Land Tax

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Battlebond (BBD) Mythic Rare
Masters Edition III (ME3) Rare
Battle Royale Box Set (BRB) Uncommon
Fourth Edition (4ED) Rare
4th Edition Foreign Black Border (4EDFBB) Rare
Legends (LEG) Uncommon
Promo Set (000) Rare

Combos Browse all

Land Tax

Enchantment

At the beginning of your upkeep, if an opponent controls more lands than you, you may search your library for up to three basic land cards, reveal them, put them into your hand, then shuffle your library.

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BBD

BRB

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Land Tax Discussion

ballesta25 on Legendary White Light

2 days ago

A few thoughts:

Urza's Ruinous Blast seems like a good fit for the deck since many of your non-land permanents are legendary. You can't cast it without a legendary creature or planeswalker, which can be a pain, but that shouldn't be too much of a hurdle for this deck.

You may want Austere Command over Cleansing Nova: it costs an extra mana, but you get a lot more flexibility.

Wrath of God, Day of Judgment, or Fumigate might be worth thinking about instead of Hallowed Burial. You might prefer creatures go to the graveyard so Yomiji can send the legendary ones back to your hand. (If you never find yourself wanting to wipe the board while you have your commander and another legendary creature, ignore this suggestion.)

Immolating Glare is the same effect as Rebuke at one mana cheaper.

Several of your Legendary creatures (including your commander) are quite expensive, so you might want Land Tax to ensure you have lands to play every turn. Sword of the Animist or artifact ramp like Marble Diamond, Mind Stone, Hedron Archive, or Dreamstone Hedron could also help here.

I'm not sure whether you want mass land disruption like Armageddon, Cataclysm, and Winter Orb. They can be effective at converting temporary advantage into a win, but the deck looks like it will play best when you have a lot of mana to cast your spells, and recast your legends if they die with your commander on the field. If you do, focus on effects that destroy or force the sacrifice of lands (Armageddon, Cataclysm, Magus of the Balance, Fall of the Thran, Ravages of War (though that last one is way too expensive because there weren't many printed)) instead of Winter Orb, and use Crucible of Worlds or legendary lands you can get back with your commander to break the symmetry. I'd recommend looking at Flagstones of Trokair, Mikokoro, Center of the Sea, Gods' Eye, Gate to the Reikai, Eiganjo Castle, Geier Reach Sanitarium, and maybe Hall of the Bandit Lord or Legion's Landing  Flip. You might also want Dust Bowl in this case. I'm not sure you have enough density of legendary spells for Untaidake, the Cloud Keeper to be good, but it might be worth it.

I don't think Darksteel Forge is that useful here: you have useful artifacts, but not that many and you aren't super reliant on them.

There don't seem to very many activated abilities for Rings of Brighthearth to copy. You may not need that card here.

Elspeth, Knight-Errant, Gideon, Ally of Zendikar, or Elspeth, Sun's Champion all seem better in this deck than any of your planeswalkers except Karn.

Cloudius on We Love Freebies! *Primer*

4 days ago

elgosu1337 Thanks for your suggestions.

I've enhanced the readability of the page, thanks for your feedback. Trying to strike a balance between aesthetics vs reader friendliness. Let me know if this is easier to read.

Nexus of Fate is already in the deck and is one of the most important extra turn spells inside, winning me many games once the combo is set up.

The board wipes were in my earlier version of the deck but I've taken them out in favor of lower CMC ones like Supreme Verdict and Toxic Deluge. Through my testing, the times I badly need board wipes, I was unable to cast them due to the high cost (i.e. when Yennett is not online). The times when I could cast them for free by manipulating the top of my library, I often went for extra turn spells or cards that could immediately win me the game instead. They're definitely still in my radar and I'd swap them in again should I play in more creature heavy metas.

Aminatou, the Fateshifter was suggested by many other players and is a hot favourite for most Yennett decks. However, I've very limited ways to protect Planeswalker from combat damage since this is a creatureless deck.

Psychic Battle looks fun but will work against Proteus Staff, which is one of the main combo pieces in the deck.

