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The Bounce lands are taplands which have a higher mana production, but bounce one land back to the owner's hand.[1] While neutral on mana per turn, it gives a player more mana per card, representing a resource advantage.

Examples[ | ]

Example 1

Karoo enters the battlefield tapped.
When Karoo enters the battlefield, sacrifice it unless you return an untapped Plains you control to its owner’s hand.
{T}: Add {C}{W}.

Example 2

Azorius Chancery
Azorius Chancery enters the battlefield tapped.
When Azorius Chancery enters the battlefield, return a land you control to its owner's hand.
{T}: Add {W}{U}.

Visions cycle[ | ]

These uncommon bounce lands from Visions are commonly called Karoo lands after the white land from the cycle. All lands of the cycle add {C}M, where M is a color of mana. However, when it came onto the battlefield, an untapped land with the corresponding basic land type had to be returned to its owner's hand, or the Karoo land must be sacrificed.

Ravnica block cycle[ | ]

The ten common bounce lands of the Ravnica block each correspond to the ten Ravnican guilds, which in turn each refer to the ten different pairs of colors. Each of the lands could produce one mana of each color the guild represents. However, a land has to be returned to its owner's hand, so if the bounce land is the only land on the battlefield at the time, it will automatically be returned to its owner's hand. It streamlined the downside compared to the Visions cycle, but cards like Summer Bloom turned it partially into an upside.

An eleventh bounce land (Guildless Commons), which adds {C}{C}, was added in Commander Legends. In Outlaws of Thunder Junction, a colorless desert bounce land was printed in Arid Archway.

Allied colored[ | ]

Enemy colored[ | ]

See also[ | ]

  • Lairs: tri-lands that require a bounce but don't enter the battlefield tapped.

References[ | ]

  1. Mark Rosewater (February 27, 2017). "Get Ready to Dual". Wizards of the Coast.