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Moxonomy

Savage Lands

Land

Black, red, and green out of a single tapped land: the cheapest fixing a Jund manabase can buy, paid for not in cards or mana but in tempo, one entered-tapped turn at a time. That tax lands soft on exactly the shard this serves. The black-red-green slice (a color and its two allies) traditionally wants reach, removal, and oversized midrange threats, all of which come down a beat slow anyway, so a deck that opens on lands and ramp absorbs a tapped turn-one drop without flinching where a tempo deck would feel it acutely. The design lineage is the original ten-land tapland cycle, with each shard and wedge getting its own member, and that group set the template later untapped trilands, gainlands, and pain-trilands have all been measured against. The honesty of the build is that it never pretends to do more: no scry, no lifegain, no fetch-fixing, no conditional untap. It enters tapped and makes one of three colors, full stop, and that plainness is exactly why it stays in print as the floor for anyone who needs Jund fixing and does not need it on turn one.

Savage Lands (c18)
C18 · #275uncommon
Pricing
Normal: $0.63
Foil:
Oracle Text

Rules text

This land enters tapped. Tap: Add Black mana, Red mana, or Green mana.
Legalities

Format Status

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

Other printings

16 sets
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