Thriving Grove
Green anchors this design, and the second color is decided in the moment you play the land rather than printed on the card. That deferral is what earns its keep: one slot serves any green deck it lands in, because you name the partner color as the land enters instead of committing to a fixed pairing the way older duals and painlands do. It pays for that breadth with a tapped entry, the tempo tax that lets a two-color source exist without a downside worth exploiting. The "choose a color other than green" clause hardwires green as the base so the land always produces something useful; there is no way to mis-name it into a source that does nothing. And because a land never uses the stack, the color decision is locked before any opponent can respond, so the flexibility costs a turn of tempo and nothing else. This is fixing built for versatility rather than a specific two-color pairing: common-rarity glue that keeps a multicolor manabase running without asking the deckbuilder for anything beyond the single tapped turn it takes to play.

Rules text
Format Status
More formatsFewer formats
Other printings
- Marvel Super Heroes Commander#579
- Teenage Mutant Ninja Turtles Eternal#77
- Lorwyn Eclipsed Commander#171
- Avatar: The Last Airbender Eternal#261
- Foundations Jumpstart#776
- Bloomburrow Commander#347
- Ravnica: Clue Edition#250
- The Lost Caverns of Ixalan Commander#362













