5 Magic Lands that Made History

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It is natural to look at cards based on power level and playability, but what if we evaluated some of them based on the historical impact they had on Magic: The Gathering? In this article, we present five lands that changed the game!

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Translated byRomeu

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Revised byTabata Marques

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When considering memorable and iconic cards from Magic, it is natural to think of powerful cards or ones we have seen at tables for years. My proposal for this text is a bit different: to look at cards beyond their individual power, evaluating their impact over Magic: The Gathering's nearly 33 years.

Below are five lands from Magic that have left lasting marks on the game!

Five Iconic Lands from Magic

Library of Alexandria

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Library of Alexandria is still considered today as the "Power 10": a card as powerful as the Power Nine pieces, but without the same recognition since it belongs to a different expansion released after Alpha.

The land became an icon for being one of the driving forces behind Brian Weissman's Card Advantage philosophy in 1996. Library convinced players that drawing more cards offers more options to win the match. Despite being restricted, it was a key piece in the creation of "The Deck," a list conceived by Weissman that would serve as the template for all traditional Control decks in the game's history.

"The Deck" is considered one of the most complex archetypes to pilot in Magic due to its vast number of one‑ofs, restricted cards, and different answers. Players claimed there was no bad matchup for the archetype, only games where the player's low skill ruined their chances of victory.

Tolarian Academy

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Tolarian Academy is the most broken land in Magic. Artifacts are much cheaper to put into play and harder to interact with in a typical Magic match than creatures, with many serving to generate more mana to play more artifacts. A land that generates mana for each of them was enough to break the game in an almost irreparable way.

Blue has always been the color that interacts best with artifacts, and the Academy deck used fast mana to cast Tinker and fetch a bomb, or use Mind Over Matter and Time Spiral to untap Academy as many times as needed to win the game with Stroke of Genius. The period when this land was legal became known as Combo Winter, considered one of the worst stages of competitive Magic for invalidating any strategy that was not combo.

The Urza's Block definitely brought many lessons to Magic, and perhaps the most important of them was that generating excessive mana can easily lead to some way of breaking the game, no matter how many conditions are imposed.

Fetch Lands

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The "Old Duals" cycle is considered the best in the game for adding one of two colors without any restriction, but it is the Fetch Lands cycle that amplified their potential and enabled five‑color piles with the format's best cards, if not for checks like Wasteland and Blood Moon.

Fetch Lands changed the way we view lands and even how we play Magic, especially in competitive eternal formats. Shuffling the deck becomes a common action in every match, consuming playtime and opening possibilities for interactions. Brainstorm became the best cantrip in history thanks to its interaction with Fetches. Treasure Cruise broke Modern since Fetches and cheap cantrips made it easy to pay little for an Ancestral Recall. And one of the reasons Tarmogoyf became a staple of eternal formats was the ease of starting the game with at least one land in the graveyard.

Artifact Lands

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We have already mentioned that lands that interact with artifacts can be a problem, but what about when every land functions as a Sol Ring for a mechanic from the same set they were released in?

There are not enough words to describe the period when Affinity dominated Standard and led to a long wave of bans, which also included the Artifact Lands printed in Darksteel. Like the Combo Winter of Tolarian Academy, the period of dominance and polarized environment of that time was one of the ones that caused the most exodus of card game players away from Magic: The Gathering.

The lands were the core of Affinity, enabling everything the deck intended to do, and they are preventively banned from Modern to this day to avoid a potential Metagame break. Pauper is the only paper format where they are legal and not without controversy. A new dual‑artifact cycle arrived with Modern Horizons 2 and transformed Affinity into the longest‑standing Tier 1 archetype in the format, even after long waves of bans.

Dryad Arbor

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The controversy around Dryad Arbor comes from a specific version of the card: the printing from From the Vault: Realms, where the card, for flavor reasons, replicates the design of a basic Forest.

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Due to the similarities, players would mistake Dryad Arbor for a Forest on the opponent's board, giving the controller an advantage in some specific cases, such as having a blocker on a lethal attack. The most famous example occurs at minute 14:15 of the video below.

The From the Vault version was already sparking debate before this incident. In a 2012 MTGSalvation thread, one user pointed out that if he painted the illustration of a Mother of Runes onto a Noble Hierarch, he would have an advantage due to misinterpretation of the game state, because it would induce the opponent to make mistakes, and the same case would apply to this version of Arbor. Replies to the post claimed that if the player paid attention to the opponent's lands, they would never have this problem. According to that logic, even a Pro Tour winner like Gabriel Nassif does not pay enough attention.

When the debate reached the mainstream through Grand Prix Lyon, a change was applied to the Magic Tournament Rules so that permanents that are creatures in addition to their other types are placed in the nonland area to prevent the incident from happening again. The rule nominally cites Dryad Arbor.

“Permanents that are also creatures (e.g., artifacts with March of the Machines on the battlefield, Dryad Arbor, or a Treetop Village that is currently a creature) must be placed in the nonland area. Players may not use other cards to intentionally obscure the presence of a permanent in any area of the battlefield.”

- Magic Tournament Rules

Wrapping Up

That's all for today!

If you have any questions, feel free to leave a comment!

Thanks for reading!

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Topics StaplesLands