War Room
Price$2.77 $12.28
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War Room

Land

LegalCard DrawEDHREC #148

{T}: Add {C}.

{3}, {T}, Pay life equal to the number of colors in your commanders' color identity: Draw a card.

Why is this card good?

War Room is one of the best colorless card-advantage lands in the format, and it slots into virtually any deck. The genius is the scaling cost: the fewer colors in your commander's identity, the cheaper the life payment. Mono-color decks pay just 1 life per card — that's premium, repeatable draw stapled to a land. This makes War Room an auto-include in mono-color and two-color decks, where it acts as a mana-flooded insurance policy and grinds value in long games. It's especially strong in decks that struggle for card advantage — colorless artifact decks, mono-white, mono-red — colors historically starved for draw. The downsides: it enters producing only colorless mana, which can strain greedy color requirements, and the activation cost (4 mana total) is slow. In four- and five-color decks you pay 4–5 life per card, which adds up fast and makes it far less appealing. Skip it in heavily three-plus-color manabases or fast combo decks that don't want a colorless tapland. Otherwise, run it.

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