Land: Difference between revisions
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==Land tokens== | ==Land tokens== | ||
The creation of basic land tokens is a mechanic that appears on [[test card]]s in the ''[[Mystery Booster]]'' set (<c>Generated Horizons</c>). However, it was earlier stated that land tokens are a failed experiment.<ref>{{EzTumblr|https://markrosewater.tumblr.com/post/171979730158/have-you-guys-ever-considered-basic-land-tokens|title=Have you guys ever considered basic land tokens?|March 17, 2018}}</ref> They are tricky because you're constantly [[tap]]ping them and the [[opponent]] has to monitor the tapped state.<ref>{{EzTumblr|https://markrosewater.tumblr.com/post/173249193953/would-there-ever-be-a-possibility-of-enchantment|title= Would there ever be a possibility of enchantment or land tokens?|April 24, 2018}}</ref> | The creation of basic land tokens is a mechanic that appears on [[test card]]s in the ''[[Mystery Booster]]'' set (<c>Generated Horizons</c>). However, it was earlier stated that land tokens are a failed experiment.<ref>{{EzTumblr|https://markrosewater.tumblr.com/post/171979730158/have-you-guys-ever-considered-basic-land-tokens|title=Have you guys ever considered basic land tokens?|March 17, 2018}}</ref> They are tricky because you're constantly [[tap]]ping them and the [[opponent]] has to monitor the tapped state.<ref>{{EzTumblr|https://markrosewater.tumblr.com/post/173249193953/would-there-ever-be-a-possibility-of-enchantment|title= Would there ever be a possibility of enchantment or land tokens?|April 24, 2018}}</ref> Another easy way to generate Land Tokens of any kind is by casting <c>Mythos of Illuna</c>, as it can create a copy of any permanent. Finally, another easier way to create a land token is by giving to the land another type, usually [[creature]], and creating a copy of the land by following the rules of the gained type. However, keep in mind that token lands created this way do not inherit the new abilities or types that the land gained, as explained in Comprehensive Rules:{{CR|706}}{{Test tokens|type=Forest|header=y}} | ||
{{Test tokens|type=Forest|header=y}} | |||
==References== | ==References== |
Revision as of 04:23, 25 August 2020
Land | |
---|---|
Card Type | |
Subtype | Land type |
Statistics |
689 cards
as of Jumpstart 0.1% 99.9% |
Scryfall Search | |
type:"Land" |
Lands represent locations under the player's control, most of which can be used to generate mana.[1] Because mana is needed to use almost any card or ability, most decks need a high number of mana-producing lands (typically between 33-40% of the total deck) in order to function effectively.[2]
Playing lands
Lands are played on the player's own main phase, when the stack is empty, and only once per turn (though there are spells that can alter how many lands you can play a turn, like Exploration). Playing a land is not like playing a spell; it is a special action that does not use the stack and does not require passing priority in order for it to resolve. When a player wants to play a land and has the opportunity, they simply put it into play.[3][4] Likewise, the mana abilities of lands do not use the stack, and cannot be responded to. Although many lands generate specific colors of mana, lands are colorless on their own.
Flavor
Brady Dommermuth explained the flavor behind the playing of lands in a Magic duel:[5]
"The basic idea is that a mage must first create a bond to the land through some kind of ritual. Whether the mage actually needs to visit the land is an open question. Maybe some lands are so mana-rich or renowned that mages can create a connection to them from across space, time, or even across planes. In any case, once a mage has established a bond to a given place, they can manifest that bond by concentrating on it, then channeling the mana from the land into themselves for spellcasting.
"Perhaps this bond is abstract and only in the mage's thoughts, but we've also thought about ways to represent the bond visually, such as with 'mana globes' that float around a mage. The mage would create a small mana globe - roughly baseball-sized - that is a magical manifestation of his/her connection to a given land. Then the mage could literally 'tap' the mana globe to draw its power into themselves. The mana globe would then slowly regenerate until it was ready to be siphoned again. The bond could also be represented at the site of the land, such as with a totem or magical sigil that 'marks' the mage's bond to it.
"One recent development in this area has to do with legendary lands. It used to be that any unique place would be considered legendary for card purposes, whether it was a single structure or an entire city. We decided recently that unique places should be able to accommodate more than one mage's bond. Theoretically, that means you could start seeing more unique places on nonlegendary land cards. This doesn't mean we won't print legendary lands anymore; such lands will simply be conceived as places that can support a bond with only one mage."
Rules
From the glossary of the Comprehensive Rules (June 7, 2024—Modern Horizons 3)
- Land
- A card type. A land is a permanent. See rule 305, “Lands.”
