Last updated on July 6, 2026

Boseiju, Who Endures | Illustration by Chris Ostrowski
Lands tend to be the bland side of Magic, a way to get to the fun part of slamming down creatures and raining instants and sorceries upon our enemies.
And thatโs when things are going well; lands arenโt bland when youโre mana-screwedโฆ but thatโs not too entirely pleasant an experience, either.
But then we have utility lands: lands that do something else, which can go from making more mana (admittedly still bland), to pretty much everything else that you can print on a card!
Letโs check the best of them, and find out how they can make themselves useful.
What Are Utility Lands in MTG?

Minamo, School at Water's Edge | Illustration by Jeremy Jarvis
In Magic, utility lands are lands that provide some other function besides tapping for mana.
By definition, theyโre quite a varied lot. As weโll see in todayโs ranking, they go from enchantment recursion, to burning your foes down, to destroying other lands, to creating tokens, to generating lots of mana under the proper condition, and the list goes on.
On the other hand, that leaves out such MTG staples as Ancient Tomb, Cabal Coffers, Nykthos, Shrine to Nyx, or Gaea's Cradle. Although theyโre excellent lands overall and they would top any โBest Xโ list, be it best lands in Commander or other Magic formats where they are legal, theyโre a bit โboringโ in the sense of just producing a ton of mana when tapped and doing nothing more โ which of course sells them very short (theyโre an excellent addition to any deck that needs a ton of mana!). On the other hand, it means they donโt have that โdoing other things besides tapping for manaโ that sets utility lands apart.
Honorable Mentions: Tolarian Academy + Library of Alexandria
Thereโs one fairly objective metric for finding out which are the most powerful cards in Magic: the banned list. The more formats a card is banned from, the more things that card broke.
If we go by that metric, Tolarian Academy and Library of Alexandria are off the charts: Theyโre banned in every format except Vintage, and even in that format theyโre two of the only three lands that are restricted to a single copy.
That also means they should be #1 in every land ranking, but that would make things boringโฆ so honorable mention it is!
Not banned, but every bit about primarily producing mana are the planet counterparts: Evendo, Waking Haven, and Uthros, Titanic Godcore.
Honorable Mention: The Fetch Lands
Fetch lands arenโt usually included among utility lands, even though they do a lot of things. Iโll respect the wisdom of the crowds here (and everybody knows fetch lands are awesome, anyway), but Iโll point out a corner-case use that fetch lands have and that sometimes goes unnoticed: shuffling.
If your deck has any way to see or manipulate whatโs at the top of your library (like with Sensei's Divining Top or Bolas's Citadel), the fetch landsโ shuffling-on-demand has quite a bit of utility. Any time you donโt like what you see, you can shuffle it away and hopefully find something better.
Honorable Mention: The Creature Lands
โCreature lands,โ sometimes nicknamed โmanlands,โ is MTG lingo for โlands that can turn themselves into a creature, usually until end of turn.โ There are quite a few of them, and if sets like Wilds of Eldraine and The Lost Caverns of Ixalan are any indication, weโll keep seeing more: Each of those MTG sets added about half a dozen, and some of them are quite impactful. For example, Restless Anchorage has become a staple in Raffine Esper decks, one of the strongest in Standard.
Creature lands deserve their own detailed ranking, so for today letโs just say that creature lands are often an excellent mana sink. Since they often turn back into lands during your opponentโs turn, they tend to avoid sorcery-speed creature removal.
#52. Mazeโs End
Most utility lands provide some bonus feature that helps you win the game.
Maze's End wins games it all by itself!
Or, well, with a whole deck designed around it, but still: If winning ainโt useful, I donโt know what is.
Youโll notice that many utility lands share the downside of entering the field tapped and producing only colorless mana.
#51. Plaza of Heroes
Brought to us by Dominaria United, Plaza of Heroes has become a staple both in Commander and in Standard, where it shines in Esper decks. Turns out that amazing mana fixing plus insurance for your win condition via hexproof can go a long way to make a card great!
#50. Alchemistโs Refuge
Now this is the kind of utility that can change games a lot: For , Alchemist's Refuge lets you play all your spells during your opponentsโ turns, including dropping your creatures at flash speed and turning all your sorceries into instants.
The color identity limits it to Simic+ decks, which is definitely a negative from the point of view of flexibility, but Alchemist's Refuge offers a game-changing effect that lands donโt usually have.
