Land Tax

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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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

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Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
2019-10-04 Legal
Oldschool 93/94 Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Land Tax occurrence in decks from the last year

Commander / EDH:

All decks: 0.07%

White: 1.12%

WB (Orzhov): 0.62%

WU (Azorius): 1.32%

Land Tax Discussion

Epicurus on Cleverly Named Graveyard Deck

6 days ago

fluffyeel Thanks for the suggestions. Of the many you offered, Land Tax, Pernicious Deed and Journey to Eternity  Flip are the most intriguing. The question then would be what to cut.

I don't want to lose low CMC creatures (CMC < 3), because, honestly, they're the reason I never really have mana problems. However, I don't know which bigger creatures I could spare more than others. I'm already looking at swapping out Grave Titan to be replaced by Kessig Cagebreakers, and next on the chopping block would be Polukranos, Unchained. But really, I wouldn't want to go down to too few big creatures if I was replacing them with the mana production necessary to cast them faster. It seems counterproductive.

I know it's how the pros play, and I'm not saying I know better than the standard practice. I also know that I've been in a lot of games, albeit with other decks, where late-game I'm drawing mana rocks and land, like "man, I wish I would have put more creatures and such in this deck." Besides the 32 lands, I have 2 land fetch spells, 4 rocks, 5 creatures that produce mana, and Black Market and Smothering Tithe. That's 45 cards out of 100 dedicated to mana production. Nearly half the deck.

I'm going to place the suggestions I'm going for into the maybe board. Please do tell me what you would take out for them.

sanddeviljack on Trostani Loves Thick Boys!

1 week ago

You've got Avacyn's Pilgrim, which is good fixing and ramp, and Sol Ring, so that's a good start. Some more good 1-2 mana ramp would speed you up: Selesnya Signet, Wild Growth, Fertile Ground, etc.

Secondly, more lands. I steer clear of lands that ETB tapped, and I never slot in less than 36 lands. Oracle of Mul Daya would be pure fire if you increased your land count. Maybe even as high as 38+.

If you replace the tap lands with basics and Evolving Wilds/Terramorphic Expanse, you open up a couple possibilities: 1) Land Tax, 2) Karametra + Whitemane Lion/Kor Skyfisher combo, and 3) Ramunap Excavator + Wayward Swordtooth fetchland loop (also works with Oracle).

Lastly, take a hard look at your card draw. I didn't look real hard, but I didn't notice much. Rishkar's Expertise, Soul's Majesty, Huatli, Radiant Champion, maybe Freyalise, Llanowar's Fury since she's also more ramp.... Beast Whisperer, Colossal Majesty, and Drumhunter all have a similar vibe to Elemental Bond.

Best of luck!

fluffyeel on Cleverly Named Graveyard Deck

1 week ago

Ooh, reanimator. Some thoughts about the deck:

  • You may not be playing enough lands/mana sources, even if you're not having so many mana troubles like you say, considering that your curve peaks at around CMC 3-4. I normally aim for 34 minimum. If you have access to Mana Crypt, Mox Diamond, and/or Chrome Mox, I'd definitely run one or more of those. (Mox Tantalite could be a good back-up if needed.) Otherwise, maybe upping your land count to 34 or so would probably help, or throwing in things like Land Tax and Sylvan Library to help you find your land cards. (Smothering Tithe, as you said, is a great ramp spell... but you need the lands to cast it!) Other lands I could see as good additions are Murmuring Bosk and Eiganjo Castle.
  • While your white is a splash, Thalia's Lancers is a fairly good tutor for your legendary stuff (and you have quite a bit of it!). In terms of tutors, I could suggest Entomb.
  • Apart from the gold standard Reanimate and Animate Dead, a possibly interesting reanimation spell that might work in your deck is Living Death (and especially in a combo with Grave Pact!). You could also look into Journey to Eternity  Flip, which gives you a repeatable reanimation effect (in land form!).
  • For other kill spells, in your colors, Vindicate or Pernicious Deed are the ones that immediately come to mind.

smilodex on Tymna and Vial Smasher

2 weeks ago

When you already play Exquisite Blood you should consider to play the Exquisite Blood + Sanguine Bond-combo.

If you want to take this deck to the next level, you should consider the following cards:

multimedia on Avacyn, Angel of Dope

3 weeks ago

Hey, nice version of Avacyn, but do you really need all those other Angels?

Smothering Tithe is fantastic repeatable ramp for mono white in multiplayer Commander. Lyra Dawnbringer has very good interaction with Resplendent Angel; repeatable Angels with lifelink. Rather than play lots of other Angels consider more pillowfort? The problem with mono white is you want a lot of turns to get going since Avacyn is eight mana. You want a very good opening hand with ramp, but if you don't get that then having ways to slow your opponents down can help.

Other cards to consider adding:


Cards to consider cutting:

  • Demystify
  • Unquestioned Authority
  • Angel of Condemnation
  • Angel of Finality
  • Angel of the Dire Hour
  • Exquisite Archangel
  • Angel of Grace
  • Guardian of the Gateless
  • Resolute Archangel
  • Segovian Angel
  • Sunblast Angel
  • Soulscour
  • Rout

Good luck with your deck.

Suns_Champion on Plasma In The Sky

4 weeks ago

Hi there! Welcome to the Legion!

Since you are new I must tell you about some very basic deckbuilding fundamentals.

Short Story:

  • 36 lands
  • 10 Ramp
  • 10 Draw

Long Story: Command Zone episode on deckbuilding templates

So let's talk about draw and ramp, the two most important and fundamental aspects of the game. Every deck needs them. and Boros is not particularly good at it. That said, we've got some solid options. Ramp first. I like to focus on 2cmc because it has the best $ to usefulness ratio. I can't comment on all of them, pick according to your budget.

Draw: You need to draw into the spells you want to play. Here's how. Again pick based on budget.

Over deck thoughts:

You want dragons and knights. Start cutting all else.

Dump Sunforger. It's a distraction.

That's all for now. Let me know if you have any questions.

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