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Moxonomy

Living Lands

Enchantment3 generic manaGreen mana

The most common permanent in the game gets reclassified mid-game: every Forest on the table becomes a 1/1 creature while remaining a land, a dual-type trick the early rules engine was barely equipped to handle. The implications cascade once you start pulling on them. Forests can attack, can block, can die to a Wrath of God, can be hit by any creature removal in the format. The trouble is who has the Forests. This animates all of them, yours and theirs, with no targeting choice and no off switch. Against a non-green opponent, only your own manabase sprouts legs and becomes vulnerable to their removal, while their nonbasic and nongreen lands sit safe and untargetable; the asymmetry runs against the caster. Against another green deck it is a mutual suicide pact. That lack of control is exactly what dates the design. Later takes on the same idea sanded off every rough edge: the manlands of Urza's block, the creature-lands of Worldwake, Nissa, Who Shakes the World, each animating one land at a time on your terms, at instant speed, with vigilance or indestructibility to soften the downside. Living Lands animates every Forest at once, permanently, with no say over which lands or whose, and trusts the player to have built around the consequences. It is less a tool than a global rule change you bolt onto the board and live with.

Living Lands (6ed)
6ED · #238rare
Pricing
Normal: $0.70
Foil:
Oracle Text

Rules text

All Forests are 1/1 creatures that are still lands.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
N/A
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
Legal
PreDH
Legal
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
N/A
Printings elsewhere

Other printings

14 sets
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