How come we don't have enchantment lands?

General forum

Posted on Nov. 16, 2022, 7:37 p.m. by TypicalTimmy

Other than that weird Urza saga, how come we don't have any? And before the answer is "because it's too powerful with synergy and tutoring",

  • 1.) Artifact lands have existed forever and now exist in guild colors

  • B.) See 1.)

So what's the deal here? Why don't we have any? If nothing else, Theros should have some.

And if the answer is "they would be too difficult to remove because enchantment removal is the least common type of removal on the game."

  • A.) Then print more enchantment / land / non-specific removal

  • 2.) See A.)

Caerwyn says... #2

I think the answer is simply “Enchantments* don’t have activated abilities with as a cost”, whereas Lands do. Urza’s Saga does not technically have a cost on the card itself - it confers that ability after the fact, and conferring abilities with a is something Enchantments do with some abundance.

*Other than three fringe examples (Flowstone Embrace, Second Wind, and Witch's Mist) from Future Sight, a set which purposefully was showing things Wizards could do, but did not really want to, so it does not have much precedential value.

November 16, 2022 8:51 p.m.

TypicalTimmy says... #3

I wonder then if, perhaps, something else can be done? For example:


Timmy REALLY sucks at land names

Enchantment Land

Whenever a nontoken creature with power 4 or greater enters the battlefield under your control, add or .


Some type of non-tap conditional mana. So yes, you could theoretically get a lot of mana in a single turn, but it would also require a steep cost to do so. As long as the cost is sufficient enough to not accidentally go infinite, somehow, I think it would be fine.

And perhaps this guild example was too much. We can always scale it back. Perhaps this particular one only adds . Maybe the red land is something more like,


This joke is getting old

Enchantment Land

Whenever a noncreature source you control deals 4 or more damage to an opponent, add .


Using that as a very rudimentary template, I could see single-color enchantment lands being a mythic cycle, especially in Theros or our inevitable return to Alara. Again, could you potentially get a ton of mana in a single turn, and even on opponent's turns? Absolutely. But, that's what makes it a mythic.

The fact it can now be targeted for removal by both enchantment removal and land removal makes it an easier target to get rid of.

Hell, make them legendary to boot. Now you aren't getting every time you cast an artifact spell with mana value 4 or greater, or something like that.

November 16, 2022 9:59 p.m. Edited.

shadow63 says... #4

Artifact lands where broken in multiple formats they don't want to repeat that mistake with enchantment lands

November 16, 2022 10:19 p.m.

wallisface says... #5

Enchantment lands are bound to happen at some point, but I don’t think Wotc is in any hurry to explore that option yet. It requires a set that both cares about enchantments AND needs a good mechanical reason for lands being enchantments. And, more likely-than-not, those enchantment lands will have to function something like Thornglint Bridge anyway.

November 16, 2022 10:23 p.m.

Delphen7 says... #6

1 B A 2

I had to reread that multiple times to figure out what was happening


wallisface That's what I was thinking as well.

Theros seems like the most likely candidate to me, as they could incorporate enchanted pieces of land into the story (Like Delphos in Greek mythology, or the field of poppies in the Wizard of Oz), and still have it flow mechanically, as Theros seems to be the enchantment set

November 16, 2022 10:42 p.m.

Niko9 says... #7

I think that they are really hesitant to print things into enchant because almost every format has some enchantresses and the only reason they aren't totally broken is because enchantments in general are weak.

Enchantment lands+ Abundant Growth+ enchantresses+ Sanctum Weaver+ Rune of Speed+ Ancestral Mask+ Inkmoth Nexus would be an extremely dependable infect package, and I'm sure there are better effects than that, it's just the one I can think of right now : )

I mean, if there was a 2 mana creature that said "when an artifact enters the battlefield draw a card" everyone would be drawing their whole deck and we'd basically be playing YGO. If enchantments get a decent push, they would be too good, ironically.

November 17, 2022 7:07 p.m.

Daveslab2022 says... #8

Niko9

That infect set up is literally 6 cards. Not a good combo, no offense. Infect as is is infinitely faster than that.

But your second point is correct. However, most enchantress effects say “when you CAST an enchantment spell.”

Currently the best “when an enchantment enters the battlefield, draw a card” is Eidolon of Blossoms at 4 mana. Or Rite of Harmony at 2 mana, but it’s not a permanent.

November 17, 2022 10:02 p.m.

legendofa says... #9

Niko9 There is kind of a 2 mana creature that draws when an (equipment) artifact enters the battlefield. And yes, Sram, Senior Edificer and Puresteel Paladin can draw their whole deck if they really want to.

November 18, 2022 12:29 a.m.

Niko9 says... #10

legendofa Yep, for sure, but I do think that equips have the same limit as enchants in that they just are not that powerful on their own, so cards can have broken effects that are dependent on equips/enchants and be fine.

And right, I'm not saying I have some world breaking enchant combo or anything, just that design to push enchantments is limited by the fact that enchantresses could run away with formats if enchants were printed to be as good as other cards. Take Mishra's Bauble it's a pain as an artifact sure, but if it was exactly the same, 0 mana but an enchantment, you'd go +1 card on Sythis, Harvest's Hand. Or if it was an equip (ha, somehow) then it would push Sram, Senior Edificer to the moon. I mean, people play Sram already with just the worst equips ever printed, just because they cost 0 : ) Or what if something like Opt was an enchant? You'd be playing solitaire very fast with Sanctum Weaver and Concordant Crossroads and Sythis.

The point I was trying to make was that enchants have been typically underpowered, which lead to them printing enchant support that was way better than support for other card types, which then kinda keeps enchants having to be underpowered to not be overpowered.

November 18, 2022 7:57 a.m.

plakjekaas says... #11

November 18, 2022 11:28 a.m.

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