Azorius Chancery
The trick is that one tap produces two mana of two different colors, a rate no single guild dual hands out for free. The whole design is built to claw that generosity back: it arrives tapped, idle the turn you play it, and immediately returns a land you control to your hand, resetting your developed mana count to where it stood before. You spend a turn treading water to redeploy that bounced land, and only on later turns does the source come online untapped to fix two colors cleanly. The payoff for absorbing that hit is fixing without a price tag: no life paid the way painlands and shocklands charge, just tempo. The bounce clause is not pure cost, either. Picking a land back up lets you replay one with an enters-the-battlefield effect worth repeating, and in a pinch it tucks a land safely into hand ahead of a destruction spell. But the strategic core is the trade of speed for stability: this is a land for decks that can afford to be a turn slow early in exchange for a deeper, smoother mana base later, where the two-mana output starts paying real dividends. Strip the bounce and the tapped entry, and two mana off a single land would sit well above the curve for its era; the drawback is what licenses the output.

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Other printings
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- Modern Horizons 3 Commander#319
- Ravnica: Clue Edition#229
- Murders at Karlov Manor Commander#249
- Magic Online Promos#102351
- The Brothers' War Commander#175
- Double Masters 2022#318
- Double Masters 2022#400
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- Crimson Vow Commander#171
- Forgotten Realms Commander#224
- Kaldheim Commander#106
- Commander 2020#256
- Commander 2019#228
- RNA Guild Kit#25
- Commander 2018#233
- Commander Anthology Volume II#236
- Iconic Masters#232
- Commander Anthology#239
- Modern Masters 2015#235
- Commander 2013#274
- Duel Decks: Venser vs. Koth#33
- Commander 2011#265
- Magic Online Theme Decks#A121
- Dissension#170























