Fast Land
Two-color dual lands that enter untapped only while you control two or fewer other lands, meaning they reliably come in early to support an aggressive curve, then start entering tapped once your land count climbs. The cycle includes Seachrome Coast, Spirebluff Canal, and Blackcleave Cliffs, prizing them in fast, low-curve decks that want untapped color on turns one and two. Distinct from Slow Land, the mirror-image cards that enter untapped only when you control two or MORE other lands, and distinct from Check Land, which keys off controlling a matching basic land TYPE rather than counting lands.
Also known as
- fast lands
- fast dual
- scars duals
- kaladesh duals
- two or fewer lands
- aggro dual land