Rockfall Vale
What separates this rung of the dual-land ladder from its neighbors is which variable it reads. A battle land checks how many basics you have in play; a check land checks for specific land types; this one just counts lands, full stop, ignoring names and types entirely. That plainness is the whole pitch: red and green from one untapped source once you have a board, in exchange for a rough opening. The penalty is squarely frontloaded. It can only come down untapped once you already control two other lands, so the first two land drops are the ones it taxes, precisely when a tempo deck most wants its mana available. From the third land onward it is a clean untapped source, which makes it a poor turn-one play and a comfortable later one. There is no fetchability here, no basic-land types to feed other checks, no incidental life or scry to soften the deal. What you are paying for is the fixing itself, and the only thing it asks in return is that you sequence around the land count rather than around specific basics or a life total. It fills the gap between a painless-but-conditional dual and a strictly-tapped one, trading flexibility for a condition that gets easier every turn the game goes long.

Rules text
Format Status
More formatsFewer formats
Other printings
- Tarkir: Dragonstorm Commander#387
- Innistrad Remastered#282
- Doctor Who#510
- Doctor Who#298
- Doctor Who#1101
- Doctor Who#889
- Magic Online Promos#94096
- Innistrad: Double Feature#266










