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:
- Fetch lands
- Manlands
Guildhomes
They represent the headquarters of the Ravnican guilds.
Innistrad utility lands
This is a mega cycle of utility lands from Innistrad block. The allied colored lands from Innistrad set, as their art and abilities suggest, they represent a place or home of each main tribe on Innistrad.[2]
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.
Utility taplands
Utility taplands are taplands that provide a utility effect instead of the producing multiple colors.
An example are the cycling lands, which have the cycling mechanic as their utility effect.
Blighted lands
This is a cycle of utility lands from Battle for Zendikar set. Each lands 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 ()
Banding lands
This is a cycle of utility lands from Legends set. Each land can't tap for mana and has as effect: [Color] legendary creatures you control have "bands with other legendary creatures."[3]
- Cathedral of Serra ()
- Seafarer's Quay ()
- Unholy Citadel ()
- Mountain Stronghold ()
- Adventurers' Guildhouse()
Striplands
They are lands that sacrifice to destroy other lands.
Tribal lands
Many tribal lands have utility components interacting with cards of the associated tribe.
Legendary lands
Many legendary lands have utility purpose, notably the cycle from Legends and Champions of Kamigawa.
Other utility lands
These are utility lands which are not part of a cycle. Most of them have can add . However, some of them produce colored mana and others have no mana production whatsoever.
- Arcane Lighthouse
- Blinkmoth Well
- Buried Ruin
- Cathedral of War (tapland)
- Contested War Zone
- Desert
- Deserted Temple
- Field of the Dead (tapland)
- Heart of Yavimaya (Produces )
- High Market
- Library of Alexandria
- Mouth of Ronom
- Mystifying Maze
- Nephalia Academy
- Phyrexia's Core
- Petrified Field
- Quicksand
- Reliquary Tower
- Rishadan Port
- Rogue's Passage
- Sanctum of Ugin
- Scrying Sheets
- Shivan Gorge
- Thespian's Stage
- Tomb of the Spirit Dragon
- Tower of the Magistrate
- Winding Canyons
- Wintermoon Mesa (tapland)
- Zoetic Cavern
- Without mana production.
- Arena
- Bazaar of Baghdad
- Diamond Valley
- Glacial Chasm
- Halls of Mist
- Ice Floe
- Island of Wak-Wak
- Maze of Ith
- Safe Haven
- Oasis
- Vesuva
References
- ↑ Sam Stoddard (October 9, 2015). "The Power of Lands". magicthegathering.com. Wizards of the Coast.
- ↑ Magic Arcana (November 2, 2011). "A Bit of Atmosphere". magicthegathering.com. Wizards of the Coast.
- ↑ Magic Arcana (December 3, 2003). "Lands of bands". magicthegathering.com. Wizards of the Coast.