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Sunpetal Grove
Price$0.39 – $10.78
Buy on TCGplayer

Sunpetal Grove

Land

LegalRank #136

This land enters tapped unless you control a Forest or a Plains.

{T}: Add {G} or {W}.

Why is this card good?

Sunpetal Grove is a fundamental piece of GW mana fixing — one of the original "check lands." It enters untapped as long as you control a basic-typed Forest or Plains, which in practice means it's untapped the vast majority of the time after your first land or two. Why it's good: Untapped dual lands are at a premium in Commander, where tempo matters and color screw loses games. Unlike shocklands, it costs you no life, and unlike fetchable duals it doesn't thin your deck — but for a Selesnya deck running plenty of basics or fetches with the right types, it's a clean, painless source of both colors. Who wants it: Any two-color GW deck (Selesnya tokens, +1/+1 counters, lifegain) and most decks where GW is part of a larger identity, provided you run enough Forests/Plains or dual-typed lands. When to skip: Heavy three-plus-color decks light on basics, where it routinely enters tapped — Triomes or untapped fixing serve you better there.

Related cards

Temple GardenWG

GW shockland untapped for 2 life, same dual-color fixing.

Canopy VistaWG

GW battle land, untapped with two basics, similar conditional tapland.

Scattered GrovesWG

GW cycling dual land with same Forest/Plains type fixing.

Razorverge ThicketWG

GW fastland, untapped early, same color pair.

BrushlandWG

GW painland giving untapped colored mana.

Fortified VillageWG

GW reveal-a-land checkland alternative, enters untapped conditionally.

Overgrown FarmlandWG

GW slowland untapped if you control two lands.

Printings (18)

ficFinal Fantasy Commander · #432R$0.39Buy
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pipFallout · #1043R$5.52Buy
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plstThe List · #M10-228R$1.43Buy
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m13Magic 2013 · #229R$0.68Buy
m12Magic 2012 · #229R$0.90Buy
m11Magic 2011 · #228R$1.15Buy
m10Magic 2010 · #228R$1.97Buy

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