One big takeaway from researching set cubes is that mana bases in an average MtG set have a tendency to be very weak, to the point that many cubes will pad out the quantity and quality of mana-fixing lands from other sets.
For the Unwell Kingdom to remain self-contained, I knew I’d need some solid lands… but I also knew that each card in the set is precious, representing hours of work for me to design and illustrate! I wanted to find a way to make color-fixing consistent without devoting a huge chunk of the set list to do it. To solve this, I looked to real Magic cards, hoping to find some insights…
What Would Wizards Do?


Two existing lands stuck out to me as potential solutions, though each came with caveats.
Evolving Wilds is a quintessential fixer that gets reprinted constantly. It’s simple, familiar, and flexible – not strong enough to see much constructed play, but a welcome sight when building a limited deck! However, in this set cube environment, even Common cards only exist as 4 copies total. That alone wouldn’t cut it, but printing more might enable greedy decks with too many splashed colors!
So I turned to a set designed for high-powered draft play: Double Masters. For those draft boosters, WotC tried something bold: a land guaranteed in every pack called Cryptic Spires. The Spires function as a tapped two-color land, which is nothing special, but this time there was a twist! Before shuffling up to play, you could choose the colors on each copy by physically marking the cards.
This proved to be an elegant solution with some serious pain points. Obviously, I don’t want people writing on my cards in a set that’s meant to be replayed. My solution couldn’t be single-use. Second, it could be tricky to tell which colors were picked, since the art stayed the same. And lastly, it introduced a mini-game to deck building that seemed more fatiguing than fun… Adding even a simple choice to a card can take precious time away from more pressing deck building decisions.
By combining aspects of Evolving Wilds and Cryptic Spires, I found my answer:
Introducing: The Illusory Palace

Illusory Palace is both a single card and 10 unique ones – one for each color pair. It will be the 16th card in each Unwell Kingdom pack, a guaranteed extra slot!
It has two functions. You can sac it like an Evolving Wilds to grab a basic land from your library, with the restriction that you must stay within its color pair. The land enters tapped, so it’s a bit slow, but thinning a land out of your deck never hurts!
Alternatively, you can use it right away as a filter land, paying a mana in to get a mana out in one of its colors! This still nets you one fewer mana for the turn, but it can allow you to tap into that color pair the turn you play it! You can also use this side of it if you can’t decide which color basic to commit to, and keep paying extra for the flexibility.
My hope is that Illusory Palace will make it much easier to play two- and even three-color decks without ever feeling like the star of the show. Guaranteeing one in each pack should make it feel like a solid backup plan in case you don’t find some of the more powerful lands lurking in the set…
Tomorrow on Lands Week! Tri-Lands of the Unwell Kingdom
UWK Lands Week
- Illusory Palace
- The Tri-Lands
- Discard/Sac Lands
- Utility Lands
- Back to Basics
- [UPDATE] Even More Tri-Lands