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EDH Essentials – The Lands

November 30, 2012 by  
Filed under FAQ, In-Depth FAQ, Strategy

EDH Essentials – The Lands

Lands….. Can’t play with just them…. Can’t play without them….

Hi there, fellow EDH-ers. By now everyone should had been playing EDH for quite some time and had seen that some cards are in almost every EDH decks you faced. For this article, I would like to share with you some useful cards which are commonly seen in EDH decks. You might find that some of these cards are already in your deck. If not, maybe you would like to consider putting them into the deck. So without further delay, let’s have a look at these so-called Essential Cards.

 

Mana, the Base of the Deck

No one can win if they are mana screwed….

The foundation to every good deck is in the Mana base. It is really that simple. If you can’t get the right color or the right amount of mana, you just can’t cast that bomb spell or finisher spell of yours. In normal variant, many times matches could be lost just because you can’t get that one last mana needed to cast certain spell, or you find yourself one mana short to counter a killing blow. In EDH, this is very much the same and may even be truer. Time is not a factor here when you are in a multiplayer game as players all begin the early part of the game building up their mana base. So in this regard the person who build up the fastest would always has the advantage over the others. Most EDH decks build runs 38 to 40 Lands with a few Artifact mana sources just to get ahead of the others and to be able to cast all the spells he or she wants.

 

Lands:-

The backbone to any good deck, except for mono-color decks, is how you distribute the color. Nothing is more frustrating when you are that one color short to casting your spell or Commander and you just can’t seem to draw that last color mana needed. So it is important to have an amount of color fixing in your EDH deck if you are playing multi-colored Commanders.

 

Dual-colored Lands

As long as your deck plays more than one color, it is recommended to include some Dual-colored Lands in it as they are crucial for multi-color EDH decks as mana fixer. As each Dual-colored Lands represent two colors, it would definitely help to include more into the deck to meet the color requirement.

 

Original Dual Lands:-

You know you had been around MtG for a long time when you have extra copies of these lying around….

Tundra

Underground Sea

Badlands

Taiga

Savannah

WU

UB

BR

RG

WG

Scrubland

Volcanic Island

Bayou

Plateau

Tropical Island

WB

UR

BG

WR

UG

This group of Dual Lands from the beginning of MtG is the bomb for your wallet. For those players who had been playing MtG for quite some time (a LONG time) might have some in their collection. These Lands are the best fixers, with no drawbacks, could be fetch as they count as both Land type of its color. But with such great powers these Dual Lands also come with perhaps the only drawback to these Lands, a BIG hefty price tag.

 

Shock Lands:-

All the glory of the old in a new package

Hallowed Fountain

Watery Grave

Blood Crypt

Stomping Ground

Temple Garden

WU

UB

BR

RG

WG

Godless Shrine

Steam Vents

Overgrown Tomb

Sacred Foundry

Breeding Pool

WB

UR

BG

WR

UG

The next closest thing to the Original Dual Lands which originated from Ravnica Block, named so because of the 2 life needed to let them enter the battlefield untapped. Besides this drawback, Shock Lands are the same as the Original Dual Lands. They are also considered as both Land types of their colors, and also have QUITE a BIG price tag too. Cheaper versions of Hallowed Fountain; Overgrown Tomb; Steam Vents; Temple Garden are now available in Return to Ravnica, with the rest coming up in Gatecrash.

 

 Pain Lands:-

No Pain No Gain

Adarkar Wastes

Underground River

Sulfurous Springs

Karplusan Forest

Brushland

WU

UB

BR

RG

WG

Caves of Koilos

Shivan Reef

Llanowar Wastes

Battlefield Forge

Yavimaya Coast

WB

UR

BG

WR

UG

First introduced in Ice Age with five allied color ones, followed later by five more enemy colors in Apocalypse. These Lands produce 1 colorless mana when tapped normally but deals 1 damage to you when you get color mana from them. Although they do not count as the Land types of the colors they produce, they are still good as they provide you with the color needed.

 

Tapped Duals:-

Minimum drawback, Maximum benefits.

Glacial Fortress

Drowned Catacomb

Dragonskull Summit

Rootbound Crag

Sunpetal Grove

WU

UB

BR

RG

WG

Isolated Chapel

Sulfur Falls

Woodland Cemetery

Clifftop Retreat

Hinterland Harbor

WB

UR

BG

WR

UG

Another set of duals which first debut in M10 Core Set with the allied color ones, and came full cycle in Innistrad with the enemy color ones. The special thing about this set of Duals is that they enter the battlefield tapped unless you control either one of its two colors basic lands.