As Foretold is a good card but it's a bit too slow for this deck. I'm only running 9 basic lands in the deck, so I won't get a lot of mileage from Land Tax.

Thank you once again and keep the ideas flowing once you've more inspirations!

elgosu1337 on We Love Freebies! *Primer*

4 days ago

First up I have to mention that the font and layout are very hard to read, so I had to copy the deck to read the decklist.

Nexus of Fate should be worth a spot in the deck.

In Garruk's Wake, Kindred Dominance, and Mass Calcify are boardwipes that leave Yennett alive.

Aminatou, the Fateshifter is very useful for card selection and library manipulation. Much better than Conch Horn.

With all the library manipulation, Psychic Battle could be a good way of controlling opponents' spells.

As Foretold could also give you free spells each turn.

Land Tax can help you get lands out of the library so you have a higher chance of finding spells.

LoyalPaladin on Heliod

4 days ago

Hey, man. Finally got the chance to look at it, thanks for linking it to me. Here are my suggestions:

Swap

There are a few really good upgrades you can make on the cheap. I'd say almost all the upgrades below are strictly better except Divine Visitation which is new to MtG, since it's a part of the new Guilds of Ravnica block. Trading out Sigil is just personal preference.

Cut

You've got too many enchantments eating up space for things that are more important like your land base. White has a really hard time ramping and tends to be the most costly color, so you want to draw as much of it as possible. I'd aim for 35 lands minimum, but 36 is probably preferable. Every land counts.

Add

Six of the eight add-ins below are lands. You need a hard to deal with board wipe like Wrath of God and I'm really surprised you didn't immediately go for Riot Control, since it's a table staple. If you really don't want it, I'd go straight for the Path to Exile.

Expensive Upgrades

Mono-colors can get some crazy mana numbers going, but white has terrible ramp, cards like Land Tax and Thawing Glaciers will help you get lands on the board, while the multiplier artifacts will keep your mana plentiful.

Ocelot44 on Kalemne is the Best RW Voltron General.

1 week ago

@Sladde

Good to hear from another Kalemne player! I would be happy to share what I know!

I used Sigarda's Aid in here for about half a year, from just after it was printed in summer 2016 until around that winter if I remember correctly. I ended up taking it out because my play style involves casting most of my equipment before Kalemne even hits the field, so it didn't end up being that useful. It allows for some pretty hilarious interactions with things like Sun Titan, but otherwise it just seemed like a "win more" card to me. I needed to use the card slot for more important things. If you like casting your commander first and then casting protective equipment afterwards, then Sigarda's aid should work just fine for you! I just don't feel safe having Kalemne be on the field naked for even one turn

As for my mana sources, you would be surprised at just how consistent this deck is! Land Tax and Sword of the Animist make good use of all 15 basic lands that I'm running, and they allow for constant value throughout the game, always keeping me on curve. This is also one of the few decks in all of Magic that heavily profits from Inspiring Statuary because I run a good balance of artifacts and non-artifact spells! With it on the field, it means that all 17 artifacts that I run that have no tap abilities count as mana rocks too! It is also hilarious when I get Inspiring Statuary and Howling Mine on the field at the same time :P Lastly, Sol Ring, Mana Crypt, and Chrome Mox all need no explanation, they are all fantastic!

After extensive play testing over the years, this decks feels as consistent as any non-green dualcolor deck can reasonably get with its mana base, and if you don't trust me, you can try it out for yourself :)

NV_1980 on Angels, Demons and Dragons!

1 week ago

Hi D5rkUnl0ck3r,

We have a deck that has some similarities with this and would make the following recommendations:

Hope this helps you any.

Regards,

NV_1980

Noelqkazoo on It's Lit Fam

1 week ago

Get rid of either Land Tax or Energy Field for Estrid's Invocation. Neither of those really do much for your deck after turn 3-4 since you’ll draw most of your lands anyways off the enchantresses and as soon as you fetch, energy field dies.

KaervektheMediocre on Welcome to the Dojo

1 week ago

Have you Considered Land Tax? Good Mana ramp.

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