These lands always enter untapped and tap for {C}. They tap for either of their two colors only if they entered this turn or if you control a basic land.

Compare all dual land cycles side by side. Filter by format, color, and price.
Dual Lands Tool →

All 5 Marvel Super Heroes Conditional Dual Lands

CardColors
Gathering PlaceWhite/Green (Selesnya)
Dark FortressBlack/Red (Rakdos)
Hidden LairBlue/Black (Dimir)
Gleaming BastionWhite/Blue (Azorius)
Training CompoundRed/Green (Gruul)

Key Details

  • Tier: Strong (2/3)
  • Entry: Always enters untapped.
  • Fetchable: No
  • Cards in cycle: 5

Format Legality

StandardPioneerModernLegacyCommander

Strategy

Marvel Super Heroes Conditional Dual Lands are legal in Standard, Pioneer, Modern, Commander. They make colored mana reliably only in decks that run basic lands; otherwise they tap for {C} after the turn they enter.

Related Cycles

  • Check Lands — ETB untapped if you control a matching basic land type.
  • Slow Lands — ETB untapped if you control 2+ other lands.
  • Bond Lands — ETB untapped if you have 2+ opponents.
  • Reveal Lands — ETB untapped if you reveal a card with a matching land type from hand.
  • Haunt Lands — ETB tapped unless a player has 13 or less life.
  • All land cycles — every cycle on one page, grouped by type.

Build Your Mana Base

Use our Mana Base Calculator to find the right mix of Marvel Super Heroes Conditional Dual Lands and other duals for your deck. Paste a Moxfield or Archidekt link and get Monte Carlo-simulated land counts. See every cycle in our index of all 53 land cycles, or read the MTG Dual Lands Guide for which ones to buy first.

Frequently Asked Questions

Are Marvel Super Heroes Conditional Dual Lands good in Commander?

Marvel Super Heroes Conditional Dual Lands are solid in Commander. They are legal in all Commander brackets.