 

Filter Lands:-

Need the right color? Just drop a mana

Mystic Gate

Sunken Ruins

Graven Cairns

Fire-Lit Thicket

Wooded Bastion

WU

UB

BR

RG

WG

Fetid Heath

Cascade Bluffs

Twilight Mire

Rugged Prairie

Flooded Grove

WB

UR

BG

WR

UG

This set of Lands started with Graven Cairns in Future Sight, which Wizards then further expand into what we all came to call Filter Lands in Shadowmoor/Eventide block. These Lands fix your mana by pumping one mana of either colors of the Land and tapping it, which would then produce two mana of any combination of the two colors it could produce.

 

Skycloud Expanse

Darkwater Catacombs

Shadowblood Ridge

Mossfire Valley

Sungrass Prairie

WU

UB

BR

RG

WG

Filter Lands from Odyssey, which could be seen as pioneer to the above set, does almost the same thing except that they do not produce mana on their own and convert 1 colorless mana to 2 allied color mana instead of the combination like the Shadowmoor/Eventide block.

 

Bouncelands or Karoos:-

Only the wise could turn the downside to an up side…

Azorius Chancery

Dimir Aqueduct

Rakdos Carnarium

Gruul Turf

Selesnya Sanctuary

WU

UB

BR

RG

WG

Orzhov Basilica

Izzet Boilerworks

Golgari Rot Farm

Boros Garrison

Simic Growth Chamber

WB

UR

BG

WR

UG

Set of duals from Ravnica block, which enter the battlefield tapped and bouncing a Land as they do. They are cheap mana fixers at Common but quite risky to use if your play group consist of a lot of Land-D. Otherwise, it would be highly recommended to include them into the deck. Especially if you have Lands which provide you effects when they entered the battlefield (eg. Kabira Crossroads for life; Halimar Depths for library manipulation; Bojuka Bog for graveyard hate; Teetering Peaks for pumping your Creatures; Khalni Garden for extra Creature; etc) . A side note to this group of Duals is that the nickname, Karoos, actually came from a set of mono-color Bouncelands from Visions. They are namely, Karoo for White; Coral Atoll for Blue; Everglades for Black; Dormant Volcano for Red; & Jungle Basin for Green.

 

Guildgates or Gate Lands:-

Doorstep to Victory

Azorius Guildgate

Izzet Guildgate

Rakdos Guildgate

Golgari Guildgate

Selesnya Guildgate

WU

UR

BR

BG

WG

Another set of Common mana fixers duals from Return to Ravnica block, which enter the battlefield tapped and count as subtype Gate. Slow but has the advantage for their interaction with Gate related cards. There are only five printed till date to this article, but five more of the rest of the color combination should be out by Gatecrash, the next set of Return to Ravnica block.

 

Dual Man-Lands:-

Lending an Extra Hand…. or Leg….

Name

Colors

Ability

Celestial Colonnade

WU

3WU: 4/4 White and Blue Elemental with Flying and Vigilance

Creeping Tar Pit

UB

1UB: 3/2 Blue and Black Elemental which is unblockable

Lavaclaw Reaches

BR

1BR: 2/2 Black and Red Elemental with “X: This creature gets +X/+0 until end of turn”

Raging Ravine

RG

2RG: 3/3 Red and Green Elemental which gets a +1/+1 counter whenever it attacks

Stirring Wildwood

WG

1GW: 3/4 White and Green Elemental with Reach

Set of dual-colored Man-Lands from Worldwake; Lands which change into Creatures until end of turn. Each of them comes with extra ability or abilities, making them good addition to any EDH decks which play the colors even though they enter the battlefield tapped.

 

Fast Lands:-

Boon or Poison ?

Seachrome Coast

Darkslick Shores

Blackcleave Cliffs

Copperline Gorge

Razorverge Thicket

WU

UB

BR

RG

WG

Set of duals from Scars of Mirrodin which enters the battlefield untapped only if you control two or fewer Lands. They work well when they are the first two Lands you played. This drawback might haunt you when you need the color from them only to draw them late in the game.