#49. Mosswort Bridge
For decks that love tossing big bodies on the board (read: every green deck ever), Mosswort Bridge is just superb: You get card filtering, card draw, and often a large discount all in a single card.
This land also generates colored mana โ something many lands in this ranking do not.
#48. Gavony Township
Having a dual-colored cost for its activated ability is a strike against this land since it imposes a very specific deckbuilding requirementโฆ but on the other hand its specificity is quintessentially Selesnya, and just loves counters showered on top of its creatures.
As one of the best +1/+1 counter cards, Gavony Township is often seen buttressing go-wide armies under Tayam, Luminous Enigmaโs command.
#47. Seat of the Synod + Great Furnace + Ancient Den
Seat of the Synod, Ancient Den, and Great Furnace from Mirrodin are an interesting oddity: artifact lands. And very good ones: Seat of the Synod is arguably one of the best blue artifacts, Great Furnace is one of the best red lands, and theyโve all earned a ban in Modern.
If you find it a bit puzzling why these lilโ artifacts are so strong, keep in mind that theyโre lands, meaning that you play them (rather than cast them) from your hand, so they dodge counterspells. Since their ability is a mana ability, itโs nigh-impossible to stop them from tapping.
Seat of the Synod and Great Furnace come up from time to time in Commander, but theyโre staples in Pauper and playable in Legacy.
#46. Sokenzan, Crucible of Defiance
Back in 2005, the original Kamigawa block introduced the channel ability. Nearly 20 years later (or more than a millennium, if you go by Kamigawaโs timeline), Kamigawa: Neon Dynasty brought the ability back and slapped it on five legendary landsโฆ known as the Kamigawa Channel Lands all of which make the cut today.
Sokenzan, Crucible of Defiance is perhaps the tamest of the bunch, but itโs good enough to be a staple in Rakdos and Red Deck Win decks in Pioneer and Standard, and not bad in any Commander deck in need of a couple of small hasty bodies in a pinch.
Notice that channel works at instant speed, and itโs not casting (itโs an activated ability) โ it canโt be denied by traditional counterspells.
#45. Castle Locthwain
Throne of Eldraineโs Castles cycle make up one of the best land cycles in Magic, and Castle Locthwain is the best of the bunch: a multi-format staple that sees play in Modern, Pioneer, and Commander.
#44. Cephalid Coliseum
Threshold is a bit of an obscure ability word from Judgment, but fairly straightforward: As long as you have seven cards in your graveyard, youโll be able to activate the cardโs threshold ability (in that sense itโs a bit like Descend 8 from The Lost Caverns of Ixalan).
The ability to dig further into your deck for just makes Cephalid Coliseum one of the best lands in blue, and itโs also useful for milling your foes.
#43. Accursed Duneyard
Accursed Duneyard is fun and simple one from Aetherdrift Commander, even if regeneration is not simple. Repeatable regeneration with no colored costs, and from your land is incredible. It blanks some removal, and can really hamper some decks in a huge way. The creature types represented here are common enough that plenty of decks want this effect.
#42. Talon Gates of Madara
Talon Gates of Madara has a unique ability to play itself from your hand like an extra land per turn. The phasing lasts until the controllerโs untap step, which can sometimes feel like an eternity. Itโs especially effective on enchanted or equipped creatures since the attached permanent goes with it. This special answer gets around lots of effects and can be used offensively and defensively. Add on that this is mana filtering and you get one of the best lands out of Modern Horizons 3 Commander.
#41. Adagia, Windswept Bastion
Sometimes the power to station a creature is utility enough to include a land like Adagia, Windswept Bastion. But if youโve got at least one artifact or enchantment worth copying, this is the way to go. For artifacts I like Angel of the Ruins or The Circle of Loyalty, and for enchantments, give me a second Cathars' Crusade or Sigil of the Empty Throne and Iโll be a happy camper.
#40. War Room
War Room is a neat design: 4- or 5-color decks have no use for a card like this (since theyโll be able to find better options among the cards in their colors), while mono- or dual-color decks are a perfect fit whenever the MTG color pie doesnโt give them good card-draw effects.
This land is only useful in Commander, of course, but itโs one of the most flexible lands with โcommanderโ in its text.