From the Comprehensive Rules (June 7, 2024—Modern Horizons 3)
- 305. Lands
- 305.1. A player who has priority may play a land card from their hand during a main phase of their turn when the stack is empty. Playing a land is a special action; it doesn’t use the stack (see rule 116). Rather, the player simply puts the land onto the battlefield. Since the land doesn’t go on the stack, it is never a spell, and players can’t respond to it with instants or activated abilities.
- 305.2. A player can normally play one land during their turn; however, continuous effects may increase this number.
- 305.2a To determine whether a player can play a land, compare the number of lands the player can play this turn with the number of lands they have already played this turn (including lands played as special actions and lands played during the resolution of spells and abilities). If the number of lands the player can play is greater, the play is legal.
- 305.2b A player can’t play a land, for any reason, if the number of lands the player can play this turn is equal to or less than the number of lands they have already played this turn. Ignore any part of an effect that instructs a player to do so.
- 305.3. A player can’t play a land, for any reason, if it isn’t their turn. Ignore any part of an effect that instructs a player to do so.
- 305.4. Effects may also allow players to “put” lands onto the battlefield. This isn’t the same as “playing a land” and doesn’t count as a land played during the current turn.
- 305.5. Land subtypes are always a single word and are listed after a long dash. Land subtypes are also called land types. Lands may have multiple subtypes. See rule 205.3i for the complete list of land types.
Example: “Basic Land — Mountain” means the card is a land with the subtype Mountain.
- 305.6. The basic land types are Plains, Island, Swamp, Mountain, and Forest. If an object uses the words “basic land type,” it’s referring to one of these subtypes. An object with the land card type and a basic land type has the intrinsic ability “{T}: Add [mana symbol],” even if the text box doesn’t actually contain that text or the object has no text box. For Plains, [mana symbol] is {W}; for Islands, {U}; for Swamps, {B}; for Mountains, {R}; and for Forests, {G}. See rule 107.4a. See also rule 605, “Mana Abilities.”
- 305.7. If an effect sets a land’s subtype to one or more of the basic land types, the land no longer has its old land type. It loses all abilities generated from its rules text, its old land types, and any copiable effects affecting that land, and it gains the appropriate mana ability for each new basic land type. Note that this doesn’t remove any abilities that were granted to the land by other effects. Setting a land’s subtype doesn’t add or remove any card types (such as creature) or supertypes (such as basic, legendary, and snow) the land may have. If a land gains one or more land types in addition to its own, it keeps its land types and rules text, and it gains the new land types and mana abilities.
- 305.8. Any land with the supertype “basic” is a basic land. Any land that doesn’t have this supertype is a nonbasic land, even if it has a basic land type.
- 305.9. If an object is both a land and another card type, it can be played only as a land. It can’t be cast as a spell.
Subtypes
The subtype for lands is called land type and is exclusive to lands.
Friendly to lands
Green is the color that loves lands the most, but every color loves its own basic land type.[6]
- Play extra lands
These effects are not found often, but they are also both in green's slice of the color pie.[6]
Lands matter
"Lands matter" is a major mechanical focus of the Zendikar block and the Battle for Zendikar block. Two keywords that play into "lands matter" are Landfall and Awaken.
Land tokens
The creation of basic land tokens is a mechanic that appears on test cards in the Mystery Booster set (Generated Horizons). However, it was earlier stated that land tokens are a failed experiment.[7] They are tricky because you're constantly tapping them and the opponent has to monitor the tapped state.[8] Another easy way to generate Land Tokens of any kind is by casting Mythos of Illuna, as it can create a copy of any permanent. Finally, another easier way to create a land token is by giving to the land another type, usually creature, and creating a copy of the land by following the rules of the gained type. However, keep in mind that token lands created this way do not inherit the new abilities or types that the land gained, as explained in Comprehensive Rules:
From the Comprehensive Rules (June 7, 2024—Modern Horizons 3)
- 706. Rolling a Die
- 706.1. An effect that instructs a player to roll a die will specify what kind of die to roll and how many of those dice to roll.
- 706.1a Such an effect may refer to an “N-sided die,” “N-sided dice,” or one or more “dN,” where N is a positive integer. In those cases, the die must have N equally likely outcomes, numbered from 1 to N. For example, a d20 is a twenty-sided die with possible outcomes from 1 to 20.
- 706.1b Players may agree to use an alternate method for rolling a die, including a digital substitute, as long as the method used has the same number of equally likely outcomes as the die specified in the instruction.
