Too-Specific Top 10 - Multi-Mana Lands
Welcome to Too-Specific Top 10, where if there isn’t a category to rank our pet card at the top of, we’ll just make one up! (Did you know thatis the only land that taps for two colorless mana as long as you control five or more lands?)
It's no secret that I'm a big fan of the Dragon Spirits from Kamigawa and Kamigawa: Neon Dynasty, and it turns out Wizards of the Coast went and combined my love for those Dragons with my love for Urzatron when they printed the card .
One death trigger, and I can get all of Tron into my hand? I'm on-board!
What else can you get with that trigger, though? Well, I was so excited about it that I brewed a deck just to find out!
Kura UrzatronView on Archidekt
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I was originally a bit afraid that the deck might play very linearly, always searching for the same three lands with Kura's ability every single time. Luckily, that doesn't seem to be the case! The lands we already have help keep the choices interesting. For example, if one of the five lands you used to cast Kura was a, you'd be silly not to go get . If you already have a , then why go get Tron lands when you could grab and , so you can start tapping those for tons of mana? With all the colorless lands the deck contains, it's even tempting to use not to find some utility land or combo piece, but just to find a for the color-fixing!
Above all, it's real nice to have six lands on the battlefield that end up tapping for 12 mana. Lands that give a little extra are wonderful - which leads me right into today's article topic.
Top 10 (Colorless) Mana-Positive Lands
With a full decklist of Locus lands, Urza lands, and, surely the decklist above got all the lands out there that give you access to multiple mana, right?
Well, let's find out!
Criteria: Lands with a colorless color identity that can make more than one mana, or that can search for two or more lands and put them on the battlefield. As is tradition, all results are ordered by EDHREC score.
Folks are probably wondering why this Top 10 was restricted to colorless lands only. The reason? Bounce Lands.
Now, it's no secret that I'm a fan of the Bounce Lands, from on down. There's nothing I love more than accessible, budget mana bases. However, these Bounce Lands don't really 'make' multiple mana, do they? Sure, they technically give you an extra mana if you fail to draw more lands, but they only do so by setting you back a turn when you first play them. Combine that with the oddity of the , which would also technically meet the 'make more than one mana' definition, and I felt that it would just be simpler to get right to the colorless stuff that was going to be the most broken anyhow.
(11,846 Inclusions, 2% of 771,748 Decks)
Welp. The first contender on the list is still a bounce land. Of course it is.
Actually, this is awesome, because it means I get to talk about howlands let you abuse effects again! Alright, what you're gonna want to do is play a down, bounce that tapped back to hand, then flicker that after you've sacrificed your other es to to then get them all back with , but not before your lets you put three more of them down from your hand because of your overabundance from last turn's ....
9. Urzatron (, , & )
(~12,000 Inclusions, 1% of 973,356 Decks)
When discussing the truly pie-in-the-sky, 'magical Christmas land' stuff, I feel like the quintessential example is Urzatron in Commander. Getting three specific lands into play isn't that big a deal in the world of 60-card Constructed formats, but doing so in a 100 card singleton deck is very difficult. So why do these lands show up in 12,000+ EDH decks? Well, if you look at their EDHREC pages, you'll see that every single Top Commander that plays the Urza lands is either an artifact deck, a colorless deck, or both. In other words, these are decks that are essentially playing them aswith hypothetical upside.
That hypothetical upside probably makes for a great story when you manage to luck into all three Tron lands without tutoring for them, which is, after all, what Commander's all about.
(13,231 Inclusions, 1% of 973,356 Decks)
Eldrazi tribal may not be the most popular archetype (to be exact, it's currently the 14th most popular tribe, with 3962 decks), but there's no doubt that just about any deck that wants to make a lot of mana will at least stop to consider a few of the Titans. As you saw with my Kura brew up above, this is what I did as well. Sure, there might only be three Eldrazi total in there, but when you're able to get a down on turn three to then race to an on turn five, , , and all start to look pretty worth it.
(13,763 Inclusions, 1% of 973,356 Decks)
Most decks aren't looking for pesky tribal restrictions, though. They just want their mana, and they want it now!
Well, if you're into payday loans and the like, then might I introduce you to? It'll work as a the same as or will, but when you really need that mana now, it can also sacrifice itself to tap for two. That might not be a great long-term decision - if you're playing fair, that is. Most decks that play rely on effects alongside , allowing to flip in and out of the graveyard and make tons of mana.
(16,733 Inclusions, 2% of 973,356 Decks)
Oh hey! Here's another opportunity to talk about ways to make sure you're always 'behind' in your mono-white deck that containseffects. See, what you're gonna want to do with that is return it to your hand right before your deals combat damage so you can activate ....
Right, right, sorry, let's focus on. Aside from ensuring you have 'fewer' lands than your opponent, this knockoff also has quite a bit of upside because of its fancy keyword. Hexproof was probably only ever included on the card to make sure that you didn't get three-for-one'd by an opposing , but it's also an excellent thing to have when animating lands. For example, wants nothing more than to throw 12 +1/+1 counters onto a hexproof or indestructible land and begin swinging through with a huge, flowery monster. Combine that with parity-breaking untap effects ( if you're a nice person, if you're not), and there are ton of reasons you might want a three-for-one land that probably doesn't get you three-for-one'd.
