Unclaimed Territory

Unclaimed Territory (League Promo)


  • Color: Colorless
  • Type: Land
  • Rarity: Uncommon
  • Set:

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  • Edwin Marín Castro

    It was about time! A little more of help with tribals.

  • Jonathan Reynolds

    Poor man’s Cavern of Souls. I can get behind that.

    • TogetherAlone

      Kind of, the other primary use of cavern is making your tribal stuff uncounterable.

      • Shagoth

        That’s why it’s poor. You can’t be poor and play in a format where counterspells are so prevalent that you need to put in a tribal land like that for non tribal purposes.

  • Shagoth

    That is a chase uncommon if I’ve seen one. My god, that is strong as an uncommon! Weaker than Cavern of Souls, sure, but Cavern would have been powerful without the ‘can’t be countered’ clause. Tribal decks in non rotating decks just got way more consistent with their mana base, especially allies and slivers, who already have special lands.
    4x Cavern
    4x This
    4x Ziggurat
    4x Tribal Specific (Sliver Hive/Alley Encampment)
    3x Gemstone Mine
    3x Mana Confluence
    I don’t care if there aren’t any fetches, this is more consistent, doesn’t ping as much, and costs much less. The only problem is that you can’t get rid of lands from the deck, and I’ve seen that it’s not an advantage not worth forking out $500.

    • Vizzerdrix

      If it’s slivers I’d just run the mana slivers and run the 16 cavern ziggurat, hive and this, don’t really need much more than that also slivers can use vial and can top out at 2 mana 3 at most

      • Shagoth

        Even for an aggro deck, 16 is not that much imo. I’d run gemstone and confluence so I could mana fix for non sliver cards occasionally, like CoCo which is stupid good in any tribal deck. I like the mana slivers, it always feels like I’ve won when my critters lose summoning sickness with that boy in play, I don’t think they are good enough to run so few lands, though. If you get two of those in your hand and one land, that’s bad, and it’s a scenario I can see happening a lot.

    • Ja Ja ja

      Cavern is played only because of “cant be countered” otherwise its a trash land in enternal formats.

      • Shagoth

        That’s the case in eternal formats, I specified non rotating in order to encompass Modern, where the cavern is useful as great tribal fixing. Probably won’t see play in legacy because of how single minded that format is. Seriously, branching out in legacy and being creative isn’t as easy at it is in modern.

        • Ja Ja ja

          Modern is too eternal format, so…….this card is just trash. On budget this card is good, if you cant afford fetch lands, fast lands, shock lands, for you tribal deck. As i stated before, cavern is good only because ”cant be countered”, otherwise its just trash. And thats why this card is uncommon

          • Shagoth

            For five colored decks, I’ve found that fetch lands aren’t even that great when I play tested them. Yeah, if you have ten fetches and ten shocks or something similar, you’ll fix you mana immediately for a white spell and a red spell with sacred foundry, but you have two cards in your hand which require black mana, breeding pool, and steam vents, and collected company, in which you can’t play for two more turns. Fetch/shock lands for five colored decks are overrated and kind of blow. Meanwhile, lands that tap for any color with little drawback are very consistent. In tribal decks, I’d rather have this then cards that make me lose life, honestly. Fetch/shock package is obviously better for decks that don’t have the luxury of being one creature type (which is most of them) and perfect mana fixing with no drawback for a certain deck isn’t “trash.” Cavern would be good without the can’t be countered clause. It wouldn’t have been legacy playable, but it would have been great color fixing for multi colored tribal decks. Wouldn’t you put a two colored land with no basic land types that always comes into play untapped in a dual colored deck? Yes, you would, so please, I’d like to know how this is trash without a clause that doesn’t show up that often in modern. (Albeit, counterspell said have become more prevalent)

          • Ja Ja ja

            You’r simple minded, you look only at T3 decks(No offense) ! Lets look now in reality, how much tribals are in T1 modern(legacy is off) ? I will answer, 0 ! How much triblas are 1,5T…………….Merfolk, and do they need this trash land ? Lets go futher, what tribal deckas are in T2 modern, only Elves(good Legacy combo)…..do they need this trash land ? As you seen my state of mind, i only think about competitive advantage, this land could shoot in standart(depending on what WOTC prints futher), but in other formats(i mean competitive) its just trash. And as i see you’r lover of slivers, then buy this landa, wait for new slivers come out, and brew deck, price will shoot up, but you need wait years, and years.

