Tribal land

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Tribal lands are lands associated with one tribe.

While not strictly a tribal lands Ancient Ziggurat and Hall of the Bandit Lord are interesting in tribal decks since they support creature spells in general.

Tribal mana production[edit | edit source]

5-color tribes[edit | edit source]

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.

Colorless tribes[edit | edit source]

Colorless tribes have lands that produce {C}{C} instead of the one mana of any color.

Tribal utility lands[edit | edit source]

Main article: Utility land

The Onslaught set introduced a 5-card cycle of utility lands. Each land taps for {C} 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.

There are some additional two-colored cards using the same mechanic, but no full cycle.

Tribal taplands[edit | edit source]

Main article: Taplands

In 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]

Factories[edit | edit source]

Notably the two factories are two of six cards featuring the Assembly-Worker tribe.

Other tribal lands[edit | edit source]

There are some other lands who care about creature types, but don't fall into a broader category. In general they add {C} to your mana pool.

References[edit | edit source]

  1. Mark Rosewater. (February 27, 2017.) “Get Ready to Dual”,, Wizards of the Coast.
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