These lands always enter tapped, gain you 1 life when they enter, and tap for either of two colors.

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All 5 Teenage Mutant Ninja Turtles Gain Lands

CardColors
Illegitimate BusinessBlack/Green (Golgari)
Foot HeadquartersWhite/Black (Orzhov)
TCRI BuildingBlue/Red (Izzet)
Dimension XWhite/Red (Boros)
Mutant TownBlue/Green (Simic)

Key Details

  • Tier: Budget (3/3)
  • Entry: Always enters tapped.
  • Fetchable: No
  • Cards in cycle: 5

Format Legality

StandardPioneerModernLegacyCommander

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

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.