          • Shagoth

            No, calling someone simple minded isn’t insulting, especially over cardboard. Also you’re being a hypocrite by only focusing on the top decks of the format and ignoring the other decks. I’m pretty sure that tier three decks count as “reality,” you’re deliberately being an ignorant fool to say that they don’t count (No Offense) ! You said I’m simple minded and yet you admit to only thinking about the competitive advantage, and in your case, exclusively looking at top tier decks that are already top tier. That’s pretty simple minded when commander, low tier modern decks, ect. can raise prices of cards. Slivers and Allies have shown that if you are played marginally in modern and commander, the prices will still be expensive. Have you seen the prices for some of the cards? Harabaz Druid, the one drop uncommon ally that gets a buff whenever other allies appear, various rare slivers, crystalline Sliver Hive, Sliver Hivelord, ect. All of these are a couple bucks each, some of them are uncommons. These are tier three cards, and that’s not even counting that this land will probably see a lot of play in standard. Given that the Aether land saw a lot of play in standard, saw a little bit of play in modern, and I’m sure it sees some play in commander, and became a five dollar uncommon in a set with masterpieces, all signs point to this being pretty valuable.
            Yes, this won’t see play in top tier decks like Eldrazi Tron, that doesn’t mean that it won’t be a valuable uncommon.

          • Ronald Tobias Hughes

            Shagoth FTW!

          • Ronald Tobias Hughes

            This Ja Ja Ja guy is kind of a rudely arrogant prick it seems to me.

      • Random Guy

        No, this is better than fetchlands in tribal decks that don’t have a whole lot of noncreatures. In other decks, obviously useless.

    • DJPad

      This is fine if you’re running 30+ creatures in your deck, but having 16 lands that don’t generate coloured mana for non-creature spells is pretty limiting for deck construction.

      • Shagoth

        Yeah, this would only go in extremely heavy tribal decks, but that will be enough to make it playable. You don’t make a deck around this land, you find a deck like slivers or allies and put this card into it.

      • Random Guy

        Chances are you would run a few basics so you can still splash noncreatures. I’ve seen a 5-color humans deck that works without mana screw on that principle.

  • DJPad

    This will be useful for certain tribe, but I can’t think of any that would use this in eternal formats other than maybe slivers/allies/humans

    Cavern is used mostly in decks because it hoses counter-magic so hard.

    • Shagoth

      But in tribal decks, this works just as well as caverns 5-8 f its multi colored. Control decks in standard are a healthy amount of the meta, and in modern they are basically used to fight Death’s Shadow, but in legacy, thats were people put this card into decks to avoid counterspells.

      • Friedrich

        I highly doubt we will see a strictly worse cavern in legacy as we already do not see cavern all too often.

        • Shagoth

          Does anyone read what I say? I said that cavern is only used for counter hosing in legacy. Everywhere else it’s used as tribal fixing as much as anything else. I think in places like modern and commander, this will see play along with cavern in those formats.

          • DJPad

            For sure you’ll see it in commander. Modern I’m not so sure. You need to run a very multicolored (>3 colours) creature heavy, non-creature light, deck to overcome the fact that you’re running so many lands that only give you colourless for your other spells. So it might apply to slivers (though they also have sliver hive which is strictly better), allies (have ally encampment) or humans, but I can’t think of many other tribes wanting this currently.

