
Valgavoth's Lair | Illustration by Martin de Diego Sadaba
If you’ve been playing Magic for a while, you’ve probably wondered: Why aren’t there more enchantment lands in the game? Today, we’re taking a closer look at the few that have been released, rank them, and discuss some cards that came close but didn’t quite hit the mark.
Intrigued? Let’s dive in!
What Are Enchantment Lands in MTG?

Urza's Saga | Illustration by Titus Lunter
Enchantment lands are one of the rarest card types in Magic: The Gathering. As the name suggests, they’re both enchantments and lands at the same time. That means they can tap for mana like a normal land, but they also count as enchantments—making them interact with cards that care about enchantments. So far, only two exist in all of Magic’s history, with one playtest card to round them out.
Honorable Mentions
While true enchantment lands are almost unheard of, a few other cards come close. Some enchantments transform into lands once certain conditions are met. For example, Legion's Landing flips into Adanto, the First Fort after you attack with three creatures, while Search for Azcanta turns into Azcanta, the Sunken Ruin once your graveyard is stocked. These play like enchantments at first, but eventually give you a powerful land.
More recently, Modern Horizons 3 introduced MDFCs (modal double-faced cards) that can be played as either an enchantment or a land. Strength of the Harvest is an aura on one side but can also enter tapped as a green-white land, and Glasswing Grace works the same way, offering you either a creature-buffing enchantment or an Orzhov land (). These designs blur the line between the two card types.
#3. Enchanted Prairie
It’s worth giving a nod to the not-yet-released playtest card Enchanted Prairie. Like Valgavoth's Lair, it’s labeled as an enchantment land. It enters tapped and can tap for either white or blue mana.
Fun fact: The Pauper community is waiting for a common enchantment version of the Bridges released in Modern Horizons 2 so they can get them banned from the format.
#2. Valgavoth's Lair
One of the rare enchantment lands in Magic comes with a big perk: hexproof. That ability means opponents can’t target it with common land hate like Field of Ruin or Ghost Quarter. Even though it enters tapped, you get to choose any color of mana when it comes down, giving you both flexibility and safety. This combination makes Valgavoth's Lair a dependable mana fixer that’s much harder to disrupt than most lands.
#1. Urza’s Saga
Urza's Saga is one of the best lands ever printed, and not because it’s an enchantment land. What makes it so strong is the sheer value it generates. First, it taps for mana, then it spits out a massive Construct token that scales with your artifact count. Finally, it tutors up almost any cheap artifact in the game—things like Lavaspur Boots for protection or Skullclamp for card draw. It ramps, builds a threat, and fetches a key piece all by itself.
Best Enchantment Land Payoffs
Enchantment lands are exciting because of how many strategies they naturally fuel. For example, mechanics like delirium on cards like Dragon's Rage Channeler care about having different card types in your graveyard—an enchantment land adds two types all on its own, making it easier to hit that powerful threshold.
They also shine with cards like Tarmogoyf to make them bigger or even newer ones like Kefka, Court Mage. Kefka rewards you with card draw whenever multiple card types are discarded. Tossing an enchantment land into the graveyard suddenly gives you another type to fuel its ability, turning a simple discard into even more value.
Beyond that, enchantress-style cards such as Eidolon of Blossoms treat them like regular enchantments, drawing you cards when they enter, while land-matters cards like Crucible of Worlds let you replay them for long-term value.
Why Aren’t There Many Enchantment Lands in MTG?
Enchantment lands are rare because they can be tricky to balance. Wizards of the Coast learned from artifact lands like Seat of the Synod and Vault of Whispers, which broke formats by fueling powerful synergies. Too many enchantment lands could cause the same kind of problems, especially with mechanics like constellation that reward you for playing enchantments. To avoid creating overpowered decks, Magic has only printed a couple of enchantment lands, keeping them as special exceptions instead of a regular design choice.
Can Enchantment Lands Be Destroyed By Enchantment Removal?
Yes. Since enchantment lands count as both lands and enchantments, they can be hit by cards that remove enchantments. For example, Naturalize or Revoke Existence can target them, even though they’re also lands. This makes them more vulnerable than normal lands but also more flexible for synergies.
Do Enchantment Lands Count as Spells?
No. Just like regular lands or artifact lands, enchantment lands don’t count as spells when you play them. Playing a land is a special action in Magic that doesn’t go on the stack and can’t be countered. Even though they’re enchantments too, dropping an enchantment land doesn’t trigger abilities that care about casting a spell.
Do Enchantment Lands Trigger Constellation?
Yes. Constellation abilities trigger whenever an enchantment enters the battlefield, and that includes enchantment lands. So if you have Eidolon of Blossoms or Archon of Sun's Grace, playing an enchantment land still gives you the benefit, even though you didn’t cast it as a spell. This makes them especially valuable in enchantress-style decks.
Wrap Up

Serra's Sanctum | Illustration by Ciruelo
While there aren’t many enchantment lands yet, I’d love to see more of them printed in the near future. Lessons have been learned from the past; so long as enchantment payoffs aren’t pushed too far, they could be introduced safely. Wizards could even finish cycles by releasing them in smaller subsets between main sets.
What do you think? Would you like to see more enchantment lands? Let us know in the comments! Thanks for reading, and if you enjoyed the content, don’t forget to follow us on social media so you never miss a thing.
Take care, and I’ll see you in the next article!
Follow Draftsim for awesome articles and set updates:















Add Comment