Last updated on October 15, 2026

Blackcleave Cliffs | Illustration by Richard Wright
In a world of mana bases with fetches, typed dual lands, and lands that draw you a card, the fast lands of MTG are often overlooked and forgotten. They can be useful tools for the right deckโs mana base in multiple formats, though.
As the name may suggest, these dual lands are meant for decks that want to gain advantage or mana early without the downside of shock and check lands. You get the chance to play an opening Thoughtseize into a turn-2 Wrenn and Six and still be able to play Liliana of the Veil on-curve on the third turn. All without the downsides of other mana bases.
What Are Fast Lands?

Razorverge Thicket | Illustration by Randy Gallegos
Fast lands enter untapped as long as you control two or fewer other lands lands. Basically, theyโll enter untapped so long as theyโre your first, second, or third land.
The Allied Fast Lands
The allied fast lands were originally printed in Scars of Mirrodin. They consist of:
- Seachrome Coast ย ย ย ย ย ย ย ย ย ย ย ย ย ย ย ย ย
- Darkslick Shores ย ย ย ย ย ย ย ย ย ย ย ย ย ย ย ย
- Blackcleave Cliffs ย ย ย ย ย ย ย ย ย ย ย ย ย ย
- Copperline Gorge
- Razorverge Thicket ย
The allied fast lands were originally printed in 2010. They were part of the Zendikar Expeditions but didnโt get a proper, main-set reprint until 2023 with Phyrexia: All Will Be One. There have also been scattered reprints of individual fast lands in different Commander precons. They see play in Modern and especially Pioneer.
The ONE reprint did wonders for their availability and thus price; they range from less than a dollar to up to $5, making them good budget lands.
The Enemy Fast Lands
The enemy fast lands were printed in Kaladesh. These include:
- Concealed Courtyard
- Spirebluff Canalย ย ย ย ย ย ย ย ย ย ย ย ย ย ย ย ย
- Blooming Marsh ย ย ย ย ย ย ย ย ย ย ย ย ย ย ย ย ย ย
- Inspiring Vantage
- Botanical Sanctum ย ย ย ย ย ย ย ย ย ย ย ย ย ย ย
Like the allied fast lands, these were an instant hit and held a high price point for several years until Outlaws of Thunder Junction increased the supply and dropped the price. These werenโt included in Zendikar Expeditions but have enjoyed the same scattered precon reprints as the allied fast lands. The enemy fast lands run a little more expensive than their allied counterparts, with none of them dropping below $1. They cap at around $5 though, so theyโre still good budget lands.
History of the Fast Lands, Pre-Kaladesh
Fast lands made an immediate impact on Standard, easily outperforming Zendikarโs fetch lands given a lack of good fetchable lands. Worlds 2010 was the first major event post-Scars of Mirrodin, and seven of the top eight decks ran fast lands, the only exception being a mono-green deck that needed no fixing.
Fast lands mattered less when Modern was created because the new format had the shock lands from Ravnica: City of Guilds. Most decks preferred the fetch-shock mana base, though Jund () was an exception that ran Blackcleave Cliffs as a one-of. Jund would gradually add more fast lands after the banning of Punishing Fire made Grove of the Burnwillows obsolete, and the other fast lands would pick up traction as the format developed. By the time Kaladesh completed the cycle in 2016, all the non-blue fast lands saw reasonable amounts of play.
Fast Lands in Modern
The allied-color blue fast landsโSeachrome Coast and Darkslick Shoresโsaw no play in Modern because no deck in their colors wanted them.
The fast lands work well in the early turns and poor late, so Seachrome Coast had no place in Azorius () control decks that need lands 4+ to enter untapped to play cards like Cryptic Command or Snapcaster Mage plus a second spell on curve.
The big Dimir () tempo deck of the time, Deathโs Shadow, didnโt run Darkslick Shores because it depended on the fetch-shock paradigm to lower its life total.
While early-game-oriented blue lists existed, they were in the wrong colors since decks like Izzet Storm () and Simic Infect () needed enemy lands.
If you want to know more about the history of mana bases in Modern, check out Reid Dukeโs Spikes Academy course, which has an entire module dedicated to the subject.

The Fast Lands, Post-Kaladesh
The enemy-colored fast lands had a major impact on Modern because they filled specific gaps. Spirebluff Canal and Botanical Sanctum saw immediate play in their respective archetypes, making mana bases more consistent and less painful. Not taking a Lava Spike to play Glistener Elf or Baral, Chief of Compliance gave these decks breathing room against aggressive strategies. Blooming Marsh gave Jund and more traditional Rock decks a boost of consistency, Inspiring Vantage made Burn better, and Death and Taxes flourished with Concealed Courtyard.
The enemy fast lands were also critical to Pioneer following the formatโs inception in 2019. With the Khans of Tarkir fetch lands (rightfully!) banned at the start of the format, the fast lands were the second-best option behind the shock lands, so they defined the format for a time.
Playing Fast Lands
Fast lands work best in decks that have high color requirements and develop their board in the earliest turns of the game. For example, Pioneer Greasefang decks want to play Thoughtseize into Fleeting Spirit, and Modern Boros Aggro () needs red on turn 1 for Ragavan, Nimble Pilferer while being able to play Ajani, Nacatl Pariah on turn 2. When youโre developing an early board presence and trying to win fast, these are excellent color fixers.
However, there are a few downsides to these lands. Their lack of basic land types renders them unfetchable, meaning you have to draw them. Also, in decks that curve out above 4 mana or want to play multiple answers a turn, coming in untapped later in the game is a massive downside and pretty unfavorable.
Hereโs a handy flowchart I made to help you figure out if these lands are for you:

Where Fast Lands See Play
The fast lands have always seen play when available in Standard, but they also see widespread play in Pioneer. Their stock in Modern has fallen as surveil lands and sac lands claim slots in decks. Hereโs a quick list of prominent decks in each format that play multiple copies of the fast lands:
Pioneer
- Izzet Aggro
- The Rock
- Dimir Kaito
- Jund Sacrifice
Modern
- Boros Aggro
- Pinnacle Affinity
- Emry-Cam Combo
- Burn
Where Can You Find Fast Lands?
Scars of Mirrodin
Scars of Mirrodin yields the original printings of the allied-color fast lands. If youโre dead set on having original printings, youโre better off finding singles, but you could test your luck at boosters.
- Magic the Gathering - MTG: Scars of Mirrodin Booster Box (36 Packs)
- Each Booster Box of Scars of Mirrodin contains 36 booster packs
- PACK: 15-Cards including 1 Rare/Mythic Rare plus a tip/token card
- Scars of Mirrodin is the first set in the Scars of Mirrodin block
- NOTE: This product can ONLY be shipped the United States, Puerto Rico, APO/FPOs and USVI.
Kaladesh
Kaladesh is easy. A lot of stores stock these boxes and you can find them on eBay for around twice the price of a Standard booster box. As long as youโre willing to invest a bit more, this draft format is fun and very artifact themed, if thatโs what youโre into. The lands are, as always, not guaranteed in the box.
- Release: 30.09.2016
- Age: 13+
- The new expansion: Kaladesh
Phyrexia: All Will Be One
Phyrexia: All Will Be One has more modernized reprints of these duals, as well as some borderless alternate-art foils you could chase after.
- 30 Phyrexia: All Will Be One Set Boostersโthe best MTG boosters to open just for fun
- 12 Magic: The Gathering cards + 1 Art Card in each booster
- At least 1 Showcase Ichor card and 1 Traditional Foil card in every pack
- 1 Phyrexianized Land or Panorama Full-Art Land in every packโTraditional Foil Land in 20% of packs
- 1โ4 cards of rarity Rare or higher in every pack
Outlaws of Thunder Junction
Outlaws of Thunder Junction gives you another crack at enemy-colored fast lands. Thesee packs are generally great between the Breaking News bonus sheet and shots at The Big Score, so thereโs plenty to open beyond the dual lands.
- SADDLE UP FOR A WILD RIDEโJoin Okoโs crew of deadly desperados as they plot a brazen heist in the frontier world of Thunder Junction, Magicโs first western-themed setting
- FUN TO OPEN. FUN TO PLAYโGet the best of Draft and Set Boosters, combined into one! Play Boosters are great for Limited play and fun to open, with a possibility of Art cards, Showcase cards, additional Rares, and a foil card in every pack
- THE BEST OF THE WESTโEach Play Booster contains 1โ5 cards of rarity Rare or higher, including the possibility of a Borderless Mythic Rare card from Magicโs history
- BREAKING NEWS CARD IN EVERY PACKโEvery Play Booster contains at least 1 Breaking News card, a reprint featuring new art and a front page news-style frame reporting the spell as a crime; do you dare become that spell-casting outlaw?
- SHINING FOIL IN EVERY PACKโEvery booster also includes at least 1 shining Traditional Foil card of any rarity; in 20% of packs youโll also find a Traditional Foil Land card (which may even feature a Full-Art Western Landscape).MAY CONTAIN ART CARDS, A PLAY BOOSTER EXCLUSIVEโNow found only in Play Boosters, some packs also contain an Art card showcasing a piece of art from the Outlaws of Thunder Junction set, sometimes with a foil signature from the artist.
Fast Land Alternatives
Maybe you canโt afford fast lands. Maybe they donโt fit into your deck as intended. Thatโs okay! There are some lands that follow the same philosophy, but better.
The Future Sight land cycle is full of lands that are similar to fast lands but with weird effects. Some are cheaper and some are more expensive. River of Tears is my favorite out of the bunch and Iโm hoping theyโll print more like it. It acts as a productive black land on your first few turns and then lets you have reactive blue spells for the rest of the game, which lets you also use fetches if you need to trigger the black mana clause.
Another functional cycle are the allied snarls like Furycalm Snarl and Choked Estuary. These will usually come in untapped on turn 1. Theyโre good for super budget decks with a lot of typed lands but unfortunately reveal some info to your opponent.
Wrap Up

Seachrome Coast | Illustration by Lars Grant-West
Fast lands are excellent nonbasics. They give aggressive and tempo-oriented decks good enough color fixing to compete with slower decks that can take time to drop a Triome or surveil land without being so good that they crowd other lands out of the decks. Theyโre especially important to Pioneer as support for decks without access to fetch lands.
What do you think of the fast lands? Do you enjoy playing with them? Let me know in the comments below or on the Draftsim Discord! If you want more Draftsim, check out our YouTube channel and newsletter, both called The Daily Upkeep!
Stay safe, and thanks for reading!
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1 Comment
Glad I stumbled upon this post! I’ve been looking for ways to speed up my MTG deck without breaking the bank, and the concept of fast lands totally makes sense. Thanks for the rundown on what they are and where to find them, super helpful! Now I just need to decide which ones to prioritise for my next build
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