Flagstones of Trokair


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Time Spiral (TSP) Rare

Combos Browse all

Flagstones of Trokair

Legendary Land

Tap: Add (White) to your mana pool.

When Flagstones of Trokair is put into a graveyard from play, you may search your library for a Plains card and put it into play tapped. If you do, shuffle your library.

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Flagstones of Trokair Discussion

bonsai11943 on Orzhov Life.dec

32 minutes ago


Thanks for all the suggestions!

Yup, familiar with Wall of Blood and how it can combine with Rite of Consumption and Essence Harvest. With infinite life, those cards can definitely be useful. But for my deck, it seems somewhat inefficient as it requires two whole other separate cards (beyond the core combo cards) to pull off as compared with my current finishers Unspeakable Symbol and Vizkopa Guildmage.

I have a play set of Thoughtseize as of the moment, so the price is not really that much of a problem.

I find Tormod's Crypt is especially useful against the current legacy meta, so it might be difficult for me to replace it.

From your deck, Dawn Charm is certainly appealing and might be worth play testing. Also the land cards Karakas, Flagstones of Trokair, Godless Shrine are all definitely useful. And I like Grand Abolisher, and I am currently play testing it in tourneys. Seems to work well at times, but not yet completely sold on it though (given the two white mana cost).

Once again, thanks for the suggestions!

Frostburn14 on Stand Your Ground!

4 days ago

I have a Question why not Run 4x Flagstones of Trokair I mean it dosen't come in to play tapped and it Filters Land in multiepulls Just wondering. It seems to me that it would make your deck more consitant all so Anafenza, Kin-Tree Spirit seems good to me in this

docbp87 on Cat tribal Voltron

5 days ago

Any reason to not use Batterskull, Umezawa's Jitte, Sword of Fire and Ice, Sword of Feast and Famine, Sword of Body and Mind, Sword of Light and Shadow, and Sword of War and Peace? Arguably these are among the best equipment in the game, all conspicuously absent? I know some are on the pretty expensive (in dollar amount) end of things, but some aren't too bad, and the power level is absurd.

Other obvious upgrades come in the mana base, getting rid of so many tap lands. Horizon Canopy, all of the fetches that get Plains or Forests (Flooded Strand, Wooded Foothills, Windswept Heath, Marsh Flats, Verdant Catacombs, Arid Mesa, and Misty Rainforest), for budget don't forget the Mirage fetches (Flood Plain, Mountain Valley, Grasslands). Others to not forget would be like Flagstones of Trokair

Grubbernaut on Taxes, Death, Extortion, and Pride

5 days ago

Sweet brew! Have you considered a playset of Flagstones of Trokair?


ZorrosRage on Kithkin soldiers back in 2018?

1 week ago

I understand. Gaddock Teeg just figured turned off almost all board wipes and cryptic command.

If your going with so many creatures can test Militia's Pride looks like it could be fun and swarm out your opponent.

4xFlagstones of TrokairIf you stay mono white maybe test these lands. Flagstones are expensive sadly but usefulness in mono white with GQ. Makes GQ never bad by being able to Target yourself. It protects itself and is never bad. Also thins deck

canopy horizon are too expensive lol so I understand

mmcgeach on Sisay Stax

2 weeks ago

@meowndabout Nice questions! Glad to help with this. I changed the write up slightly, to include a sample blue print for playing the deck. That answers some of your questions, other ones are below.

Fauna Shaman - usually you discard extra mana elves (which aren't that great in the mid-game) to get actual stax pieces or utility creatures. But, also, you can just discard anything. It turns each creature into a Worldly Tutor + free card draw.

Loyal Retainers - this is actually best with Iona, Shield of Emeria, which is decent to run if your meta has some mono-colored decks. However, it's worth leaving in the deck even without Iona, just to get back anything that happens to get killed. It's pretty good reanimation, just by itself.

The Tabernacle at Pendrell Vale - Actually, Magus of the Tabernacle is a pretty good replacement. Tabernacle is here mostly to combat other decks that rely on creatures and mana elves (like us), but have a harder time tutoring for Gaea's Cradle. To perform this function, another answer is Defense of the Heart. Magus might be better since it's a creature and slides under your Thorn of Amethyst effects.

Nullstone Gargoyle - this is a new card I'm testing. It's easily hard-castable with Gaea's Cradle and Nykthos, Shrine to Nyx. And it's a pretty strong lock with Eidolon of Rhetoric. Yes, if I could get this lock together, I'd just cast creature after that.

Recruiter of the Guard - you just get whatever you need for the situation you're in. Get whatever stops your opponents the hardest. You have to know how your opponent's strategies work.

Sanctum Prelate - pretty much always names 2 or 3. These stop boardwipes that sneak under Gaddock Teeg; on three you stop: Toxic Deluge and Fire Covenant; on two you stop Cyclonic Rift and Pyroclasm. I usually pick either 2 or 3 based on which board wipe I'm more afraid of at the moment; but in either case you end up shutting off large parts of your opponents' decks.

Yisan, the Wanderer Bard - this is becoming less important in this list; however I think it's still probably good enough to run. Yeah, you just get whatever is most helpful. You can either get Quirion Ranger on 1 to activate Yisan or Sisay twice per turn, or you get Sylvan Safekeeper to guard Sisay against spot removal. After that, you know, get whatever you need.

