· Magic: The Gathering  · 1 min read

Strange Lands In Magic: The Gathering

Lands that will make you say "wait, it does what now?"

Lands that will make you say "wait, it does what now?"

Defensive

These lands are useful for protecting your life total, by removing creatures from combat or just making you unable to take combat damage.

These cards would be right at home in decks that need to survive long enough to set up a combo or get an engine up and running.

Landfall Lands

These are lands that will help you get in your 15 land drops in your landfall deck, even after you’ve run out of lands in your deck. They offer ways to repeatedly bonce themselves so you never miss landfall triggers again.

Protect Your Creatures

These lands offer ways to protect your creatures from removal.

Removal On A Land

Did you know that some lands can remove creatures? I didn’t, but now I do and will for sure be using them in my next deck.

The Truly Strange Effects

This is the island of misfit toys; lands with interesting and weird effects that seemed like a good idea back in 1999.

Magosi, the Waterveil

Magosi lets you take your turn in a different order, by allowing you to 'save' a turn on the land. There are some very janky ways to get infinite turns with this.

Sanctum of Eternity

While the timing makes this useless in many decks, it does allow re-triggering your commander's ETB each turn. That could be very powerful in some decks.

Thawing Glaciers

Thawing Glaciers is far from a powerhouse, but it does guarantee a land drop every other turn and can be used for deck thinning in the late game.

City of Shadows

City of Shadows is a very neat card for token decks, where spare tokens can be used to get escalating amounts of mana. It synergizes very well with decks that can untap lands, like Elf tribal.

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