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Moxonomy

Lonely Sandbar

Land

The genius of the cycling lands is that they refuse to ever be a dead draw. A land you draw when you are already mana-flush is the oldest source of flooding in the game; this one cashes itself in for a fresh card the moment that happens, and stays on the battlefield as a blue source when you are short. The tapped clause is what prices that flexibility into your tempo. A version that entered untapped would hand you both the mana and the option for free, and a one-mana untapped blue source that can also be discarded for a card would warp early curves without ever asking anything in return. Entering tapped costs you a single point of tempo on the turn you keep it, which is exactly enough friction to keep the cycling cost from being strictly better than a basic. The design holds up because it never demands a deckbuilding commitment: you do not decide in advance whether the slot is a land or a card, you decide on the turn you draw it. The whole cycle (one tapped land per color, with desert and other variants joining the family later) became a quiet fixture of control and combo manabases for that reason. It lowers the variance tax of running enough lands to hit your drops, while almost never leaving you holding a card you would rather have spent.

Lonely Sandbar (c20)
C20 · #287uncommon
Pricing
Normal: $0.28
Foil:
Oracle Text

Rules text

This land enters tapped. Tap: Add Blue mana. Cycling Blue mana (Blue mana, Discard this card: Draw a card.)
Legalities

Format Status

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

Other printings

18 sets
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