Utility land
A utility land is a land that has a effect or ability other than generating mana.[1] These vary from destroying permanents to giving creatures increasing power, toughness, and evasion, and even to milling cards. Oftentimes, tapping the land and/or other lands is required to activate the abilities of the utility land.
Examples
Example
Kessig Wolf Run
Land: Add
.
,
: Target creature gets +X/+0 and gains trample until end of turn.
Land cycles
There have been a number of cycles of utility lands throughout Magic's history.
Common cycles
Some functionalities are so common or prominent that they have their own article:
- Utility tapland are the subgroup of utility lands with the most common balancing method, entering tapped.
- Fetch lands do not produce mana but search for basic land or basic land types instead.
- Manlands become creatures with a mana payment.
- Striplands destroy other lands.
- Rainbow Filter lands sometimes have additional abilities.
- Typal lands often bestow things to their associated subtype.
- Legendary land often have utility as a counterweight to being legendary.
- Guildhalls are a cycle of colorless lands with two-color abilities.
Legends utility lands
An early set of utility legendary lands from iconic Dominaria locations. Each has an otherwise uncosted ability alongside providing colored mana.
- Karakas (
)
- Tolaria (
)
- Urborg (
)
- Hammerheim (
)
- Pendelhaven (
)
Banding lands
This is a cycle of utility lands from Legends set. None of these lands tap for mana and has as their effect: [Color] legendary creatures you control have "bands with other legendary creatures."[2]
- Cathedral of Serra (
)
- Seafarer's Quay (
)
- Unholy Citadel (
)
- Mountain Stronghold (
)
- Adventurers' Guildhouse(
)
Alliances utility lands
Another set of the earliest utility lands, Alliances had a cycle of lands that required the sacrifice of the land of the appropriate type (untapped, if the land created two mana). While Lake of the Dead is by and large a mana land, the other four have relatively powerful repeatable effects.
- Kjeldoran Outpost (
)
- Soldevi Excavations (
)
- Lake of the Dead (
)
- Balduvian Trading Post (
)
- Heart of Yavimaya (
)
Innistrad utility lands
This is a mega cycle of utility lands from Innistrad block. Each land taps for and has an activated ability with an activation cost that requires the two colors associated as well as a varying amount of generic mana. The allied colored lands represent a place or home for each main tribe on Innistrad.[3] The enemy lands are not connected to a tribe.
Blighted lands
This is a cycle of utility lands from Battle for Zendikar set. Each land produces and has an activated ability which sacrifices the land with an activation cost that requires the colored mana as well as a varying amount of generic mana.
- Blighted Steppe (
)
- Blighted Cataract (
)
- Blighted Fen (
)
- Blighted Gorge (
)
- Blighted Woodland (
)
Other utility lands
These are utility lands that are not part of a cycle. Most of them can add . However, some produce colored mana and others have no mana production.
- Access Tunnel
- Adventurer's Inn
- Amonkhet Raceway
- Arcane Lighthouse
- Arch of Orazca
- Argoth, Sanctum of Nature {G} tapland
- Avishkar Raceway
- Balamb Garden, SeeD Academy {U}{G} tapland
- Basilisk Gate
- The Biblioplex
- Blinkmoth Well
- Bonder's Enclave
- Cathedral of War (tapland)
- Contested War Zone
- Detection Tower
- Desert
- Deserted Temple
- Diamond City
- Drannith Ruins
- Drownyard Temple
- Dungeon Descent
- Echoing Deeps
- Endless Sands
- Field of the Dead (tapland)
- Fomori Vault
- Forge of Heroes
- Fountainport
- Ghost Town
- Glimmerpost
- Hanweir Battlements
- High Market
- Homeward Path
- Isolated Watchtower
- Karn's Bastion
- Lazotep Quarry
- Labyrinth of Skophos
- Library of Alexandria
- Mariposa Military Base
- Maze of Shadows
- Mirrex
- The Monumental Facade
- Mystifying Maze
- Nephalia Academy
- Nesting Grounds
- Phyrexia's Core
- Pit of Offerings (tapland)
- Radiant Fountain
- Reliquary Tower
- Rishadan Port
- Rogue's Passage
- Ruins of Oran-Rief
- Sanctum of Eternity
- Sandstorm Verge
- Scrying Sheets
- Sea Gate Wreckage
- Springjack Pasture
- Sunken Palace {U} tapland
- Sunscorched Desert
- Swarmyard
- Terrain Generator
- The Gold Saucer
- Thespian's Stage
- Tocasia's Dig Site
- Tower of the Magistrate
- Trenchpost
- Tyrite Sanctum
- Unstable Frontier
- Urza's Factory
- War Room
- Winding Canyons
- Witch's Clinic
- Zoetic Cavern
- Zhalfirin Void
- One-shot (sacrifice) effects
- Blast Zone
- Buried Ruin
- Clive's Hideaway (one-use via Hideaway)
- Command Beacon
- Cradle of The Accursed
- Cryptic Caves
- Dunes Of The Dead (put-into-graveyard effect)
- Eden, Seat of the Sanctum (milling is repeatable)
- Edgewall Inn
- Emergence Zone
- Foundry of the Consuls
- Gargoyle Castle
- Grasping Dunes
- Grove of the Guardian
- Haunted Fengraf
- Haven Of The Spirit Dragon
- Helios One
- Hellion Crucible
- Horizon of Progress
- Junktown
- Maelstrom of the Spirit Dragon
- Mirrorpool
- Mouth of Ronom
- Myriad Landscape (tapland)
- Petrified Field
- Plaza of Heroes (exile)
- Quicksand
- Roadside Reliquary
- Scavenger Grounds
- Scene of the Crime (tapland)
- Sequestered Stash
- Spawning Bed
- Sanctum of Ugin
- The World Tree (tapland,
)
- Throne of the High City
- Tomb Fortress (exile,
)
- Tomb of Urami
- Treasure Vault
- Underdark Rift
- Wintermoon Mesa (tapland)
- Without mana production
References
- ↑ Sam Stoddard (October 9, 2015). "The Power of Lands". magicthegathering.com. Wizards of the Coast. Archived from the original on 2020-11-08.
- ↑ Magic Arcana (December 3, 2003). "Lands of bands". magicthegathering.com. Wizards of the Coast. Archived from the original on 2020-10-20.
- ↑ Magic Arcana (November 2, 2011). "A Bit of Atmosphere". magicthegathering.com. Wizards of the Coast. Archived from the original on 2020-10-20.