Taplands
Taplands is the nickname for lands that produce multiple colors of mana and generally enter the battlefield tapped during some point in the game and have no additional drawbacks, though mechanics to have these lands enter the battlefield untapped may be present. This is the most common drawback given to lands, thus a multitude of cycles of such lands was created over the course of several years. Strangely enough however, such lands were considered "too good" for a long time, until Randy Buehler suggested them during one of his first development meetings for Invasion after joining R&D.[1]
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Taplands
However, the very first cycle of taplands was an enemy-colored cycle of lands that appeared in Tempest, which have an additional drawback of 1 damage and thus may also be categorized as Painlands as well as taplands.[2]
- Salt Flats (
/
)
- Caldera Lake (
/
)
- Pine Barrens (
/
)
- Scabland (
/
)
- Skyshroud Forest (
/
)
The following is a list of cycles and individual cards considered true taplands.
The first allied-color cycle of this kind appeared in Invasion and was promptly named for their drawback of coming into play tapped. These lands were reprinted in 8th Edition.
- Coastal Tower (
/
)
- Salt Marsh (
/
)
- Urborg Volcano (
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)
- Shivan Oasis (
/
)
- Elfhame Palace (
/
)
Shock lands
Another cycle which functions similar was released over the course of Ravnica block. However, these lands were also Dual lands with basic land types and had the option to come into play untapped if their controller paid 2 life. Colloquially they are often referred to as Shock lands. Rather than five lands, this mega cycle included ten cards, one for each color pair.
This cycle was later reprinted in Return to Ravnica block.
- Hallowed Fountain (
/
)
- Watery Grave (
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)
- Blood Crypt (
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)
- Stomping Ground (
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)
- Temple Garden (
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)
- Godless Shrine (
/
)
- Steam Vents (
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)
- Overgrown Tomb (
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)
- Sacred Foundry (
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)
- Breeding Pool (
/
)
Snow taplands
A second allied-color cycle of straight-up taplands was added in Coldsnap; these are snow lands as well, and their mana can be considered snow mana.
- Boreal Shelf (
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)
- Frost Marsh (
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)
- Tresserhorn Sinks (
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)
- Highland Weald (
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)
- Arctic Flats (
/
)
Tribal taplands
In Lorwyn block a loose array of lands was produced 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 like other taplands do.
- Wanderwine Hub (
/
, Merfolk)
- Secluded Glen (
/
, Faerie)
- Auntie's Hovel (
/
, Goblin)
- Gilt-Leaf Palace (
/
, Elf)
- Ancient Amphitheater (
/
, Giant)
- Murmuring Bosk (
/
/
, Treefolk) is also a Forest.
- Primal Beyond (can tap for any color of mana with a usage restriction, Elemental)
Wedge taplands
With Shards of Alara came a third cycle of Taplands, triple lands which produce A; B; or C, where A and C are allied colors to B.
- Seaside Citadel (
/
/
)
- Arcane Sanctum (
/
/
)
- Crumbling Necropolis (
/
/
)
- Savage Lands (
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/
)
- Jungle Shrine (
/
/
)
Magic 2010 and Innistrad taplands
Magic 2010 includes taplands that come into play untapped if the player controls a land with one of the corresponding basic land types. Subsequently reprinted in Magic 2011, Magic 2012 and Magic 2013.
- Glacial Fortress (
/
)
- Drowned Catacomb (
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)
- Dragonskull Summit (
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)
- Rootbound Crag (
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)
- Sunpetal Grove (
/
)
Innistrad later introduced a cycle of enemy-colored taplands in the same style as the Magic 2010 allied lands.
- Clifftop Retreat (
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)
- Isolated Chapel (
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)
- Woodland Cemetery (
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)
- Hinterland Harbor (
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)
- Sulfur Falls (
/
)
Life-gain taplands
Zendikar includes taplands that have the upside of providing 1 life when entering the battlefield.
- Sejiri Refuge (
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)
- Jwar Isle Refuge (
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)
- Akoum Refuge (
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)
- Kazandu Refuge (
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)
- Graypelt Refuge (
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)
Tapped manlands
Worldwake includes taplands that also have the capacity to become creatures.
- Celestial Colonnade (
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)
- Creeping Tar Pit (
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)
- Lavaclaw Reaches (
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)
- Raging Ravine (
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)
- Stirring Wildwood (
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)
Scars of Mirrodin taplands
Scars of Mirrodin introduced another cycle of taplands (scar lands), which come into play untapped if the player controls two or fewer other lands.
- Seachrome Coast (
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)
- Darkslick Shores (
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)
- Blackcleave Cliffs (
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)
- Copperline Gorge(
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)
- Razorverge Thicket (
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)
Guildgate taplands
Return to Ravnica block included a new cycle of taplands, one for each guild colors combination. Those new dual lands function like the Invasion taplands, except the addition of the Gate subtype on them which is also included in some cards of the block for additional effects. Rather than five lands, this mega cycle included ten cards. [3]
- Golgari Guildgate (
/
)
- Selesnya Guildgate (
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)
- Azorius Guildgate (
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)
- Dimir Guildgate (
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)
- Rakdos Guildgate (
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)
- Gruul Guildgate (
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)
- Orzhov Guildgate (
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)
- Izzet Guildgate (
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)
- Boros Guildgate (
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)
- Simic Guildgate (
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)
References
- ↑ Randy Buehler. (Friday, August 02, 2002.) "Tending the Land", MTG.com, Wizards of the Coast.
- ↑ Tom LaPille. (Friday, January 29, 2010.) "A Brief History of Tap Lands", MTG.com, Wizards of the Coast.
- ↑ Mark Rosewater. (Monday, September 17, 2012.) "Return on Investment, part 3", Daily MTG, magicthegathering.com, Wizards of the Coast.
| Common types of nonbasic lands |
|---|
| No colors of mana/no mana: Fetch lands |
| One colors of mana: Sac lands |
| Two colors of mana: Dual lands • Filter lands • Gates • Karoo lands • Pain lands • Sac lands • Shock lands • Slow lands • Taplands • |
| Three colors of mana: Lairs • Triple lands |