Nap land

Nap lands is a term that refers to a cycle of uncommon lands that can be tapped for or one mana of two allied colors; if tapped for colored mana, they do not untap during their controller's next untap step. They were once known as "slow lands" (as these lands slow progression) but due to obscurity and unpopularity they were renamed, while the new slow land cycle took their place. The drawback is significant compared to taplands; nap lands give an advantage exactly the turn drawn but will cost a mana every second turn, whereas taplands, which enter the battlefield tapped (costing one mana, once), are dual lands every point after that.
==List of Nap Lands==
The nap lands were first introduced in Tempest .
*<c>Thalakos Lowlands</c> (/)
*<c>Rootwater Depths</c> (/)
*<c>Cinder Marsh</c> (/)
*<c>Mogg Hollows</c> (/)
*<c>Vec Townships</c> (/)
They were later functionally reprinted in Champions of Kamigawa.
*<c>Cloudcrest Lake</c> (/)
*<c>Waterveil Cavern</c> (/)
*<c>Lantern-Lit Graveyard</c> (/)
*<c>Pinecrest Ridge</c> (/)
*<c>Tranquil Garden</c> (/)
==Ice Age depletion lands==
The depletion lands from Ice Age work similarly to nap lands: without the option to tap for but with the potential to influence the drawback by adding or removing depletion counters. They are allied-colored as well.