Sundown Pass
The clause that governs this cycle is a wager on your own draw: the land comes in untapped only if you already control two or more other lands, which flips the usual dual-land tradeoff on its head. Where a check land wants specific basic subtypes already down and a fast land wants to hit early, this design rewards patience. Play it on turn three or later and it is a painless untapped dual; play it before your third land drop and you pay the tempo. The effect is a manabase that punishes greedy early sequencing but stops taxing you the moment the game develops, which suits midrange decks more than the aggressive shells that most cheap duals chase. Structurally it sits between the enters-tapped taplands, which cost you tempo unconditionally, and the fetch-and-shock package that costs you life instead. Here the price is neither life nor a guaranteed tapped turn: it is a conditional keyed to a board state you control, so the land quietly gets better the longer you sit behind it. That inversion (worst when your hand is at its most explosive, best once you have stabilized) is the whole design argument, and it makes the cycle a natural fit for decks that expect to win the long game rather than the first three turns.

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Other printings
- Secrets of Strixhaven#264
- Secrets of Strixhaven#305
- Secrets of Strixhaven Promos#264p
- Innistrad Remastered#286
- Doctor Who#901
- Doctor Who#520
- Doctor Who#310
- Doctor Who#1111