 

Storage Duals:-

“One shall always save for rainy days.”

Calciform Pools

Dreadship Reef

Molten Slagheap

Fungal Reaches

Saltcrusted Steppe

WU

UB

BR

RG

WG

They only tap for colorless mana when they enter the battlefield but once you start storing counters on them, they could produce their colors. Good for long games.

 

Invasion Duals:-

Home with a Sea View

Coastal Tower

Salt Marsh

Urborg Volcano

Shivan Oasis

Elfhame Palace

WU

UB

BR

RG

WG

Enter the battlefield tapped. Good addition if you need an extra color fixer.

 

Zendikar Refuges:-

Adventurer Pit Stop

Sejiri Refuge

Jwar Isle Refuge

Akoum Refuge

Kazandu Refuge

Graypelt Refuge

WU

UB

BR

RG

WG

Enter the battlefield tapped but nets you one life at the same time. Good addition if you need an extra color fixer.

 

Snow Duals:-

End of the Old Age, Beginning of the New

Boreal Shelf

Frost Marsh

Tresserhorn Sinks

Highland Weald

Arctic Flats

WU

UB

BR

RG

WG

Snow Lands which enter the battlefield tapped. Good color fixer which doubles for your Snow theme if you chose to play it (Scrying Sheets).

 

Tribal Lands:-

Meanwhile…. Beneath the Rushing River…..

Name

Colors

Tribe

Ancient Amphitheater

WR

Giant

Auntie’s Hovel

BR

Goblin

Gilt-Leaf Palace

BG

Elf

Wanderwine Hub

WU

Merfolk

This set of Lands from Lorwyn block is special in a sense that they enter the battlefield tapped if you did not reveal a card of the mentioned tribe on them. It is not really a requirement to be going heavy Tribal to play them but they would serve better in one. Otherwise they are good addition as mana fixer for your deck due to the card restriction rule for building EDH decks.

 

Tri-color Lands

These Lands are not a lot in numbers but they do come in handy if your General is three colors or more. It never hurts to have that extra Land which produces the right color. This is especially so when your deck contains more than two colors.

 

Tri-Color Bouncelands or Lair Lands:-

Lair of Terror

Treva’s Ruins

Dromar’s Cavern

Crosis’s Catacombs

Darigaaz’s Caldera

Rith’s Grove

GWU

WUB

UBR

BRG

RGW

From the Planeshift set, these tri-color Lands which also count as a Lair, are from the story point of view Lair to the five legendary Dragons from Invasion block. They will be sacrificed though if you could not bounce a non-Lair Land you control back to its owner’s hand, but they have the advantage of entering the battlefield untapped.

 

Shard Lands:-

City of the Living Dead….

Seaside Citadel

Arcane Sanctum

Crumbling Necropolis

Savage Lands

Jungle Shrine

GWU

WUB

UBR

BRG

RGW

Another set of Tri-colored Lands from the Shards of Alara which just have the drawback of entering the battlefield tapped.

 

Tribal Land:-

One of its Kind

Name

Colors

Tribe

Murmuring Bosk

BWG

Treefolk

Same as the set of Tribal Lands from Lorwyn block, which enter the battlefield tapped if you did not reveal a card of the mentioned tribe on them. Murmuring Bosk is standalone as the only tri-color among the group as itself is a Forest and deals 1 damage to you when you get W and B from it. This makes it unique and versatile as it could be tutor out with cards which search for Forest card.

 

5c Lands

If your Commander’s color identity happens to exceed 3 colors or more (Child of Alara; Horde of Notions; Scion of the Ur-Dragon; Sliver Overlord), then these Lands are what you need. 5c Lands are handy in this regard as they produce the right color, whichever it may be, as you need it.

 

Vivid Lands:-

Somewhere Over the Rainbow

Vivid Meadow

Vivid Creek

Vivid Marsh

Vivid Crag

Vivid Grove

W

U

B

R

G

From Lorwyn, this set of Lands although entering the battlefield tapped; produce 5c for a set number of times. You could extend their uses by increasing the number of charge counters (Proliferate) on them.

 

Other 5c Lands:-

The Prize of Success is Worth the Price

The below Lands are more recommended if you are playing 3 colors or more. Other than that, they are not really highly recommended for the drawbacks they have. You do not have to play a 5c General to play these Lands as they do not have mana symbols on them, therefore making them possible to be used in any EDH deck.

