Deathcap Glade is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
This land enters tapped unless you control two or more other lands.: Add
or
.
Complete guide
Deathcap Glade is a versatile dual land from the Innistrad: Crimson Vow set, specifically designed to support decks utilizing Black and Green mana. As one of the 'slow lands,' its effectiveness depends entirely on the current state of your mana base during the turn it is played. Understanding the timing of this land is key to ensuring your resources are ready exactly when you need them.
Dual Mana Flexibility
Deathcap Glade provides two colors of mana: Black ({B}) and Green ({G}). Unlike basic lands, it offers flexibility to help you cast spells with restrictive color requirements. However, it lacks basic land types like Swamp or Forest, meaning it cannot be searched by effects that specifically look for those subtypes.
The 'Two or More' Rule
The most critical aspect of Deathcap Glade is its replacement effect. As it enters the battlefield, the game checks how many other lands you currently control. If you control zero or one other lands, it must enter the battlefield tapped. If you control two or more other lands, it enters untapped and is ready to be used for mana immediately.
Resolution Step-by-Step
When you play Deathcap Glade, first count your other lands on the battlefield. This check happens before the land actually enters, so Deathcap Glade does not count itself. If the condition is met (2+ others), place it upright. If not, place it sideways. Once on the battlefield, you can tap it at any time you have priority or need to pay a cost to add one {B} or one {G} to your mana pool.
Optimal Timing
Common mistakes often involve playing this as your first or second land of the game, which forces a slow start. To maximize efficiency, play your basic lands or 'fast lands' during turns one and two. Save Deathcap Glade for turn three or later to ensure it provides immediate mana for your mid-game threats.
Interaction examples
If your only land on the battlefield is Command Tower and you play Deathcap Glade as your second land, you only control one 'other' land. Therefore, Deathcap Glade will enter the battlefield tapped. You must wait until your next untap step to use its mana.
Suppose you have both Command Tower and Exotic Orchard on the battlefield. When you play Deathcap Glade, the game sees you control two other lands. Because the requirement of 'two or more' is met, Deathcap Glade enters untapped, allowing you to immediately tap it for Black or Green mana.
If an effect allows you to put multiple lands onto the battlefield at once, they do not 'see' each other for the 'other lands' count. If you put Deathcap Glade and Exotic Orchard onto an empty battlefield simultaneously, Deathcap Glade will see zero other lands and enter tapped.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Deathcap Glade
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
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Meta decks with Deathcap Glade
No archived Top 8 deck with this card yet.



Command Tower
Exotic Orchard