to a [[cycle]] of [[uncommon]] [[land]]s that can be tapped for {{C}} or one mana of two [[allied color]]s; if [[tapped]] for [[colored]] [[mana]], they do not [[untap]] during their controller's next [[untap step]]. The [[drawback]] is significant compared to [[tapland]]s; nap lands give an advantage exactly the turn drawn but will cost a mana every second turn, whereas taplands, which enter the battlefield tapped (costing one mana, once), are dual lands every point after that. | '''Nap lands''' is a term that refers to a [[cycle]] of [[uncommon]] [[land]]s that can be tapped for {{C}} or one mana of two [[allied color]]s; if [[tapped]] for [[colored]] [[mana]], they do not [[untap]] during their controller's next [[untap step]]. They were once known as "slow lands" (as these lands slow progression) but due to obscurity and unpopularity they were renamed, while the new [[slow land]] cycle took their place. The [[drawback]] is significant compared to [[tapland]]s; nap lands give an advantage exactly the turn drawn but will cost a mana every second turn, whereas taplands, which enter the battlefield tapped (costing one mana, once), are dual lands every point after that. | ||
==List of Nap Lands== | ==List of Nap Lands== | ||
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==Ice Age depletion lands== | ==Ice Age depletion lands== | ||
The [[depletion land]]s from ''[[Ice Age]]'' work | The [[depletion land]]s from ''[[Ice Age]]'' work similarly to nap lands: without the option to tap for {{C}} but with the potential to influence the drawback by adding or removing [[depletion counter]]s. They are allied-colored as well.{{lands}} |
Latest revision as of 15:44, 25 September 2023
Nap lands is a term that refers to a cycle of uncommon lands that can be tapped for or one mana of two allied colors; if tapped for colored mana, they do not untap during their controller's next untap step. They were once known as "slow lands" (as these lands slow progression) but due to obscurity and unpopularity they were renamed, while the new slow land cycle took their place. The drawback is significant compared to taplands; nap lands give an advantage exactly the turn drawn but will cost a mana every second turn, whereas taplands, which enter the battlefield tapped (costing one mana, once), are dual lands every point after that.
List of Nap Lands
The nap lands were first introduced in Tempest .
- Thalakos Lowlands (/)
- Rootwater Depths (/)
- Cinder Marsh (/)
- Mogg Hollows (/)
- Vec Townships (/)
They were later functionally reprinted in Champions of Kamigawa.
- Cloudcrest Lake (/)
- Waterveil Cavern (/)
- Lantern-Lit Graveyard (/)
- Pinecrest Ridge (/)
- Tranquil Garden (/)
Ice Age depletion lands
The depletion lands from Ice Age work similarly to nap lands: without the option to tap for but with the potential to influence the drawback by adding or removing depletion counters. They are allied-colored as well.