#39. Dryad Arbor
I listed creature lands in my honorable mentions, but Dryad Arbor is something different: a land creature.
Which may seem like Iโm just shuffling words around, but word order matters here: This dryad doesnโt turn into a creature (like creature lands do) but rather is a creature, and therefore enjoys the benefits of both card types.
For example, Dryad Arbor canโt be countered: Since itโs a land, you play rather than cast it. Tutors for any of its types work: Since itโs a forest, you can fetch it (at flash speed!); but since itโs also a creature, itโs relevant with cards like Green Sun's Zenith or Natural Order.
#38. Ba Sing Se
Ba Sing Se can win the grindy matches, and being able to produce a 2/2 every turn or buff a land by two is really good. Good enough to hold off Iroh, Dragon of the West.
#37. Emeria, the Sky Ruin
Reanimating never gets old!
You have to jump a handful of hoops to get there; this isnโt a land that you just toss into a deck and call it a day. But if you have a clear game plan to support it, Emeria, the Sky Ruin is pretty damn awesome at its gravedigginโ job.
#36. Homeward Path
Homeward Pathโs utility is extremely narrow, but the best of the best if you plan on gifting creatures to your foes and then yanking them back.
The kind of trick that, say, Jon Irenicus, Shattered One or Zedruu the Greathearted would like.
#35. Hall of Heliodโs Generosity
Hall of Heliod's Generosity is another example of a very narrow use case, but extremely useful for any deck thatโs in the market for some heavy-duty enchantment recursion.
#34. Shizo, Deathโs Storehouse
The Commander format loves legendary lands since the legend rule is no big deal if you canโt run more than one copy of the card anyway, and Shizo, Death's Storehouse is yet another member of that legendary club.
Fear is a fairly rare keyword, and one of the best forms of evasion: Only black creatures or artifacts can block an attacker with fear. Unsurprisingly, Shizo, Death's Storehouse shows up a lot in Yuriko, the Tiger's Shadow decks, as well as any black-based deck with a penchant for ninjas and saboteurs.
#33. Secret Tunnel
Given the popularity of the song, itโs too bad Magicโs R&D couldnโt squeeze in a bard payoff. This cave starts off with the โcanโt be blockedโ sentence which sounds weird out of the context of earthbending, but itโs worth it to find other ways to animate this land too. The real reason Secret Tunnel makes it to this list is occasionally being better than Rogue's Passage, and you donโt need to be a dedicated typal deck to randomly have two creatures of share a subtype.
#32. Tarkir Clan Gathering Places





The places where clans gather on Tarkir offer a lot to their 3-color decks. Dalkovan Encampment is my favorite because it can generate two creature tokens at a reasonable rate, so what if you need to sacrifice them at the end step, there are lots of ways to put those attackers to work. The utility on Cori Mountain Monastery, Great Arashin City, Kishla Village, and Mistrise Village is so good you almost forget you need one of the adjacent land types to use the ability right away.
#31. MH3 Mono-Color Rare Lands
The whole cycle of rare monocolor lands from Modern Horizons 3 is solid. Spymaster's Vault jumps out as one that is consistently useful thanks to connive if youโre killing things like black decks do. Archway of Innovation, Monumental Henge, and Shifting Woodland are great values both in cost and in the land slot. Arena of Glory also stands out at over $10, because oftentimes, if you go up one mana and add haste, itโs like you get ahead a whole turn.
#30. Uginโs Labyrinth
Admittedly, the big reason for ranking this high, and reflected in the cost of Ugin's Labyrinth is its status as a sol land, or one that provides two mana. No every deck wants to hideaway a 7+ mana value colorless card, but it certainly checks the box as โrampโ and โcard drawโ in eldrazi decks.
#29. Fountainport
Fountainport is a useful bit of Trading Post and not quite the combo-potential of Staff of Domination. It turns any token you have into a clue, and while I donโt like the rate on the other abilities, all of my decks want access to extra creatures and extra mana.
#28. Wasteland
Most utility cards are about doing something more, besides generating mana.
Wasteland believes in a โLess Is Moreโ approach. Also in an โIโm taking you down with me!โ approach!
It may not be the best at the job, but if your deck needs a bit of land destruction to get the job done, you canโt go wrong with Wasteland.
#27. Eiganjo, Seat of the Empire
The second of the NEO channel lands, Eiganjo, Seat of the Empire would be fairly bad as just a removal spell.