Ancient Ziggurat Alara block’s 5c Land from Conflux. Mana is only useable for Creature spells.
City of Brass The first of the 5c Lands from Arabian Nights. Stings you for a point whenever it is tapped, even not for mana.
Forbidden Orchard 5c Land from Kamigawa block. Act as a political tool as you could give out tokens to your opponent.
Forsaken City 5c Land from Planeshift. Does not untap after use. Other means of untapping (Ley Druid) could be used to untap it instead of its own untapping ability.
Grand Coliseum Onslaught block’s 5c Land. Slow as it enters the battlefield tapped. Has the option of getting a colorless mana and only stings you when you get color mana out of it.
Gemstone Mine 5c Land from Weatherlight. Provides the color mana of your choice for a set number of times.
Glimmervoid Mirrondin block’s 5c Land which needs Artifacts to stay on the battlefield. A disadvantage if you only have one Artifact on the battlefield, as by destroying that Artifact would also destroy Glimmervoid too.
Mirrodin’s Core Mirrondin block’s 5c Land that requires you to put charge counters on it to produce color mana.
Pillar of the Paruns Ravnica block’s 5c Land. Very good if your deck has a lot of multicolor cards.
Primal Beyond 5c Land which enters the battlefield tapped unless you revealed an Elemental as you play it. Limited to Elemental Tribal as the mana it produces can only be used to cast Elemental spells and activating abilities of Elementals.
Rainbow Vale 5c Land from Fallen Empires. Political tool as it switches controller after use.
Rupture Spire / Transguild Promenade Functionally same 5c Land of Alara block’s from Conflux and Return to Ravnica respectively. Although slow to begin with, it could be considered to be the 5c Land with the most minimum drawback.
Tarnished Citadel Odyssey’s block 5c Land. The 5c Land with the highest drawback (3 damage for a color mana).
Thran Quarry Urza’s Saga’s block 5c Land. Not recommended as a Creature sweep effect would also destroy this Land too.
Undiscovered Paradise 5c Land from Vision. Bounces back to your hand after use.

 

Fetch Lands:-

When this group of Lands first came out, everyone did not see why they were so good. This change as people started to realize that they could sacrifice these Lands and fetch for the Original Dual Lands with these Fetch Lands. In addition to helping to fix your mana, they also help to thin out your decks and give you a free reshuffle.

 

Mirage Fetch Lands:-

Underused Ancestors…..

Flood Plain

Bad River

Rocky Tar Pit

Mountain Valley

Grasslands

WU

UB

BR

RG

WG

Pioneer of the Fetch Lands but cheaper than the later ones which caught on in Onslaught and Zendikar. These from Mirage only come in allied colors combination. They have the slight disadvantage of entering the battlefield tapped, though this is really not a big problem in EDH as games are generally slow. Very good addition to fix the color and thinning out the decks Also they help to reshuffle the deck if you have some amount of library top manipulation and was not happy with the top cards, very economical for EDH decks.

 

Fetch Lands:-

$$$ Lands

Flooded Strand

Polluted Delta

Bloodstained Mire

Wooded Foothills

Windswept Heath

WU

UB

BR

RG

WG

Marsh Flats

Scalding Tarn

Verdant Catacombs

Arid Mesa

Misty Rainforest

WB

UR

BG

WR

UG

The set of Lands which started the whole namesake of Fetch Lands, one set of allied color in Onslaught; another set of enemy color in Zendikar. They do exactly the same thing as the Mirage ones but faster as they entered the battlefield untapped at the cost of an additional 1 life. Though highly versatile and fast, these Lands are not cheap to get too.

 

Panorama Lands:-

Fetching Lands for you Regardless of Colors

Bant Panorama

Esper Panorama

Grixis Panorama

Jund Panorama

Naya Panorama

GWU

WUB

UBR

BRG

RGW

A sub set of tri-color Fetch Lands from Shards of Alara. These Lands are a bit different that they only fetch basic Lands of their color. It is to be noted that they could be use even if your General does not contain the colors as the Lands only mention the basic Land types and not colored symbols.

Fixer Lands

Color Fixing at your Service

These Lands helps to fix your color. They are quite situational but come in handy when you need some extra color fixing in your deck.

