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Taplands is the nickname for lands that usually produce multiple colors of mana and generally enter the battlefield tapped during some point in the game and have no additional drawbacks, though mechanics to have these lands enter the battlefield untapped may be present. This is the most common drawback given to lands, thus a multitude of cycles of such lands was created over the course of several years. Strangely enough however, such lands were considered "too good" for a long time, until Randy Buehler suggested them during one of his first development meetings for Invasion after joining R&D.[1]

Tapping circumvention

Many taplands have the ability to circumvent the drawback of entering the battlefield tapped; those are:

  • Battle lands — If you control two or more basic lands. Also known as Tango lands, because 'it takes two to tango'.
  • Check lands — If you control a land with certain basic land subtype.
  • Scar lands — If you control two or fewer other lands.
  • Shadow lands — If you reveal a land of certain basic land subtype.
  • Shock lands — If you pay 2 life.
  • Tribal taplands — If you reveal creature of certain subtype.

Pure taplands

These taplands simply enter the battlefield tapped. They have no further effects or drawbacks.

Dual taplands

The first allied-color cycle of this kind appeared in Invasion and was promptly named for their drawback of coming into play tapped.[1] These lands were reprinted in 8th Edition.

The above cycle was functionally reprinted in Oath of the Gatewatch and later extended to enemy-colors in Shadows over Innistrad.

Snow taplands

A second allied-color cycle of taplands was added in Coldsnap. In addition they had the snow supertype and therefore can pay the snow mana cost.

Guildgates

Main article: Gate

Return to Ravnica block included a new cycle of taplands, one for each guild colors combination. Those new dual lands function like the Invasion taplands, except the addition of the Gate subtype on them which is used in reference in some cards of the block for additional effects. Rather than five lands, this mega cycle included ten cards.[2]

Triple taplands

Main article: Triple lands

The shard-colored taplands were added with Shards of Alara. The wedge-colored taplands were added with Khans of Tarkir.[3]

Upside taplands

These are taplands that have an upside when entering the battlefield.

Life-gain taplands

Zendikar includes taplands that have the upside of providing 1 life when entering the battlefield.

In Khans of Tarkir the above cycle was functionally reprinted and expanded to ten lands.[4]

In Fate Reforged the above cycle was reprinted with new artwork.[5]

Scry lands

Main article: Scry lands

Theros block included taplands that have the upside of letting the player Scry 1 when they enter the battlefield.

Drawback taplands

These are taplands that have a drawback when entering the battlefield.

Bounce lands

Main article: Bounce lands

These are taplands whose drawback is bouncing one land you control back to its owner's hand.

Other variations

Taplands that have no ETB effects, but have other static abilities.

Utility taplands

Main article: Utility taplands

Utility taplands are taplands that provide a utility effect instead of producing multiple colors.

Pain taplands

The very first cycle of taplands was an enemy-colored cycle of lands that appeared in Tempest, which have an additional drawback of 1 damage.[6]

Sac lands

Main article: Sac lands

With a few exceptions all sac lands are taplands.

Tapped manlands

Main article: Manlands

Manlands which produce any form of colored mana are also taplands.

References

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