But thatโs Magicโs magic: Mix some unimpressive, plain-vanilla mana-generation capacity with mediocre removal, and you get one heck of a multi-format all-star that shows up in pretty much every format where itโs playable. Itโs particularly potent in Pioneer.
#26. Academy Ruins
Hall of Heliod's Generosity, but for artifacts. That makes Academy Ruins fit a whole lot more decks, given how prevalent artifacts are!
#25. Command Beacon
If MTG lands had real-life jobs, Command Beacon would be an accountant.
The type of cunningly shrewd accountant that would smirk and say: โAbout death, yeahโฆ nothing we can do there. Canโt avoid that. But, taxes? Those arenโt entirely unavoidableโฆ You see, you only pay the commander tax from the command zone. Your hand is a tax-free zone in that regard. Whatโs more: Casting your commander from hand wonโt add to the commander tax should you later be forced to cast it from the commander zone. Weโre doing everything by the book here, my friend!โ
#24. Inventorsโ Fair
There are tons of cards that put artifacts in play, like treasure or food token generators, making Inventors' Fairโs condition easy to meet.
Its life-gaining ability is nice, but weโre here for the tutoring effect. This is a truly colorless land, so it fits any deck that needs a specific artifact to close out the game or thwart its foeโs plans.
#23. Abandoned Air Temple
Abandoned Air Temple is Gavony Township but better. The Air Temple provides colored mana, and isnโt locked into the identity. Both Selesnya and its individual colors care about spreading +1/+1 counters widely, so this land reaches more decks and is easier to activate. It remains every bit effective in both controlling and aggressive decks.
#22. Kessig Wolf Runย ย ย ย ย
Kessig Wolf Run adds that spicy โGruul Smash!!โ tang that decks like so much: Huge power is yummy, and trample makes it all the tastier.
You can also use it defensively by threatening to turn a chump-blocker into a huge body. But, yeah, the best defense is a good offense!
#21. Midgar, City of Mako
The long game loves a draw two like Midgar, City of Mako. Your deck wouldnโt be the first black one that wants an artifact or a creature in the graveyard, why not get two cards out of it. Plus you still get a land later and can feed that shade of yours.
#20. Karnโs Bastion
One of the best proliferate cards and available to any deck, Karn's Bastion shines in superfriends EDH decks but can round up everything from poison strategies to lists that go heavy on +1/+1 counters.
#19. Buried Ruin
We all have a plan, until opponents kill our win con. Thatโs why good plans need some redundancy: Buried Ruin is a great example of a card that never shines just by itself, and many times itโs just a source of colorless mana. But when push comes to shove, it has your back and reanimates the exact artifact you need to win.
Of course, sometimes tutoring your artifact straight from your graveyard was the plan all along!
#18. Valakut, the Molten Pinnacle
Valakut, the Molten Pinnacle does the most mountain-y thing that (Magic) mountains do, namely burn everything in sight.
By the way: If you put several mountains in play at the same time, Valakut, the Molten Pinnacle triggers once for each of them (provided you have at least five others). Which is what makes Valakut terrifying when paired with Scapeshift.
#17. Field of the Dead
Field of the Dead provides a somewhat similar effect to Valakut, giving you an advantage with every extra land you play if you meet its other conditions.
The lands need to be different in this case โ not too much of a hassle in Commander, and being colorless means that Field of the Dead fits any deck that may need a zombie horde or two. And Field of the Deadโs ETB counts itself for the trigger.
#16. Phyrexian Tower
Phyrexian Tower has โsacrifices must be madeโ written all over it. Which is to swamps what raining fire is to mountains, making this legendary land one of the best black lands and a good fit for any aristocratic black deck that knows what it takes to win.
Notice that this is a mana ability, so it doesnโt use the stack and canโt be Stifleโd โ in other words, if you have a death trigger you need to make sure goes through, Phyrexian Tower has you covered.
#15. Ishgard, the Holy See
Ishgard, the Holy See is one card, however, you get two cards back with the adventure and still get a land out of it. See how the card advantage adds up for the color that struggles the most with card draw?
#14. Takenuma, Abandoned Mire
Top 3 among the NEO channel lands and yet another great black land, Takenuma, Abandoned Mire provides self-mill and return-to-hand services in one neat package. It sees quite a bit of play in Commander, but it truly shines in 60-card formats as part of top-tier decks in Modern, Pioneer, and Standard.
