Land Equilibrium


Format Legality
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal

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Set Rarity
Masters Edition III Rare
Legends Rare

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Land Equilibrium


If an opponent who controls at least as many lands as you do would put a land into play, that player instead puts that land into play then sacrifices a land.

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Land Equilibrium Discussion

Winterblast on Augustin's $t4ks (4000$ Solution/Stax)

1 day ago

dlamars I had it in the deck in the beginning, before I owned a Land Equilibrium, then I played them both and then I cut ward of bones. One problem is that it allows the opponents to have one more of every type than you have, while land equilibrium doesn't. If I have 0 lands with land equilibrium, no one can play a land until I do (the great part is, that according to the ruling you can't play the land and use the mana before sacrificing it). Another problem is that I usually have more of every other permanent type than everyone else, so apart from limiting the land supply the effects of ward of bones have often been completely useless.

youngfischer I play both, inkmoth and blinkmoth. Inkmoth is great with elspeth and jitte and blinkmoth is just a useful flying blocker, returning with Crucible of Worlds.

I've just bought Ugin, the Spirit Dragon and I probably put him in the deck as soon as the order arrives. Not sure what to cut for it though...maybe Cataclysm because ugin is a great mass removal too, or Words of Wind (although this helps a lot with removing certain pieces that might prevent my own plays while slowing down the opponents, for example bouncing a Cursed Totem or Ensnaring Bridge for one action then playing it again), or Sapphire Medallion because I have already reduced the coloured spells very much.

dlamars on Augustin's $t4ks (4000$ Solution/Stax)

2 days ago

Hey just curious if you tried out Ward of Bones and what you think of it? I'm trying it in my mostly creatureless Teferi, Temporal Archmage deck since it can come out turn one or two, I kind of like it more than Land Equilibrium but I'm not sure about it yet

wzxc on Oloro Stax EDH

2 days ago

Oh, yeah. Sorry that I forgot to say anything about it, but it seems like a pretty darn good deck, with some very nice interactions; definitely going to upvote it as soon as I can.

A couple suggestions that I have for you deck are:

.Why no Propaganda, it is another copy of Ghostly Prison, which is a pretty self explanatory inclusion; as it provides constant protection from large attacks, it reduces the amount and/or size of spells people can play if they want to attack you on the same turn and late in the game, once you have wiped all lands, it can make you INVINCIBLE (even if only for a few turns while they recuperate; unless you have a Land Equilibrium on the field, in which case NOTHING CAN STOP YOU, MWAHAHAHAHAHA!!!).

.Does Elixir of Immortality really contribute that much to the deck to justify it's card slot usage, I mean, unless you are against mill, it literally just gains you 5 life and shuffles a few cards back into your deck where you have a very slim chance of getting them back again (it is actually a nonbo with Replenish and it does the opposite of deck thinning with all of your lands). If you are against mill, then it can be very redundant if it itself is milled, in this situation I would much prefer one of the two not banned original eldrazi: either Kozilek, Butcher of Truth or Ulamog, the Infinite Gyre; the reason being because, even if you never play them and they just sit in your deck (which, with a stax deck, is quite likely to end up happening), they always provide that saving grace against being milled (as at any point if one of them is milled, your whole graveyard gets reshuffled into your deck and your opponents have to start all over again on the mill train); even if you end up drawing it, if your opponent knows you run one in your deck, they can be really discourage from milling you (which is great protection in its self) and if you are able to discard it then you shuffle it and your grave back into the deck anyway.

.Nevermore can be a really awful card in a singleton multiplayer format with 100 card decks, for obvious reasons (what of the many possible threats are you worried about and are those cards even likely to be in your opponents hands or next few draws), this is especially true when playing against new and different decks which you don't know many (if any) of the major cards of. However I assume this is a meta choice to allow you to prevent that one card that you know a certain friend always plays and always wins with, or it could be a great way of locking a troublesome commander from being cast.

Other than that I can't really think of many other suggestions that would help with your specific build of the deck (without changing it too much and driving it away from it's current gameplan); because, as we have seen, we both have very different ideas for how to build a stax deck. ;D

Winterblast on Stax Enchanter

1 week ago

It's hard to rebuild a whole deck in order to change the strategy. It's much easier to list what you absolutely want in every Stax list - at least I could list a basic package of cards that I always use in Stax builds, no matter what the rest is supposed to do. When building a new Stax deck I consider these slots fixed, so the numner of free slots in the deck is reduced by ~33 for lands and the number of cards used for the basic speed and disruption package. The rest depends on what colours I want to use and how exactly I want to play with the deck.

