Sunpetal Grove
Price$0.39 $10.78
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Sunpetal Grove

Land

LegalEDHREC #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.

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Rulings (2)

  • 2009-10-01

    This checks for lands you control with the land type Forest or Plains, not for lands named Forest or Plains. The lands it checks for don't have to be basic lands. For example, if you control Hallowed Fountain (a nonbasic land with the land types Plains and Island), Sunpetal Grove will enter untapped.

  • 2009-10-01

    As this is entering, it checks for lands that are already on the battlefield. It won't see lands that are entering at the same time (due to Warp World, for example).

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