**What it does (plain English)**
Ancient Tomb adds two colorless mana and costs you 2 life each time you use it. That simple exchange—life for mana—lets you leap a full step on the curve without any setup.
**How it plays**
Tomb is best when the mana it provides **immediately** converts into lasting advantage: an early planeswalker, a taxing effect that slows everyone else, or an engine that draws cards or makes mana every turn. You don’t need to spam it; even one or two high‑impact activations can change the game’s texture. Conceptually, it’s like a ritual that keeps paying you every turn, so long as you can afford the life and the colorless restriction. Build your manabase to support colored requirements and respect common hate (nonbasic hate, land destruction).
**Best homes**
– **Prison/ramp**: It’s the classic partner to Lock pieces and big rocks; being a land makes it hard to disrupt compared to rituals.
– **Cheat/engine shells**: Cast and protect cards like Mystic Forge, The One Ring, Staff of Domination, or early tutors without falling behind.
– **Colorless & Eldrazi**: Pairs with other “Sol‑lands” for terrifying early pressure and mana.
**Pilot tips**
Keep hands where Tomb meaningfully accelerates you—if your draw is all colored pips, Tomb is just a painland that doesn’t make colors. Play around your own life total; the card is at its worst in drawn‑out damage races. If you expect Blood Moon, fetch basics and use Tomb to get ahead **before** the lock, not after.
**Formats & popularity**
An evergreen include in **Commander** and a format‑shaper in **Legacy/Vintage**. The Ultimate Masters frame looks great in cube drafts and as a testing stand‑in for expensive originals.
**Proxy note**
Third‑party proxy for casual play/testing. Not tournament legal. Unaffiliated with Wizards of the Coast.


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