Slow land: Difference between revisions
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{{DISPLAYTITLE:Nap land}} | |||
'''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]]. 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. | ||
Revision as of 07:06, 20 December 2021
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. 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 essentially like nap lands, but with the potential to influence the drawback by adding or removing depletion counters. They are allied-colored as well.