Crop Rotation - there's a lot of strong lands in the list. Strip Mine and Horizon Canopy are very good with Ramunap Excavator. You can also get Tabernacle. You can get one of the ramp-lands like Gaea's Cradle, nykthos, or Ancient Tomb. If possible, you should always sacrifice a Flagstones of Trokair.

Creature tutors - You get whatever you really need top stop what your opponents are doing. These tutors let you get non-legendary creatures tho, so sometimes you can get Sanctum Prelate or Eidolon of Rhetoric or Spirit of the Labyrinth if one of those seems really appropriate, or you're in a winning position already, you can go for the kill with Shaman of the Forgotten Way or a lock with Nullstone Gargoyle.

Enlightened Tutor - yes, frequently the most powerful thing to get with this is Living Plane, although there's a lot of great artifact/enchantment stax pieces you may want, particularly Rest in Peace, Null Rod or Sphere of Resistance. It can get ramp in Mana Crypt or Carpet of Flowers. It can also get Lightning Greaves which can be great for Sisay. This card is awesome in this list.

Ancient Tomb is good ramp; Temple of the False God is unplayable crap. There's lots of games where you never get to 5 lands.

Gemstone Caverns, Chrome Mox - these are ramp, which is totally critical. You just exile whatever you don't need. Try to prioritize playing a turn 1 or 2 stax piece with these ramp cards. Also think about when you will play Sisay. If you have these ramp cards, try to set up a sequence where you play a stax card turn 1, a mana creature turn 2, and SIsay turn 3.

Null Rod, Stony Silence - these only shut off our artifact ramp, not our creature ramp. Only play them if they're going to hurt your opponents more than they hurt you. But the deck is pretty much designed so that it's usually pretty asymmetric, although certain hands and board states can make it more nuanced.

Carpet of Flowers - just any other stax piece, maybe Reclamation Sage or Scavenging Ooze, depending on what your meta needs.

Arid Mesa, Marsh Flats - originally I wanted to hedge against running all the fetches with Root Maze, which makes fetches freaking terrible. However, this could be revisited.

You can totally run snow lands if you want to.

Grand Abolisher - I haven't wanted this; usually I'd rather have more Thorn of Amethyst effects - Glowrider and Vryn Wingmare, which make counter spells really hard to use.

Containment Priest - this or Scavenging Ooze is a fine card if your metagame has a lot of reanimator decks. It does hurt our own reanimation (and Yisan), so I wouldn't play it by default.

Solemnity - this doesn't do anything...

Growing Rites of Itlimoc  Flip - I don't think this is worth a 3-cmc non-creature spell. :(

Ashes of the Abhorrent - This can work if your meta has a lot of reanimation or storm...

Disenchant - I'd rather run Reclamation Sage, then maybe Manglehorn.

NensouHiebara on Nensou's Knight Tribal

2 weeks ago


I've been refraining from using lands that enter tapped to avoid tempo issues. I want to play out my creatures on curve without a hiccup.

I could give New Benalia a shot, as long as it doesn't end up harming the deck's tempo too much.


With a full set of Flagstones of Trokair, I'd would probably only see about two to three of them on average. The advantage of that one, maybe two lands I'd remove from my deck isn't realistically going to help my chances of drawing a nonland card in the amount of turns games of Magic progress in. The advantage is too small to bother. Why can't you understand this?

Flagstones of Trokair isn't a "literal straight upgrade". It's a nonbasic land, with all the downsides that come with it. It can be turned into a Mountain or be forced to enter tapped. Hardly an upgrade when Basics are immune to such abilities.

Any competent opponent won't use their targeted land removal on a land that replaces itself, when they can hit my Basics all the same or a land that actually does something.

Which leads to my main issue with Flagstones of Trokair: it doesn't do anything. No 'ETB' trigger to provide additional value. No static ability to bolster my strategy. No benefits whatsoever for just having it around.

Flagstones of Trokair is a card I just don't want in my deck. It doesn't amount to anything being used as a deckthinner.


And calling me a cunt isn't helping your argument, is greatly uncalled for, and makes you look pathetic.

We're done.


Fetchlands for the purpose of deckthinning is the myth. Having a few lands removed from your deck won't meaningfully impact your draws.

Obviously, purging a deck's lands with Land Tax or a heavy ramp spell is going to have a much larger and more noticeable effect.

Gleeock on Nensou's Knight Tribal

2 weeks ago

Regardless of the merits of Flagstones of Trokair (I have effectively gained small advantage with flagstones, Hurray for me!! :) ).. or perceived drawbacks of; I cannot agree, conceptually that deck thinning is a myth. Seems more like a mathematical theory (almost law) that pulling a specific card type from your deck leaves you with a high probability of a desirable spell/plays.

  • I have a couple of decks that actually significantly benefit from thinning. Examples:
  • In my Sisay deck I have early-played Traverse the Outlands when I had Multani, Maro-Sorcerer out. With a massive early mana base all proceeding draws were spells.
  • In my Sram deck I frequently use Sword of the Animist or, more impactfully, Land Tax to grab more lands than I need, discard extras, & augment my chances of impact draws instead of dead land draws.
  • Now if you are saying that something like flagstones in UNLIKELY to significantly thin a deck impactfully that could be a legitimate argument.
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