Typal land
Tribal lands are lands associated with one tribe.
While not strictly tribal lands, Ancient Ziggurat and Hall of the Bandit Lord appear in tribal decks due to their support of creature spells in general.
Tribal mana production
5-color tribes
These lands produce one mana of any color, which can only be used to cast spells of a certain creature type. Many of these lands have a utility component.
- Ally Encampment (Allies) can be sacrificed for to return target Ally you control to its owner's hand.
- Cavern of Souls (Creature type of your choice)
- Crucible of the Spirit Dragon (Dragons) works as storage land.
- Haven of the Spirit Dragon (Dragons) can be sacrificed for to return Dragon creature card or Ugin planeswalker card from your graveyard to your hand.
- Sliver Hive (Slivers) can produce Sliver token for .
- Primal Beyond (Elementals) is also a tribal tapland.
- Unclaimed Territory (Creature type of your choice)
Wedge-color tribes
- Tournament Grounds (Knights) also works for Equipment.
Colorless tribes
Colorless tribes have lands that produce instead of the one mana of any color.
- Eldrazi Temple (colorless Eldrazi)
Tribal utility lands
The Onslaught set introduced a 5-card cycle of utility lands. Each land taps for and has an activated ability, tied to a tribe, with an activation cost that requires the color associated as well as a varying amount of generic mana.
- Daru Encampment (; Soldiers)
- Riptide Laboratory (; Wizards)
- Unholy Grotto (; Zombies)
- Goblin Burrows (; Goblins)
- Wirewood Lodge (; Elves)
There are some additional two-colored cards using the same mechanic, but no full cycle.
- Seaside Haven (; Birds)
- Contested Cliffs (; Beasts)
- Starlit Sanctum (; Clerics)
- Grove of the Guardian (; Elementals)
Tribal taplands
Lorwyn block introduced an array of lands which came into the battlefield tapped unless its controller revealed a creature card of a certain creature type from hand. These lands do not follow a strict color cycle. They match the colors in which each tribe appeared.[1]
- Rustic Clachan (; Kithkin)
- Wanderwine Hub (; Merfolk)
- Secluded Glen (; Faeries)
- Auntie's Hovel (; Goblins)
- Gilt-Leaf Palace (; Elves)
- Ancient Amphitheater (; Giants)
- Murmuring Bosk (; Treefolk) is a Forest and works like a pain land for the other two colors
- Primal Beyond ( which can only pay for Elementals)
- Flamekin Village (; Elementals)
Factories
Notably the two factories are two of six cards featuring the Assembly-Worker tribe.
- Mishra's Factory is the first manland.
- Urza's Factory is one of the four Urza's lands.
Other tribal lands
There are some other lands who care about creature types but don't fall into a broader category. In general, they produce .
- Blinkmoth Nexus (Blinkmoths) is also a manland
- Dwarven Mine (; Dwarves)
- Elephant Graveyard (Elephants)
- Eye of Ugin (Eldrazi) doesn't have a mana ability and is legendary
- Gargoyle Castle (Gargoyles)
- Griffin Canyon (Griffins)
- Gods' Eye, Gate to the Reikai (Spirits) is legendary
- Hellion Crucible (Hellions)
- Kher Keep (Kobolds, especially those named Kobolds of Kher Keep) is legendary
- Kjeldoran Outpost (; Soldiers)
- Seraph Sanctuary (Angels)
- Spawning Bed (Eldrazi Scion)
- Swarmyard (Insects, Rats, Spiders, and Squirrels)
- Tomb of Urami (; Ogres, Demons, and Spirits) is legendary
References
- ↑ Mark Rosewater (February 27, 2017). "Get Ready to Dual". magicthegathering.com. Wizards of the Coast.