Cardsplain

This land enters .

: Add or .

, , this land: Put two on target Elf you control. Activate only as a .

Grade C- Grade from the win rate

Win rate when drawn 54.0% −2.2 vs average 15,531 games

Win rates and picks

53.1% 29,604 games
Average pick ()
10.2

By deck

  • Elf Landfall 53.8% 8,480 games
  • Ferocious Wolves 53.1% 2,083 games
  • Draw Two 58.3% 1,803 games

Win rates from , 323,114 games. This card is compared with the set average (56.2%).

How to draft it

Roles in each deck

  • Draw Two Gets you the color you need

    In a Draw Two deck with no green, it is a blue land that enters , worse than an Island. It taps for green or blue, and its ability () puts two +1/+1 counters on an Elf. The high win rate it shows here likely comes from decks a green card, so without one it is no reason to play the land.

    How to play it

    Only a green earns it a place, as one of your green sources. Its counters need green mana and an Elf (such as Mirkwood Nurturer, Thranduil or Elvenking's Harper).

    Learn the Draw Two deck
  • Elf Landfall Gets you the color you need

    Its main job is casting both colors' cards on time, as a dual land that enters and taps for or . Late, you can pay , tap and it at speed to put two +1/+1 counters on an Elf you control.

    How to play it

    Run one or two and play them on turns when you don't need all your mana, usually turn 1. it only when flooded, since Mirkwood Pathmaker shrinks by 1 and you lose a source of both colors.

    Learn the Elf Landfall deck