Slow lands enter untapped if you control two or more other lands, making them the opposite of fast lands. They are terrible on turns 1 and 2 but always untapped from turn 3 onward. This makes them ideal for midrange and control decks that do not need mana on the first two turns.

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All 10 Slow Lands

CardColors
Deserted BeachWhite/Blue (Azorius)
Shattered SanctumWhite/Black (Orzhov)
Sundown PassWhite/Red (Boros)
Overgrown FarmlandWhite/Green (Selesnya)
Shipwreck MarshBlue/Black (Dimir)
Stormcarved CoastBlue/Red (Izzet)
Dreamroot CascadeBlue/Green (Simic)
Haunted RidgeBlack/Red (Rakdos)
Deathcap GladeBlack/Green (Golgari)
Rockfall ValeRed/Green (Gruul)

Key Details

Format Legality

StandardPioneerModernLegacyCommander

Strategy

Pair slow lands with fast lands for full curve coverage. Fast lands for turns 1-3, slow lands for turns 3+. In control decks, slow lands are excellent because you rarely need untapped mana before turn 2 (you are holding up counterspells, not deploying threats). In Commander, they are solid mid-tier options.

Related Cycles

Build Your Mana Base

Use our Mana Base Calculator to find the right mix of Slow Lands and other duals for your deck. Paste a Moxfield or Archidekt link and get Monte Carlo-simulated land counts. See all 48 dual land cycles in our complete Dual Land Cycles Guide.

Frequently Asked Questions

Are slow lands good?

Yes, in the right deck. Midrange and control decks that do not need mana on turns 1-2 benefit from guaranteed untapped duals on turn 3+. They are poor in aggro decks that need to curve out from turn 1.

Do slow lands work with fast lands?

Perfectly. Fast lands enter untapped on turns 1-3 (when slow lands are tapped). Slow lands enter untapped on turns 3+ (when fast lands start entering tapped). Running both gives you untapped duals at every point in the game.