Unclaimed Territory

Unclaimed Territory


As Unclaimed Territory enters the battlefield, choose a creature type.

: Gain .

: Gain one mana of any colour. Spend this mana only to cast a creature spell of the chosen type.

Browse Alters


Have (1) Azdranax
Want (3) Volchonok , DeadKingsx , SinistrWanderer

Printings View all

Set Rarity
Commander 2020 (C20) Uncommon
Mystery Booster (MYS1) Uncommon
Ixalan (XLN) Uncommon
Promo Set (000) None

Combos Browse all


Format Legality
Leviathan Legal
Unformat Legal
Historic Legal
Pioneer Legal
Limited Legal
2019-10-04 Legal
Commander / EDH Legal
Duel Commander Legal
1v1 Commander Legal
Oathbreaker Legal
Casual Legal
Vintage Legal
Block Constructed Legal
Tiny Leaders Legal
Highlander Legal
Canadian Highlander Legal
Arena Legal
Modern Legal
Legacy Legal

Latest Decks as Commander

Unclaimed Territory Discussion

multimedia on Dragon Reanimator

11 hours ago

Hey, Savage Ventmaw when tutored for with Scion before attacking can make mana for three more activations of Scion. This can be used for a reanimation line with Teneb, the Harvester and Bladewing the Risen which you end up with all three Dragons on the battlefield and a Teneb who can attack again and reanimate again on your next turn. Karrthus, Tyrant of Jund gives Dragons you control haste and that's powerful when you reanimate a lot of them at once especially with Utvara Hellkite.

Looks like you forgot Sol Ring? With such a high budget is there some reason not playing any tutors: Demonic Tutor and Enlightened Tutor? Buried Alive is powerful with reanimation strategies because it also tutors. You have ABUR Duals, Shock lands and Trimoes which makes Nature's Lore and Farseek good two drop land ramp spells. City of Brass, Mana Confluence, Cascading Cataracts, Unclaimed Territory are some land upgrades to consider.

Cards to consider cutting:

  • Boros Garrison
  • Gruul Turf
  • Izzet Boilerworks
  • Rakdos Carnarium
  • Dragonskull Summit
  • Rootbound Crag
  • Path of Ancestry
  • Mana Geode
  • Commander's Sphere
  • Genesis Ultimatum
  • Monastery Siege
  • Vaevictis Asmadi, the Dire
  • Slumbering Dragon
  • O-Kagachi, Vengeful Kami

Good luck with your deck.

brosephur23 on Ally Encampment

1 week ago

if you wanna make it more competitive, a card that i think would be good but not like oppressive for a casual environment might be Aether Vial. since you have effects like Kabira Evangel, dropping a creature on your opponents turn to protect from removal would be really good. and since you're mostly 2 drops it could work really well, but foil aether vials sounds like a nightmare to get a hold of.

you might also consider going into a third color since you have ally encampment. if you add Unclaimed Territory you'll have 8 any color land, so you might be able to add some other good allies like Jwari Shapeshifter or Akoum Battlesinger.

Hope you have fun getting back into the game!

zapyourtumor on Allied Forces

1 week ago

If you have Collected Company, you probably aren't too worried about budget outside of fetch lands, so why no shocks/Unclaimed Territory/check lands? Also you have no 1 drops so maybe Aether Vial?

zapyourtumor on Reaper king Tron

2 weeks ago

also I would drop all four Ancient Ziggurats since you can't cast any of your other stuff with them. In its place I'd use Unclaimed Territory or Cavern of Souls ($$$$$!) naming scarecrow instead

PapLaRiviere on Sliver Combo/Control

2 weeks ago

Thank you again, Malsorn, for taking the time to take a close look at the deck and for sharing your thoughts.

Generally speaking, I am pretty happy with my current mana base when viewed within the context of my current meta. I would be the first to admit that if my meta were to take a significant shift towards nonbasic land destruction, Blood Moons, basic land fetch effects, etc. that I would need to rethink the mana base considerably. If such a rebuild should become necessary. your idea of starting with the filter lands holds merit.

Reflecting Pool was in the deck at one point - I do not recall what I replaced it with, or why. Exotic Orchard just does not suit my play style as it relies on what the other players bring to the table and it gets weaker as your opponents leave the game. Your thoughts on Sliver Hive vs. Unclaimed Territory are spot-on and I have actually made that change to the deck - thanks!

There are 8-10 cards I would REALLY like to get into the deck ala Descendants' Path, but as you say, What do you pull? That dilemma though is what makes deck mechanicin' so fun and interesting!

