**What it does (plain English)**
Ancient Tomb is a land that trades life for speed: tap it for two colorless mana and it pings you for 2. No ETB tapped, no conditions. It’s raw acceleration in a single slot.
**How it plays**
You use Tomb to **win the early turns**. Explosive openers—Tomb into a mana rock, a two‑mana tax piece, or a four‑drop on turn two—often snowball beyond recovery. The life loss is real in long games, so think of Tomb as a tactical boost: cash in life when the extra mana converts into something permanent (engine, walker, lock piece) and ease off otherwise. Because it’s nonbasic and colorless, make sure your colored sources are covered and plan for Blood Moon/Back to Basics.
**Where it fits**
– **Artifact/stax decks:** Be first to the table with Trinisphere/Thorn/Smokestack‑style effects; tempo advantage compounds under tax.
– **Eldrazi & colorless:** Bridges to your sixes and sevens; great with Grim Monolith, Thran Dynamo, and Friends.
– **Midrange/combo EDH:** Powers out The One Ring, Bolas’s Citadel, Mystic Forge, and other engines ahead of schedule.
**Sequencing & small edges**
If you’re holding interaction, consider whether tapping Tomb on their turn (to activate an ability) risks lethal on the crack‑back. Openers with Tomb + fetch into basic are resilient to Moon; hands with Tomb + duals are faster but riskier. Remember that “colorless” matters—Tomb won’t help with early colored pips.
**Formats & popularity**
A star in **Commander**, **Legacy**, and **Vintage** fast‑mana shells; banned in Duel Commander. In EDH it’s ubiquitous, from turbo‑naus builds to chunky midrange piles.
**Proxy note**
This is a third‑party proxy intended for casual play and testing. Not tournament legal. ProxyMTG is not affiliated with Wizards of the Coast.


Reviews
There are no reviews yet.