Land Tax


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

Printings View all

Set Rarity
Masters Edition III Rare
Battle Royale Box Set Uncommon
Fourth Edition Rare
Legends Uncommon
Promo Set Rare

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Land Tax


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, and put them into your hand. If you do, shuffle your library.

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5.68 TIX $7.37 Foil

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$18.25 Paper

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Land Tax Discussion

Junk_Heap on The Loneliest Pup In Commander (1v1 MTGO)

2 days ago


  • Thank you for all of the suggestions! Regarding Brave the Sands, I like idea of granting Vigilance from a source other than an aura so that when Isamaru, Hound of Konda invariably dies we get to keep the effect going. This deck wants to swing with Isamaru, Hound of Konda each turn and deal more damage, though, so I think I prefer Always Watching instead. Its less defensive than Brave the Sands and has a higher CMC, but it also boosts Isamaru, Hound of Konda with more power and toughness. Dealing one additional damage may not seem like much, but it can make the difference between finishing the game and giving the opponent another turn. What do you think?

  • The fetchlands are run to thin the deck (I know its not much but every little bit helps) and for getting more utility from Scroll Rack when we do not have our Land Tax on the battlefield. Admittedly the fetchlands had more function when Sensei's Divining Top was still legal, but I think they are still worth keeping in for the opportunity cost they provide.

  • Ring of Thune and Sword of Vengeance have both been tried and Hero's Blade has been considered. Ring of Thune has a cheap cost but losses most of its utility, adding counters, when Isamaru, Hound of Konda dies; its a slower version of Ordeal of Heliod. Sword of Vengeance adds power and keywords we like but its just too expensive. I am likely to cast it and not equip it until the following turn. While that does sometimes happen with Sword of Fire and Ice and Sword of Feast and Famine those pieces of equipment are much more valuable. Hero's Blade got me excited when it was first spoiled bit I cooled to it after further review. It is only good if Isamaru, Hound of Konda dies; otherwise its another piece of equipment that is cast and then equipped on the following turn. I think that would be fair if it also added some evasion (Trample, Menace, or Flying) but as a straight power buff I can't find a slot for it.

TearsInRain23 on That Mardoo That You Do

2 days ago

Yes that was what I meant. Zombies are best when the whole deck is meant for them. My suggestion? Take everything Alesha does into account and focus on it exclusively. She is aggressive, run aggressive creatures/ enchantments/ artifacts (Whispersilk Cloak, Fervor, Gratuitous Violence, Urabrask the Hidden). She recurs things, run recursion enchantments/ spells (Debtors' Knell, Reanimate, Marshal's Anthem, Return to the Ranks, Ravos, Soultender). She does a lot, so run protection enchantments/ artifacts/ spells. (Any of the Swords, Dictate of Erebos, Grave Pact, Archangel Avacyn  Flip)

All of this and the usual draw and mana ramp goodies. Mentor of the Meek, Phyrexian Arena, Sword of the Animist, Land Tax, Expedition Map, Sol Ring, Chromatic Lantern, Mana Flare.

Tyrant-Thanatos on Magic Pre-Internet

2 weeks ago

Nope! I wouldn't exactly say I played before the era of the internet itself, but when I was new, nobody I played with had access to it, or the means to research it.

But those days sucked. A lot. I do have a certain nostalgia for when I was actually learning the game itself, but the period of time after I learned the game, before I had internet, was the worst. I honestly almost quit. Those were the days before I knew what a format was, those were the days before I could cite rules and rulings to credibly call someone out for cheating.

Between cheaters, bad luck, and other kids with no idea how powerful their shit really was (I had nothing stronger than a precon deck and regularly faced things like Sensei's Divining Top, Land Tax, Skullclamp, and storm decks, and they genuinely believed they won because they were more skilled), life was misery. I had maybe a 2% winrate. The game was still fun for a while, but that really starts to wear on you.

The internet enabled me to find good, fun, stronger cards that still held little value to hunt for, so I actually stood a real chance. It enabled me to find and provide information on game rules that stopped nonbos in their tracks. Almost instantly, access to the net increased my enjoyment of the game 500+%. If anything, those are the days I miss, when I wasn't a walking encyclopedia of mtg cards, when I was browsing the net and learning of all these fantastic cards I could actually go out and find. I miss those days.

Sexy_Stud on Queen Marchesa Pillowfriends

2 weeks ago

Land Tax's exclusion makes sense now, and you're right about Glacial Chasm. I run a Jeskai control deck that has multiple Gamble effects and a 36 land manabase so Land Tax is an all-star. My playgroup is kind of disgusting and full of power 9 so my lists have to run a lot lower to the ground to compensate. Unfortunately I would be dead to any number of infinites so the Glacial Chasm damage never mattered in my Mizzix deck, it simply negated the possibility of combat damage so I could goldfish a little safer. Your list looks incredibly fun, I'm thinking about adding Comeuppance for a Magic Cylinder esque effect. Dawn Charm looks really interesting as well. Do either of them come in handy often?

Videka on Queen Marchesa Pillowfriends

2 weeks ago

Thanks for the input. Most often I win with Elspeth I think. But I've been playing this deck a lot recently and funnily enough I've won with commander damage quite often. It just gets to the point where I deplete everyone of resources and can do whatever. In our meta I've had no trouble keeping my walkers alive and ulting them. As for the suggestions... Land Tax Wouldn't really work that well because I run only 5 basic lands (3 normal 2 snow) to go as far as I want with Tainted Pact. I've tried Solitary Confinement but I didn't really like the additional protection it offered over sacrificing my draw step. And although I like Glacial Chasm it would probably kill me before I can win because its a slow and grindy deck without enough life gain to support it nor ways to remove time counters. Also it doesn't protect my walkers at all.

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