Crystal Quarry Much like the Filter Lands but converts all 5 colors instead of 1. Only recommended if your deck is running all 5 colors.
Command Tower The Land made for Commander set. Produces whatever color your Commander is.
Exotic Orchard Work wonders especially in multiplayer games.
Reflecting Pool A good fixer for nearly any deck of any number of colors.
Urborg, Tomb of Yawgmoth A good fixer for any deck running Black. Enables Swampwalk against your opponents as well.

 

Utility Lands

Since Lands are ever an essential part of every deck, Utility Lands allow your deck to pack more spells. As the Land could provide the effect, more card slots could be used for other spells. Another good thing of using Utility Lands is that since they are activated abilities, it is generally uncounterable effects, providing you with a permanent source for the effect sometimes.

 

Land-D Lands:-

Destroying Lands Since the Old School Days

Some Lands could be a pain in the ass for as long as it stays on the battlefield. Therefore the below Lands could be used to get rid of those undesirable Lands.

Dust Bowl Reusable and permanent way to destroy opposing Utility Lands.
Ghost Quarter Could be use to fix your own color in desperate needs.
Strip Mine Best solution for all Lands problem.
Tectonic Edge An almost identical function as Wasteland.
Wasteland Solution to all Utility Lands (All Utility Lands are non-basic)

 

Recursion Lands:-

Endless Resources

EDH games are usually very long, especially when it is a multiplayer game. As the game drags on, resources wear out. Having these Lands would help you survive in the long run.

Academy Ruins Recursion for Artifacts to top of library.
Emeria, the Sky Ruin Recursion for Creatures to battlefield. Heavy White needed.
Mistveil Plains Recursion for any card to the bottom of library.
Petrified Field Recursion for Land to hand.
Unholy Grotto Recursion for Zombies to top of library.
Volrath’s Stronghold Recursion for Creatures to top of library.

 

Sacrifice Outlets:-

Life for Life

These Lands provide you with means to sacrifice your stuff, especially those with Leave the Battlefield effects.

Diamond Valley Sacrifice outlet for Creatures. Gain life equal to Creature’s toughness.
Grim Backwoods Sacrifice outlet for Creatures. Draw a card.
High Market Sacrifice outlet for Creatures. Gain 1 life.
Keldon Necropolis Sacrifice outlet for Creatures. Deals 2 damage to target Creature or Player.
Miren, the Moaning Well Sacrifice outlet for Creatures. Gain life equal to Creature’s toughness.
Phyrexia’s Core Sacrifice outlet for Artifacts. Gain 1 life.
Phyrexian Tower Sacrifice outlet for Creatures. Add two Black mana.

 

Cycling Lands:-

Card for Card

These set of Lands do not work on the battlefield but instead helps by allowing you to draw a card. This is useful when you are Land flooded. Good addition for any EDH decks with the appropriate color. There are two for each color, one set with an extra colorless one from Urza’s Sage, and one set from Onslaught.

White

Blue

Black

Red

Green

Drifting Meadow Remote Isle Polluted Mire Smoldering Crater Slippery Karst
Secluded Steppe Lonely Sandbar Barren Moor Forgotten Cave Tranquil Thicket

Colorless

Blasted Landscape

 

 Legendary Lands:-

Where Legends are Born

This set of Lands from Champion of Kamigawa powers up and enhances your Legendaries. Since Commanders are all legendary, this set of Lands act as power up for your Commanders. A very good addition for all EDH decks with the right respective color.

White Eiganjo Castle Prevent 2 damage to target Commander.
Blue Minamo, School at Water’s Edge Untaps target Commander or any legendary permanent.
Black Shizo, Death’s Storehouse Gives Fear to target Commander until end of turn.
Red Shinka, the Bloodsoaked Keep Gives First Strike to target Commander until end of turn.
Green Okina, Temple to the Grandfathers +1/+1 to target Commander until end of turn.

 

Big Mana Lands:-

You Know it’s Bad News When your Opponent Starts to Tap and Untap This…..

These Lands produce more mana as certain resources grow. Below are the most commonly used ones.

Crypt of Agadeem Produces more Black mana as Black Creatures build up in your graveyard.
Cabal Coffers Produces more Black mana as you have more Swamps.
Gaea’s Cradle Produces more Green mana as your Creatures build up on the battlefield.
Serra’s Sanctum Produces more White mana as your Enchantments build up on the battlefield.

