Slow Lands

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Slow lands enter untapped as long as you control two or more other lands. They were originally printed across Innistrad: Midnight Hunt and Crimson Vow, they shine in midrange, control, and most Commander decks. These give you untapped 2-color fixing at any point past land number two, which means they’re almost always ready to use when you play them.

Sundown Pass This land enters tapped unless you control two or more other lands. {T}: Add {R} or {W}.

Sundown Pass

Stormcarved Coast This land enters tapped unless you control two or more other lands. {T}: Add {U} or {R}.

Stormcarved Coast

Shattered Sanctum This land enters tapped unless you control two or more other lands. {T}: Add {W} or {B}.

Shattered Sanctum

Dreamroot Cascade This land enters tapped unless you control two or more other lands. {T}: Add {G} or {U}.

Dreamroot Cascade

Deathcap Glade This land enters tapped unless you control two or more other lands. {T}: Add {B} or {G}.

Deathcap Glade

Rockfall Vale This land enters tapped unless you control two or more other lands. {T}: Add {R} or {G}.

Rockfall Vale

Overgrown Farmland This land enters tapped unless you control two or more other lands. {T}: Add {G} or {W}.

Overgrown Farmland

Shipwreck Marsh This land enters tapped unless you control two or more other lands. {T}: Add {U} or {B}.

Shipwreck Marsh

Haunted Ridge This land enters tapped unless you control two or more other lands. {T}: Add {B} or {R}.

Haunted Ridge

Deserted Beach This land enters tapped unless you control two or more other lands. {T}: Add {W} or {U}.

Deserted Beach