#13. Myriad Landscape
Myriad Landscape is a bit clunky (it enters tapped and costs 2 mana to activate), but you get twice the ramp than you would with a fetch land, can opt to use it as a mana source until you decide to sacrifice it, and best of all, can fit it in any deck. The latter is its main strength, buttressing mono- or dual-color decks that may not have good access to card draw and making it one of the best search-land effects.
By the way: You can always choose to fetch just a single land, above all if youโve run out of pairs.
#12. Strip Mine
Three lands are so off the charts that theyโre restricted in Vintage: Tolarian Academy, Library of Alexandria, and Strip Mine. A tad less terrifying than the other two and therefore not banned in Commander, Strip Mine is still scary enough to be barred from everywhere else.
This badland is the gold standard for land destruction, and strictly better than Wasteland. Not every deck wants or needs such an effect, but this is the best land you can find for those that do.
#11. Mystic Sanctuary
Mystic Sanctuary is a member of another card cycle from Throne of Eldraine. Nobody remembers the other four cards, but this mischievous sanctuary has broken a few things with its recursion capabilities and proudly carries its bans in Modern and Pauper.
#10. Otawara, Soaring City
On to the #2 of the NEO channel lands! Otawara, Soaring City is a multi-format all-star that sees play in more than one top-tier deck.
One of the best blue lands in the game, Otawara, Soaring City can bounce both your and your foesโ creatures, making it either a good tempo tool to delay your opponentโs plan or a bit of insurance to keep your wincon out of harmโs way.
#9. Path of Ancestry
Unlike many cards in todayโs ranking, Path of Ancestry can tap for any color of mana that your EDH deck may need. That by itself would make it super useful, but it wouldnโt meet the โdoing something else on top of tapping for manaโ definition for a utility land.
Add scry on top, though, and it both pushes this land to โexcellentโ and makes it a bona fide utility land โ notice that your commander shares creature types with itself!
#8. Rogueโs Passage
Rogue's Passage may come off as a bit of a cheap trick, but hey, thatโs what rogues are about. Itโs not a career path you choose if fair fights are what you love!
This land doesnโt see much play outside of Commander, but its massively popular in the multiplayer format. Notice that it isnโt limited to your creatures โ if the tableโs politics and alliances so require it, you can give unblockable to Player Aโs creature and let it past Player Bโs defenses this turn.
#7. Reliquary Tower
Although practically unplayable in 60-card formats, Reliquary Tower is the most popular utility land in Commander at the time of writing, according to EDHREC. You can draw as much as you want without being forced to discard down to seven by the end of the turn, and it hampers any foe that loves wheel effects and forcing everybody to draw too many cards.
#6. Bojuka Bog
While Reliquary Tower is the most popular utility land in Commander when all decks are considered, Bojuka Bog is the most common if one of the deckโs colors is black: Nearly one out of three of your swamp-spewing foes will have it in their deck, so keep that in mind if graveyard hate is the kind of effect that makes you cry.
And itโs not just a multiplayer staple: Bojuka Bog can be found in pretty much every format.
#5. Cavern of Souls
This is what a multi-format staple looks like, with ample showings in decks from Legacy to Standard, where Cavern of Souls, one of the best typal support cards you can play, managed to push Green Domain Ramp as one of the best decks in the format by letting it drop an uncounterable Atraxa, Grand Unifier or Archangel of Wrath.
#4. Minamo, School at Waterโs Edge
Kamigawa looks like a plane with a penchant for amazing lands, and Minamo, School at Water's Edge is another example. Itโs one of the best legends-matter payoffs, and itโs a legendary land, too. It sees tons of play across all formats, often paired with The One Ring and anything that enjoys tapping and untapping a lot.
#3. Urborg, Tomb of Yawgmoth
Most lands in this list have activated or triggered abilities. The infamous Urborg, Tomb of Yawgmoth goes for a different approach: It changes every land on the board.
This includes Urborg itself, so itโs a swamp as soon as you play it.
And in case this may be confusing: The wording โis a swamp in addition toโฆโ means that every land gains the โswampโ type, and they can all tap for , but they still retain all their other types and abilities. If you have a basic land like an island, itโs now a swamp island that can tap for either (its new swamp-y ability) or for (its original island-y ability), and itโs still a basic land despite all the things it can now do.