*Thanks CanterlotGuardian for spotting the typo!*

Others:-

Rest of the Best

Here are some more of the other useful Lands for all sort of different kinds of decks that are commonly used.

Bojuka Bog Foil against graveyard themed decks.
Boseiju, Who Shelters All Protects your bomb spell from counterspell.
Cavern of Souls Protects your Creature spell from counterspell.
Flagstones of Trokair Small protection from Land-D and color fix with White base dual lands.
Halimar Depths Small library top manipulation.
Hall of the Bandit Lord Gives Haste to your Creature
Ice Floe Locks down ground Commander.

Kor Haven / Maze of Ith / Mystifying Maze

Protection against General and Infect damage.

Reliquary Tower

No maximum hand size.

Temple of the False God

Produce two colorless mana when you have five or more Lands.

Untaidake, the Cloud Keeper

Produce two colorless mana for Legendary spells only. Good for decks with lots of legendary spells

Vesuva

Kills off opposing Legendary Land.

Yavimaya Hollow

Regeneration to your Creature.

 

To summarize for the article, Lands is an essential part of all decks. They could help fix your color if you are playing more than one color, ensuring that you could play your spells whenever you want to. Some Lands also come with other abilities beside producing mana, including these kind of Lands also allow you to deal with all sorts of threats while still having extra slots for other spells in your deck. We hope that this article provides you with some helpful idea as to what kind of Lands you could consider adding to your deck and with that may the power of the Lands be with you. Till our next article.

Further your Horizon

 

This is yours truly, Edward “Reaper King” Leong, signing off.

:D~

Comments

16 Responses to “EDH Essentials – The Lands”
  1. CanterlotGuardian says:

    Just a brief typo I caught. On the entry for Serra Sanctum, you said it taps for a Green for each enchantment you control. It actually taps for a White per enchantment.

    Other than that, excellent card list. I found a few lands in here that are going to go in my Melek EDH deck that I’m building. Cheers!

  2. Jordan R says:

    On the tri-lands, all the ones that produce Red-Blue-Black are abbreviated incorrectly as BGR when they should be UBR. The Black-Red-Green lands are correctly abbreviated as RBG, an anagram of BGR, hence the confusion.

  3. Kirk says:

    A new/updated version would be amazing. I assume a lot more has come out in two years. Off the top of my head the Temples come to mind. Also colorless Fetch Lands.

  4. Xave says:

    Edward,

    I just want thank you for this beautiful, helpful article. I hope you could update it soon.

    Cheers, bro!

    • Edward says:

      Hi Xave,

      Thank you for your time reading the article. Would definitely work on an updated one. Currently I am waiting for more varieties of lands to come before I start one.

      Once again I thank you for your support.

      Cheers and many victories in your edh games. 😀

  5. Blu3Pho3n1x says:

    Just a note – Vesuva doesn’t kill off an opponents Legendary land. Legendary rule only applies to permanents under your control.

    Still a solid card to have in EDH, esspecially if, say, someone destroyed your Reliquary Tower and you need to get one back, or if someone has a utility land you’d like tot ake advantage of, etc…

    • Edward says:

      Thank you Blu3Pho3n1x for your comment.

      As you can see from the posted date of the article it is an article long ago before the legendary rule was revised to how it works today.

      But still thank yoy for reading the article and happy winnings for your EDH games.

      Cheers

  6. Irv Rai says:

    Best EDH Lands compilation. Hope you can find time to update the list. 🙂
    More power to you!

    • Edward says:

      Hi Irv Rai,

      First of all thank you for taking the time to read our article. Glad that you like the compilation and hope it helped you in some way.

      Yes will definitely need to do a more updated list. But time is an issue here, we been busy too out of MtG time…. Nevertheless EDH Essentials – The Lands Part 2 is definitely an idea on the “Next Article” list. So till then

      May the force of your Commander be with you.

      Cheers from the Reaper King

  7. Kevin says:

    Shouldn’t Tolarian Academy be included in the Big Mana section?

    • Edward says:

      Hi Kevin,

      Thank you for taking your time to read through the article. Tolarian Academy is banned in the normal banned list from the EDH committee we are following for EDH-ing. We use that as guideline for most of our articles.

      For the full list please have a read at below article.

      http://www.mtgedh.com/?s=EDH+Banned+List

      Hope that clears up your question.

      Cheers, 🙂

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