- 706.2. After the roll, the number indicated on the top face of the die before any modifiers is the natural result. The instruction may include modifiers to the roll which add to or subtract from the natural result. Modifiers may also come from other sources. After considering all applicable modifiers, the final number is the result of the die roll.
- 706.2a Modifiers may be optional and/or have associated costs. If a modifier has an associated mana cost, the player who rolled has the chance to activate mana abilities before applying it.
- 706.2b If two or more effects are attempting to modify the natural result, the player who rolled chooses one to apply, following these steps: First, consider any effects that modify the result of a die roll by rerolling that die. Second, consider any effects that modify the result of a die roll by increasing or decreasing that result by a specified amount.
- 706.3. Some abilities that instruct a player to roll one or more dice include a results table.
- 706.3a The results table appears as a list or as a chart with multiple striations. Each list item or striation includes possible results and an effect associated with those results. The possible results indicated could be a single number, a range of numbers with two endpoints in the form “N1–N2,” or a range with a single endpoint in the form “N+.” Each one means “If the result was in this range, [effect].” After a die roll, use the result to determine which effect listed on the results table happens, if any.
- 706.3b An instruction to roll one or more dice, any instructions to modify that roll printed in the same paragraph, any additional instructions based on the result of the roll, and the associated results table are all part of one ability.
- 706.3c Some effects in results charts include the text “Roll again.” This additional roll uses the same kind of and number of dice originally called for, including any applicable modifiers.
- 706.4. Some abilities that instruct a player to roll one or more dice do not include a results table. The text of those abilities will indicate how to use the results of the die rolls, if at all.
- 706.5. One card (Celebr-8000) has an ability that instructs a player to roll two dice and has an additional effect if that player “rolled doubles.” A player has rolled doubles if the result of each of those rolls is equal to the other.
- 706.6. If a player is instructed to ignore a roll, that roll is considered to have never happened. No abilities trigger because of the ignored roll, and no effects apply to that roll. If that player was instructed to ignore the lowest roll and multiple results are tied for the lowest, the player chooses one of those rolls to be ignored.
- 706.7. In a Planechase game, rolling the planar die will cause any ability that triggers whenever a player rolls one or more dice to trigger. However, any effect that refers to a numerical result of a die roll, including ones that exchange the results of that roll with another value or compare the results of that roll to other rolls or to a given number, ignores the rolling of the planar die. See rule 901, “Planechase.”
- 706.8. One card (Centaur of Attention) has an ability that instructs a player to roll dice and “store” those results on it and another ability that allows a player to reroll any number of those results.
- 706.8a To store the result of a die roll on a permanent means to note both the kind of die rolled and the result of that roll. That noted information is considered a “stored result” of that permanent, and the result is the “value” of that stored result.
- 706.8b To reroll one or more stored results of a permanent, roll one of the kind of die noted for each of them. If one kind of die is noted for more than one of those results, roll that many of that kind of die. The results you rerolled stop being stored results, and you store the results of each of the new die rolls on that permanent.
- 706.8c If a permanent has an ability that stores results on it and another ability that refers to the stored results, those abilities are linked. (See rule 607.2e.)
- 706.1. An effect that instructs a player to roll a die will specify what kind of die to roll and how many of those dice to roll.
Token Name | Color | Type Line | P/T | Text Box | Source | Printings |
---|---|---|---|---|---|---|
Forest | Colorless | Land — Forest | (: Add .) |
References
- ↑ Sam Stoddard (October 9, 2015). "The Power of Lands". magicthegathering.com. Wizards of the Coast.
- ↑ Gavin Verhey (April 16, 2019). "Lands Are a Blast". magicthegathering.com. Wizards of the Coast.
- ↑ Gavin Verhey (September 27, 2017). "Real Estate Management 101". magicthegathering.com. Wizards of the Coast.
- ↑ Gavin Verhey (October 11, 2018). "Do(n't) Play Lands". magicthegathering.com. Wizards of the Coast.
- ↑ Wizards of the Coast (September, 2003). "Ask Wizards - September 2003". magicthegathering.com. Wizards of the Coast.
- ↑ a b Mark Rosewater (June 5, 2017). "Mechanical Color Pie 2017". magicthegathering.com. Wizards of the Coast.
- ↑ Mark Rosewater (March 17, 2018). "Have you guys ever considered basic land tokens?". Blogatog. Tumblr.
- ↑ Mark Rosewater (April 24, 2018). "Would there ever be a possibility of enchantment or land tokens?". Blogatog. Tumblr.