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Size: 406Est cost: $17124.53
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2-Cycling Lands
2-Cycling Lands
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5-color Filter Lands
5-color Filter Lands
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AFR Man lands
Hall of Storm Giants
If you control two or more other lands, this land enters tapped.
: Add .
: Until end of turn, this land becomes a 7/7 blue Giant creature with ward . It's still a land. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
: Add .
: Until end of turn, this land becomes a 7/7 blue Giant creature with ward . It's still a land. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Land

Hive of the Eye Tyrant
If you control two or more other lands, this land enters tapped.
: Add .
: Until end of turn, this land becomes a 3/3 black Beholder creature with menace and "Whenever this creature attacks, exile target card from defending player's graveyard." It's still a land.
: Add .
: Until end of turn, this land becomes a 3/3 black Beholder creature with menace and "Whenever this creature attacks, exile target card from defending player's graveyard." It's still a land.
Land

AFR Man lands
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All-color Sac Lands
All-color Sac Lands
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Artifact Duals
Artifact Duals
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Battle Lands
Battle Lands
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Bond Lands
Bond Lands
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Campus Lands
Campus Lands
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Check Lands
Check Lands
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Commander Utility Lands
Commander Utility Lands
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Desert Cycling Lands
Desert Cycling Lands
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Dual Manlands
Dual Manlands
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Dual-colored Cycling Lands
Dual-colored Cycling Lands
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Factories
Factories
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Fast Lands
Fast Lands
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Fetch Lands
Fetch Lands
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Fetchable Snow Taplands
Fetchable Snow Taplands
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God Lands
God Lands
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Hideaway Lands
Howltooth Hollow
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if each player has no cards in hand.
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if each player has no cards in hand.
Land

Mosswort Bridge
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
Land

Shelldock Isle
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if a library has twenty or fewer cards in it.
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if a library has twenty or fewer cards in it.
Land

Spinerock Knoll
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if an opponent was dealt 7 or more damage this turn.
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if an opponent was dealt 7 or more damage this turn.
Land

Windbrisk Heights
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
Land

Hideaway Lands
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Horizon Lands
Horizon Lands
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Hunt Lands
Hunt Lands
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Ice Age Depletion Lands
Ice Age Depletion Lands
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Jumpstart Thriving Lands
Jumpstart Thriving Lands
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Kaldheim Utility Lands
Kaldheim Utility Lands
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Lairs
Lairs
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Land
Land
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Legends Utility Lands
Legends Utility Lands
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Mirage Tap Fetch Lands
Mirage Tap Fetch Lands
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Misc Fetches
Misc Fetches
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MM Depletion Lands
MM Depletion Lands
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Mono-colored Cycling Lands
Mono-colored Cycling Lands
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OG Dual Lands
OG Dual Lands
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Original Sac Lands
Original Sac Lands
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Other Depletion Lands
Other Depletion Lands
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Pain Lands
Pain Lands
(CTRL to add secondary)
Panoramas
Panoramas
(CTRL to add secondary)
Pathways
Pathways
(CTRL to add secondary)
Ravnica Bounce Lands
Ravnica Bounce Lands
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Reveal Lands
Reveal Lands
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Scry Lands
Scry Lands
(CTRL to add secondary)
Shadowmoor Filter Lands
Shadowmoor Filter Lands
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Shock Lands
Shock Lands
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Situational 5-color Lands
Situational 5-color Lands
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Snow Taplands
Snow Taplands
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T of E Castles
T of E Castles
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T of E Utility Lands
T of E Utility Lands
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Tainted Lands
Tainted Lands
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Tempest Lands
Tempest Lands
(CTRL to add secondary)
Three-color Sac Lands
Three-color Sac Lands
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Tri-Taplands
Tri-Taplands
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Tribal Lands
Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land

Tribal Lands
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Tribal Taplands
Tribal Taplands
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Tribal Utility Lands
Tribal Utility Lands
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Triomes
Triomes
(CTRL to add secondary)
Urza's Saga Legendary Lands
Urza's Saga Legendary Lands
(CTRL to add secondary)
Vivid Lands
Vivid Lands
(CTRL to add secondary)
Weatherlight Saga Legendaries
Weatherlight Saga Legendaries
(CTRL to add secondary)
Deck Info
Deck stats
Card NameQtyOdds
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