Port Town
The conditional that defines this cycle inverts the older check-land template: instead of asking whether you already control a land with the right type, it asks whether you can show one in hand. That swap reverses the failure curve. A check land grows more reliable as the game goes on, once a basic or dual is already down; this one is at its best when your hand is full of lands and at its worst late, when you've emptied that hand and have nothing left to reveal. The condition is also narrower than it looks: the reveal has to be a Plains or Island card specifically, so a tapped dual or a painland that taps for the right colors does nothing to satisfy it. Show the right basic or dual-typed card and it arrives untapped, ready to cast a one-drop on curve; reveal nothing and it stalls a turn, the same tax every tapland eventually charges. The reveal costs nothing material (the card stays in your hand), so the friction is purely a question of whether your opener cooperated. That makes the cycle a deckbuilding contract more than a deck-list slot: it rewards a manabase heavy on the typed lands that satisfy the check, and it punishes greedy builds that can't reliably show the right card early. As fixing, it threads the gap between lands that always enter tapped and the premium duals that never do, paying for its untapped half with a condition you can engineer rather than one the game hands you.

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Other printings
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