Lair: Difference between revisions
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==The five lairs== | ==The five lairs== | ||
Each of these [[uncommon]] [[lands]] must be [[sacrificed]] when it comes into play unless you to return a ''non-Lair'' land to your hand and can be tapped for one mana of any of three colors, corresponding to one of the [[Primeval Dragons]]: | Each of these [[uncommon]] [[triple lands]] must be [[sacrificed]] when it comes into play unless you to return a ''non-Lair'' land to your hand and can be tapped for one mana of any of three colors, corresponding to one of the [[Primeval Dragons]]: | ||
* <c>Treva's Ruins</c> ({{G}}/{{W}}/{{U}}) | * <c>Treva's Ruins</c> ({{G}}/{{W}}/{{U}}) |
Revision as of 08:21, 24 March 2012
Lair is a nonbasic land type used for cards that depict a secluded resting place for wild creatures. The type was especially created in Planeshift for the the base of operations from the legendary Invasion dragons.
The five lairs
Each of these uncommon triple lands must be sacrificed when it comes into play unless you to return a non-Lair land to your hand and can be tapped for one mana of any of three colors, corresponding to one of the Primeval Dragons:
- Treva's Ruins (//)
- Dromar's Cavern (//)
- Crosis's Catacombs (//)
- Darigaaz's Caldera (//)
- Rith's Grove (//)
Other notable lairs
Cards named Lair, but without the subtype
- Elkin Lair (Enchant World)
- Kavu Lair (Enchantment)
- R&D's Secret Lair (Legendary Land)
Trivia
- Lairwatch Giant has no interaction with lairs.