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Rules guide · Land

Savage LandsHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Marvel Super Heroes Commander· June 26, 2026
Carte Magic Savage Lands

Savage Lands 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.

01

Official card text

This land enters tapped. {T}: Add {B}, {R}, or {G}.

Complete guide

Savage Lands is a cornerstone for any deck focused on the Jund colors of Black, Red, and Green. It provides essential color fixing at the cost of speed, making it a reliable staple for multi-color strategies.

Functionality and Speed

Savage Lands is a non-basic land with a static ability that modifies how it enters the battlefield. Unlike basic lands, it enters tapped, meaning it cannot be used for mana on the same turn it is played. Once untapped, it can be tapped for one of three colors: Black, Red, or Green.

Resolution and Rules

When you play Savage Lands, it does not use the stack and cannot be responded to. However, its 'enters tapped' ability is a replacement effect. As it moves from your hand to the battlefield, it is placed directly into the tapped position. You do not get a window of priority to tap it for mana before it becomes tapped.

When to Play It

This land is best played on early turns where you do not have a one-mana spell to cast, or on later turns when you have excess mana and can afford the delay. Its value lies in ensuring you have access to all three Jund colors for your more complex spells later in the game.

Common Mistakes

A common error is attempting to use cards that untap 'target land' to use Savage Lands immediately; while legal, the land still enters tapped first. Additionally, remember that Savage Lands does not have basic land types (like Forest or Swamp), so it cannot be searched for by cards that specify those types.

Interaction examples

Establishing the Jund Manabase

You play Savage Lands as your land for the turn. It enters the battlefield tapped. During your next untap step, it untaps, and you now have the flexibility to produce Black, Red, or Green mana depending on your needs.

Comparing with Command Tower

In a Commander game, Command Tower is often superior because it enters untapped. However, Savage Lands provides a fixed set of three colors (B/R/G) regardless of your Commander's identity, serving as a redundant and reliable source of color fixing.

Interacting with Exotic Orchard

If you control Savage Lands and your opponent controls Exotic Orchard, your opponent can tap their Exotic Orchard for Black, Red, or Green mana. This is because Savage Lands has the ability to produce those three colors, and Exotic Orchard checks what colors your lands 'could' produce.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Savage Lands

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

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Legal formats

historictimelessgladiatormodernlegacyvintagepennycommanderoathbreakerbrawlcompetitivebrawlduelpredhtlr
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Meta decks with Savage Lands

No archived Top 8 deck with this card yet.

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