In Magic: The Gathering (MTG) managing mana is key to building good decks especially those with multiple colors. Tri-lands are nonbasic lands that can produce three different colors of mana and are a big part of complex mana bases. This article will go over the history, characteristics and strategy of tri-lands in MTG.
What are Tri-Lands
Tri-lands are lands that can tap to produce one of three different colors of mana so you can cast spells across multiple colors. They are super valuable in three color (tri-color) decks but also important in four or five color decks that need versatile mana sources.
History of Tri-Lands
The concept of tri-lands has evolved over the years with various cycles in different MTG sets:
Homelands Tri-Lands (1995)
The first tri-lands were in the Homelands set with cards like Aysen Abbey and Wizards’ School. These lands could tap for colorless mana or produce colored mana by paying an additional cost, they were less efficient than modern tri-lands.
Invasion Sac Lands (2000)
The Invasion set had lands like Ancient Spring and Sulfur Vent which entered the battlefield tapped, produced one color of mana and could be sacrificed to add two different colors. While flexible they were one time use only so not very valuable in the long run.
Planeshift Lairs (2001)
Planeshift had lands like Dromar’s Cavern and Rith’s Grove which required you to return a non-Lair land to your hand when they entered the battlefield. This drawback balanced out their ability to tap for three colors, so they were situational.
Shards of Alara Tri-Lands (2008)
This set introduced the tri-land cycle with cards like Arcane Sanctum and Jungle Shrine. These lands entered the battlefield tapped but could tap for one of three allied colors and became staples in multicolor decks because they were so reliable.
Khans of Tarkir Tri-Lands (2014)
The Khans of Tarkir set finished the cycle with tri-lands like Nomad Outpost and Opulent Palace which were for wedge color combinations. These lands supported three color strategies.
Ikoria Triomes (2020)
The Ikoria: Lair of Behemoths set introduced “Triomes” like Ketria Triome and Zagoth Triome. These lands entered the battlefield tapped, had basic land types and had cycling, added a new layer of versatility.
Streets of New Capenna Tri-Lands (2022)
The Streets of New Capenna set finished the Triome cycle with lands like Raffine’s Tower and Jetmir’s Garden. These lands were like the earlier Triomes and supported shard color combinations.
Why Tri-Lands are Important
Tri-lands are key to deck building for several reasons:
Mana Fixing
Tri-lands give you access to multiple colors from one land, so you don’t get screwed out of casting spells. This mana fixing is crucial for multicolor decks.
Deck Flexibility
By producing three colors, MTG tri-lands allow you to include spells and abilities from different colors, so you can build more versatile and powerful decks.
Fetchability
Tri-lands with basic land types, like the Triomes, can be fetched with fetch lands (e.g. Misty Rainforest) so you can get the colors you need more consistently.
Cycling Ability
The cycling ability of Triomes allows you to discard them for a new card when you don’t need more lands to mitigate mana flood.
Considerations and Downsides
Despite the benefits, tri-lands have some downsides to consider:
Enters Tapped
Most tri-lands enter the battlefield tapped which can slow down early game development. This tempo loss can be bad in fast formats.
Non-Basic Land Vulnerability
As non-basic lands, tri-lands are vulnerable to land targeting spells and abilities like Blood Moon or Field of Ruin which can mess with your mana base.
Deck Speed
In aggro decks the tempo loss from lands entering tapped may outweigh the mana fixing so tri-lands are less favorable in some strategies.
Tri-Lands in Different Formats
Tri-lands are format dependent:
Standard
Tri-lands are in Standard when available, for mana fixing in multicolor decks. They are included based on set rotations.
Modern and Pioneer
In Modern and Pioneer Triomes and other tri-lands are big, especially in decks that use fetch lands to simplify their mana bases.
Commander (EDH)
Tri-lands are very good in Commander since the format is full of multicolor decks and slow. Being able to tap for three colors with minimal drawbacks is very valuable.
Conclusion
Tri-lands are now a staple for MTG players, allowing for complex multicolor decks and more strategies. From the early tri-lands to the Triomes, these lands have changed deck building and gameplay. Now that you know their benefits and drawbacks you can use them better in your decks and enjoy the game more.