MTG Teenage Mutant Ninja Turtles Gain Lands — Complete Guide
These lands always enter tapped, gain you 1 life when they enter, and tap for either of two colors.
Compare all dual land cycles side by side. Filter by format, color, and price.
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All 5 Teenage Mutant Ninja Turtles Gain Lands
| Card | Colors |
|---|---|
| Illegitimate Business | Black/Green (Golgari) |
| Foot Headquarters | White/Black (Orzhov) |
| TCRI Building | Blue/Red (Izzet) |
| Dimension X | White/Red (Boros) |
| Mutant Town | Blue/Green (Simic) |
Key Details
- Tier: Budget (3/3)
- Entry: Always enters tapped.
- Fetchable: No
- Cards in cycle: 5
Format Legality
| Standard | Pioneer | Modern | Legacy | Commander |
|---|---|---|---|---|
| Legal | Legal | Legal | Legal | Legal |
Strategy
Teenage Mutant Ninja Turtles Gain Lands are legal in Standard, Pioneer, Modern, Commander. A budget-friendly option for casual decks and newer players building a collection.
Related Cycles
- Marvel Super Heroes Lands — ETB tapped. Gain 1 life.
- Secrets of Strixhaven Surveil Lands — ETB tapped. Surveil 1 for {2} plus both colors.
- Desert Lands — ETB tapped. Deals 1 damage to target opponent on entry. Desert subtype.
- Avatar Lands — ETB tapped. Pay 4 + tap + sacrifice: draw a card.
- Spider-Man Lands — ETB tapped. Pay 4 + tap: Surveil 1.
- 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 Teenage Mutant Ninja Turtles Gain 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 Teenage Mutant Ninja Turtles Gain Lands good in Commander?
Teenage Mutant Ninja Turtles Gain Lands are acceptable budget options in Commander. They are legal in all Commander brackets.