(40,432 Inclusions, 4% of 973,356 Decks)
One of the oldest staples in EDH,is pretty much an auto-inclusion if you're playing green and white. A land that impersonates is good enough, but the ability to grab duals or a is about as invaluable as it gets.
(66,544 Inclusions, 7% of 973,356 Decks)
Similarly, if you're playing a mono-colored brew, your deck would probably automatically be better with ain it. The $25 price tag is a bit prohibitive, however, so budget builds will, of course, steer clear of this one. Still, if you've got the wallet for it, it's hard to beat a land that comes down untapped early on and taps for ludicrous amounts of mana later in the game.
(124,606 Inclusions, 13% of 973,356 Decks)
I don't subscribe to the "is bad" mantra. I will agree that it was overplayed in Commander for a while, but that was because of the more durdly nature of Commander games of old. When nothing but ramp happens until turn four, it's okay to have a land that doesn't do anything early. An important detail about expensive ramp effects is that they gave you extra lands, so you were more likely to make it to mana. Say what you will about the efficiency of and , but they don't guarantee two land drops like , , or even .
Still, the Commander format of today isn't the slower EDH that we used to play, so people are correct to say thatdoesn't belong in every deck. So what? Neither does , and no one's out there calling that a bad Magic card. is a card for decks with a high land count, or that want to play slower games. It's still an absolute all-star in low-power games where things are likely to go into the late turns. It's still an all-star in lands-matter deck that's likely to hit the five land mark by turn three. It's still a fine card in your deck with a seven-mana commander.
In short,isn't a bad card, it's exactly the kind of card we always need more of in Commander: a niche card. It fills a specific role in specific decks, and that means it's a good Magic card, just not a broken one.
(127,614 Inclusions, 13% of 973,356 Decks)
For a mere $60 more, you can have athat works all the time! What's not to like?
Well, to be honest, I don't think this card's data is 100% accurate. This isn't uncommon: sometimes people dream big when theory-crafting a deck online, but that doesn't mean all those cards make it into the deck they actually build in paper. There's anin the decklist I posted above, but there's no way I would ever include in that deck if I construct it in paper. Heck, I'd opt for an first, cuz that costs $3 instead of $50.
Put another way, when have you ever seen someone put down a in a Game Knights episode, and it was played by a guy who has an estimated net worth of $30 million dollars. may not be in that league, but it is still expensive enough that I don't think it's actually more popular than , despite clearly being better. I don't think it's even close.in any fashion in a Commander game? For me, the first and only time I've seen it was
And that's okay! Magic isn't and shouldn't be a pay-to-win game to begin with, and that's especially true of EDH. For some, that may mean proxying expensive cards to keep up with your ultra-powered playgroup. For the majority of folks, it probably means we play a little slower and a little more suboptimally, so don't be surprised if you get some side-eye when you lay down yourin a mid-power game, no matter how you acquired it.
(217,548 Inclusions, 22% of 973,356 Decks)
Luckily, there's no such debate when it comes to! It's not quite at auto-include status (which again, is a good thing), but if you're in a mono- or two-color build, it's probably something you should consider at all but the fastest tables. Being able to fetch two s, two , or even two s with just one land is a deal just about anyone can get behind, even if you might not have the time to do it immediately on turn three, which is fine, because is perfectly functional as a bad , patiently waiting for the time that you have an extra three mana laying around!
I mentionedin relation to , and some folks are probably right to scoff a bit at that, because they're not even close to the same abilities. Even so, I stand by the idea that if you have an expensive or kill-on-sight commander, Untaidake is worth looking at. I think about it like a : if you want your commander in play as early and often as possible, then it's worth at least taking a look at.
In similar fashion, if you're already playingand you're looking for another land that likes to go in and out of the graveyard, is very interesting. Of course, it's near $300, but by now you know my thoughts about that. This land is also a bit more rigid, but it's not like you haven't played a worse version of a good effect before!
Lastly, I've poked a bit of fun atstrategies in this article, but puts you ahead while you're 'behind', and that's worth looking at even if you might get three-for-one'd on the deal.
Nuts and Bolts
There always seems to be a bit of interest in how these lists are made (this seems like a good time to stress once again that they are based on EDHREC score, NOT my personal opinion), and people are often surprised that I’m not using any special data or .json from EDHREC, but rather just muddling my way through with some Scryfall knowledge! For your enjoyment/research, here is this week’s Scryfall search.
What Do You Think?
Myand rants are probably getting people going in the comments as we speak, so why don't we all weigh in?
Finally, what are your favorite multiple mana lands? Are there any that didn't make the list that you think deserve to? Are there any that you don't think deserve it? (I know, I know,and , just rain on my parade.)
Let us know in the comments, and we'll see you at the massive line of white folding tables, efficiently manufactured in assembly lines somewhere in a far-off place for pennies, then shipped to your local LGS or convention center for the majority of the cost.