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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 {C} 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 .

They were later functionally reprinted in Champions of Kamigawa.

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.