          • Shagoth

            Why do people make the strictly better argument for lands? It’s not like five colored lands are particularly stiff in terms of competition, in fact, that’s just why I’m exited about this card. For Sliver decks, we have this, cavern of souls, Sliver Hive, ancient ziggurat, and options of lands that do have minor disadvantages in the deck, such as Confluence, Gemstone Mine, and City of Brass.

            TLDR; Slivers and Allies can be five colored decks and act like mono colored decks in terms of a consistent and pain free mana base. Also reasonably cheap, too.

          • Happy The Cat

            but what tribe do you want that’s enough colors to warrant an any color land? elves and merfolk don’t need it, they can easly splash their 2nd color with just duals. eldrazi and slivers already have alternate means of mana, so what’s left? …allies? non black vampires? Elementals next time they get modern support and can be viable again?

          • Shagoth

            What do you mean Slivers have alternate means of mana? Yeah, they do, but just because they have an extra four lands doesn’t mean that they wouldn’t benefit from another four. I was actually thinking slivers and allies, given slivers have Sliver His and allies have the encampment, the decks can have
            4x Encampment/Hive
            4x Ancient Ziggurat
            4x Cavern of Souls
            4x This
            4x Gemstone Mines/City of Brass/Mana Confluence
            That is a mana base that, if you have a mostly creature deck, is ridiculously consistent, has very few lands with disadvantages, and is very flexible.

            Also, elves run Gilt Leaf Palace, this is better than that most of the time. (One rarely comes into play tapped but it can tap colored mana for non creature spells, albeit, I believe that colorless mana will suffice for the most part)

  • mehngo

    Actually really love this.

  • Delipha

    *Jurassic park theme* Damn this looks good. We just got C17 which is tribal oriented and we get more stuff now. Can’t wait for the dino spoils <3

  • Friedrich

    So we just got EDH Tribal Support in Form of C17 and its completely over the top eminence mechanic, now we get another set with tribal support, that even has specific support for the arguably strongest of the 4 C17 tribes?
    I do not know if I should like this or not, but what I know is that my meta will shift faster than Mystic.

  • Happy The Cat

    so a balanced Cavern of Souls?This will still see tons of edh tribal play. I mean Spire sees edh. plus Ur and friends will be floating around for a while for Timmy EDH.

  • Random Guy

    Tribes have always been the “secondary color wheel” of MTG. Now maybe that will be true for mana too.

    • Shagoth

      That is a big and convoluted secondary color wheel. Also a color wheel where most of the tribes seem to have schizophrenia. (So elves, are you going to be a token deck, a mana ramp deck, or a value deck this week?)

      • Random Guy

        Yes. But they’re both standardized mechanics that encourage “artificial” synergy rather than obvious mechanical strategy like grave-based stats. I just find it interesting that they have been trending so far towards tribal when it seems to be in conflict with the color wheel. But clearly tribal is popular, and I like it too, so I’m not complaining. Infinity Wars is an example of a game that has “tribes as colors” to some degree, as there are 10 different colors and each one is kinda tied to a tribe. But you can definitely see that there is some overlap in Infinity Wars, for example Zombies and Demons are both grave-based, so that would be a problem if they started heavily favoring tribes over colors.

  • Deadly Berry

    The classic tribes will not see much benefit from this. I can see this being run in Humans or Allies, and some 5 colors Dragons in EDH.

  • jaya

    Never was a big fan of this type of cards, even took out my spirit dragon land from the Ur-Dragon recently, Theres options going around. Path of ancestry is deff better land.

    • Hedronal

      Not all tribal commanders have the tribe though. Sometimes another tribe is better, like for those werewolf players who want a better commander that Ulrich (who is still likely in the 99).

    • Reyos Blackwood

      Like Hedronal said, there are many tribal EDH decks that have a commander out of tribe just for access to the right color comobs, plus tapped vs untapped is often a consideration