Game Trail
The reveal clause is the design tension this whole land exists to resolve. A dual that enters tapped is safe but slow; one that enters untapped for free is strong enough to need a cost somewhere. This one splits the difference by asking you to show a card you almost certainly already have: a red-green deck holds a Mountain or Forest card as the default state, not a hoop to clear. And because the clause checks for the card type rather than basic-ness, it counts any Mountain or Forest you are holding, including typed nonbasics like Stomping Ground, which widens the set of qualifying reveals well past your basics. So the land reads as conditional but plays as untapped most of the time, which is exactly the point. It belongs to the line of reveal-lands that tax your hand instead of your life total or your other lands, a gentler relative of the painlands and the unconditional-but-slow taplands. The reveal is pure information: an opponent learns you hold a card of one of those types, but it costs no resource and triggers no loss, so the friction is almost entirely psychological. The failure case is the late-game topdeck or the spell-light flood, the same corner where every conditional dual stumbles. As fixing it is honest about its terms: want red and green, keep your hand flowing, and it behaves like a true dual for the price of showing your hand a sliver at a time.

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