- What is a fast lands cycle?
- Fast lands — the 10-card cycle from Scars of Mirrodin (2010), Kaladesh (2016), and Streets of New Capenna (2022) — are nonbasic dual lands that ETB untapped if you have 2 or fewer other lands, otherwise tapped. They’re the aggressive deck’s preferred dual: turns 1–2 are when untapped color matters most, and a fast land delivers it 100% of the time. Past turn 2 they ETB tapped, which is fine because aggressive decks usually have their curve mostly cast by then. Standard control and combo decks tend to prefer check lands or shocks instead. The full 10-pair cycle is complete and reprinted regularly, keeping prices accessible ($3–$15 each).
- How many lands are in the Fast Lands cycle?
- The Fast Lands cycle has 10 lands, first printed in SOM.
- How much does the Fast Lands cycle cost?
- Buying the complete Fast Lands cycle costs about $14.94 based on the cheapest English printing of each land.
- What's the cheapest land in the Fast Lands cycle?
- Seachrome Coast is the cheapest at about $0.35.
- What's the most expensive land in the Fast Lands cycle?
- Spirebluff Canal is the most expensive at about $4.69.
- What other names are used for fast lands?
- Players also call them scar lands, fastlands, Scars fastlands, Kaladesh fastlands. The cycle name and its nicknames all refer to the same 10 cards.
- Are fast lands legal in Modern?
- Yes — Scars of Mirrodin, Kaladesh, and Streets of New Capenna all made their fast land sub-cycles Modern-legal.
- When do fast lands enter tapped?
- When you control 3 or more other lands. After turn 3, a fast land will almost always enter tapped, so they’re better as your early plays than your late drops.
- Are fast lands good in Commander?
- Marginal — by turn 4 in Commander you almost always have 3+ lands, so a fast land will enter tapped. They’re fine budget filler but worse than check lands or pain lands for the typical EDH curve.