Nonbasic lands, for their part, still retain all their text, so Strip Mine can still kill other lands, legendary lands are still legendary, etc.
Urborg, Tomb of Yawgmoth is a house (or, well, a tombโฆ but one house of a tomb!) in most formats where itโs legal. Itโs often paired with Cabal Coffers, one of the most iconic cards from Torment (itself nicknamed โthe black setโ given the number of cards it has that care about you having swamps).
#2. Boseiju, Who Endures
The #1 among the Kamigawa: Neon Dynasty channel lands, Boseiju, Who Endures provides an excellent way to do one of the greenest things in Magic: nuke pesky enchantments and kill annoying artifacts. And with a side dish of destroying pesky nonbasic lands!
Green has a ton of ways to recur a land from the graveyard, making it easy to return Boseiju to your hand after channeling it. The abilityโs mana cost is also notably cheaper than the other channel lands, making Boseiju, Who Endures all the tastier.
#1. Urzaโs Saga
Urza's Saga is the tops among utility lands. This enchantment land is one of the most useful lands in Magic and one of the best sagas in the game, and itโs been making waves since its release in Modern Horizons 2.
Urza's Saga provides a bit of mana. Then it can make a Construct on its second turn, and a second on its third turn: You can activate it while the sacrifice trigger is on the stack. And then it tutors a cheap artifact (like whatever mana rock you need next) that also helps fatten the created Constructs.
Like Dryad Arbor, it canโt be countered when played from hand (you play it, rather than cast it).
Best Utility Lands Payoffs
Basically anything that lets you use the utility again is a payoff for building utility into your mana base. Since utility lands often need to be sacrificed, enter the battlefield, or tap for their utility effect, cards like these become become really good values: Crucible of Worlds that lets you play lands from your graveyard, Simic Growth Chamber that bounces a land to back to your hand, and the land untapper, Stone-Seeder Hierophant.
The Enigma Jewel is a Sol Ring towards all those activated abilities your lands have, then once you craft it into Locus of Enlightenment, you can copy those activated abilities. Or to save on postage, Return the Favor and choose the first option to get extra effects.
Thereโs no intrinsic synergy per se between utility lands, and the best among them tend to do very different things (from providing a lot of extra mana to destroying lands and actually reducing your own mana). There are some obvious synergies between some utility lands, like Cabal Coffers and Urborg, Tomb of Yawgmoth, but those are the exceptions rather than the rule.
The same is true for payoffs. There are of course specific payoffs for playing lands (like landfall effects), but those apply to any land, not utility lands specifically.
Itโs more about what job you need done, and whether a utility land is the best tool for that job. If your deck is all about land destruction, its payoffs naturally align with what Strip Mine does.
How Many Utility Lands Should You Play in Commander?
Utility lands are so varied that itโs not about an optimal number, but rather about getting a certain job done.
Some of those jobs are generic enough, and the land in question is good enough even in games when you donโt need the specific job done, that some utility lands can fit pretty much any deck of the appropriate colors. The Kamigawa: Neon Dynasty channel lands are a good example: Thereโs often an artifact or enchantment you need nuked, but when thatโs not the case Boseiju, Who Endures is a perfectly good green source.
In the case of very specialized roles, like recurring an enchantment with Hall of Heliod's Generosity, it depends on how badly (or not at all) your deck needs to get that job done.
In short: Thereโs no fixed or optimal number for utility lands. It all depends on which bases you need covering, how many cards you want to cover each base, and whether a utility land (rather than an instant, sorcery, or another type of permanent) is the best player for that role.
Wrap Up

Alchemist's Refuge | Illustration by Dan Scott
And that rounds up our ranking of best utility lands in MTG!
I hope it is a useful list, and do take a look at Scryfall and EDHREC for other options, there are so many I wanted to include but couldnโt cram in. Utility lands are a varied lot by definition, and there may very well be a land or two that are extremely niche and narrow but happen to fit your deckโs game plan like a glove.
If you have any comments, feedback, or further questions about these or budget lands, do drop us a comment or stop by the Draftsim Discord for a chat.
And may you always find the land you need!
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2 Comments
stating Kessig wolf run it’s +X/+0 not +X/+X
Fixed, thanks!
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