A lot depends on your budget though, because Stax is the most expensive way to go (except for 5 colour with all the duals maybe, but only if there's a lot of other expensive stuff there too). I was lucky enough to get my hands on a playset of Mishra's Workshop around 2008 or 2009, when the playset was below the price you have to pay for ONE copy today and I also got an italian The Tabernacle at Pendrell Vale for 70 euro, wich is a tenth of today's price. You don't have to play these crds, but they make stax a whole lot better and they justify playing cards like Crop Rotation and Tolaria West, which you might not want to include otherwise.

As for the basic Stax package I mentioned, for me this consists of the following cards:


You see, there are a lot of slots that I consider fixed when I play stax and the rest of the deck should define the specific strategy. I have also listed some blue cards in my basic package, but without blue these could be easily replaced with other must plays, for example Goblin Welder in red. The tutors also depend on the colours you want to use, but with black and blue you have quite a few to choose from. White is good for some of the most perverted masss removals and lockdown pieces.

To complete your deck you have to double-check every card for its power, if it has a direct impact on the game or if it does next to nothing without other cards in the deck (in that case it should be a lock or combo). You also have to check if there is anything similar but better and then make changes accordingly. Also avoid multiple copies of effects that are not cummulative, unless it's an effect you absolutely want to see in every game and which is most likely a top target for removal.

Winterblast on Stax, the magic cure

2 weeks ago

I don't think Llawan, Cephalid Empress or Fog Bank are worth playing, you could also remove Wall of have 40 life, so aggro isn't as much of a problem as it is when playing stax in other formats. Most aggro decks also have some combo included in case they run against too many protective permanents they can't remove. I don't think a card that is "just a good blocker" has any value in realistic matchups.

I would replace Crawlspace with Ensnaring Bridge because it's more effective (and your commander can always attack after you draw your card for the turn). maybe think about removing the artifacts that have activated abilities completely if you want to play Stony Silence and add Null Rod for an additional card with the same effect. Overburden seems a bit odd because it helps the opponents against Winter Orb and Static Orb - it's a great card, but only if your mana denial plan is based on bouncing/destroying lands instead of having them stay tapped. If you go for land bouncing I can recommend Mana Breach (super effective! you could get rid of Arcane Laboratory because mana breach also punishes players for playing too many spells per turn), Land Equilibrium, Ward of Bones, Words of Wind and Sunder.

In general I think it's best to focus on one or two types of lockdown and build around these. If you do a bit of this and a bit of that everything is there but weak. I would say the tapping locks are the easiest to escape because you leave everything intact and only disable certain permanent types...if the tapping card is gone, everything works again. The most effective locks are those that constantly make you lose cards permanently, for example Mana Vortex, Smokestack, Possessed Portal. You have to choose what suits your playing style best and then focus on that plan with your whole deck.

MrKrabs on Birds Trapped in a Cage [[PRIMER]]

1 month ago

Love Derevi stax decks in general. This looks sweet.

Any particular reason for the omission of standard taxation effects like Thorn of Amethyst or Sphere of Resistance? Land Equilibrium and Back to Basics are other excellent inclusions in these colors, since you can rely more heavily on dorks instead of nonbasics to fix and smooth your mana.

Winterblast on Please Hold (Oloro Stax)

1 month ago

I play Stax is various variants myself and I can only suggest reducing your land total and replacing them with mana artifacts for 0-1 mana...and use all of the ones legal for commander: Mox Diamond, Chrome Mox, Mox Opal, Mana Vault, Grim Monolith, Voltaic Key, Lotus Petal. You become much faster and avoid your own land destruction easily.

I would also Play Talisman of Dominance and Talisman of Progress, Coalition Relic too (maybe instead of the Signets because they can produce mana themselves without paying 1 first).

Land Equilibrium is my all time favourite because it completely stops the game for everyone relying on lands. After a mass removal on lands no one can put a land into play unless you do - with lots of mana artifacts you won't ever need to do this and that's it then. Perfect synergies are Overburden, Mana Breach, Sunder (and the bounced lands can even be used for Card Advantage with Scroll Rack). It would require some adjustment of your mana base, especially adding all the mentioned artifacts, but it's a play style most opponents can't deal with. Maybe you can find some more ideas in my deck Absolutely Static Stax

Academy Rector is great with so many enchantments in the deck, especially to get out a killer Card like Humility. Nether Void, The Abyss and Consulate Crackdown are also nice to bring into play unexpectedly.

Winterblast on Who wants to play magic? Not me!!

1 month ago

Well, it's a quick kill, that's why. The cool thing is, oloro gains life no matter where he is, so together with a sort of stax strategy (I've made an actual stax list with oloro) you can easily hit one opponent with the reservoir without additional lifegain. If you don't like that one I would include another combo to quickly end the game...with many tutors you can always go for that plan whenever your opponents give you too much time.

I wouldn't play that many tutors that you have to take bad ones into consideration. Rather use the slots for card draw or strong spells. Smokestack, Land Equilibrium, Pendrell Mists, Humility...

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