Take care, Pappy

DemMeowsephs on Karametra EDH: Wings of Benevolence

3 weeks ago

Hey there! Your land section seems great already, but there are a couple of extras I would recommend adding:

Now your ramp section is also pretty sweet, but there are a couple good ones I think your deck could benefit from:

In the end, I feel like your deck doesn't NEED any of this, but it could run a lot better with some of it included. If this helps be sure to check out some of my decks, (Double Trouble EDH/A Deal With the Devil EDH I would appreciate it! Anyways though, hope this helps, good luck on your deck, and have a great day. Happy tapping!

Malsorn on Sliver Combo/Control

3 weeks ago

It's a janky card, but it's saved my skin dozens of times with my own Sliver deck. It plays well with Dregscape Sliver, giving you a 50% chance of keeping whatever you unearth with it. That and it usually becomes the number one removal priority once it hits the battlefield since it can make almost any other spell just fizzle.

I'd also recommend at least one of each basic, depending on how common land destruction or fetching is in your meta. My group runs a lot of Path to Exile/Ghost Quarters/Field of Ruin effects so having something to fetch could be handy, my initial thought would be to pull some of the filter lands, since they need another unconditional colored source to work, but I don't know your experience with them.

For other lands, though I'm not sure how I'd do the swaps. I'd recommend Sliver Hive (Pretty much strictly better Unclaimed Territory with Slivers, though it is a very slight edge), Reflecting Pool, and Exotic Orchard.

Lastly, for strange tech, I'd like to second Descendants' Path, though once again I don't know what I'd pull for it. You've got a good bit of topdeck manipulation, so it could get you some free Slivers rather frequently.

Anyway, figured I'd toss in my couple cents, this deck definitely looks powerful!

MTGBurgeoning on Scion of the Ur-Dragon: Every. Dragon. Ever.

4 weeks ago

Changes are coming to this Scion of the Ur-Dragon EDH/Commander deck!

The ten check lands (Glacial Fortress, Drowned Catacomb, Dragonskull Summit, Rootbound Crag, Sunpetal Grove, Isolated Chapel, Clifftop Retreat, Sulfur Falls, Hinterland Harbor, Woodland Cemetery) are being replaced by the following:

  1. Indatha Triome

  2. Raugrin Triome

  3. Zagoth Triome

  4. Savai Triome

  5. Ketria Triome

Introduced in Ikoria: Lair of Behemoths, the triomes are more versatile than the check lands. Each offers an additional color and are perfect targets for our fetch lands. In fact, any turn 1-3 fetch lands should target triomes. Additionally, late game we can cycle an unwanted triome and draw a card, an ability previously missing in the deck.

  1. Mana Confluence

  2. Exotic Orchard

  3. Unclaimed Territory

For the cost of one life, Mana Confluence gives us one mana of any color. In the best case scenario, Exotic Orchard will act as Command Tower #2. In the worst case scenario, Exotic Orchard is worthless. In the most likely scenario, Exotic Orchard will be closer to a Command Tower than a useless rectangle of cardboard. Unclaimed Territory limits our colored mana to casting only dragons, but still provides for our non-dragon spells.

  1. Fellwar Stone

  2. Smothering Tithe

Including Fellwar Stone and Smothering Tithe increases our ability to ramp. Fellwar Stone is an artifact version of Exotic Orchard while Smothering Tithe taxes each opponent with for each card drawn. Failure to pay the tax gifts us with a Treasure. Slimming the land count from 40 to 38 by adding artifact/enchantment ramp is noteworthy. It's an attempt to cast Scion of the Ur-Dragon more quickly and try to outpace our opponents.

A few other changes:

  1. Fierce Guardianship replaces Chromium the Unmutable. Chromium the Unmutable was slotted into this deck in order to protect Scion of the Ur-Dragon. It costs a card to do it, but in the end after activating Scion of the Ur-Dragon and becoming a copy of Chromium the Unmutable our General/Commander will have hexproof until the end of turn. I believe Fierce Guardianship can protect Scion of the Ur-Dragon better.

  2. Guardian Project replaces Steel Hellkite. Removal is strong in our deck? Card draw is not. In order to add the awesome card-drawing ability of Guardian Project, we remove Steel Hellkite. This exchange was not difficult, as activating Scion of the Ur-Dragon to become a copy of Steel Hellkite was as rare as winter roses.

  3. Rhystic Study replaces Wipe Away. I'm pretty sure our lack of card draw was documented earlier. By adding Rhystic Study, we add one of the best card-drawing spells in our format. Our removal is strong, and swapping out a removal spell for Rhystic Study is warranted.

To summarize:

Our land count dropped from 40 to 38, but gained more versatility throughout the mana base.

Our number of dragons dropped from 28 to 26.

Our number of ramp/card-draw spells increased by four (Fellwar Stone, Smothering Tithe, Guardian Project, Rhystic Study).

Collectively I believe that these 13 changes make the deck stronger and more balanced. What do you think?

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