The Hobbit’s Treasure makers, extra-land engines, and colorless land search reward very different decks. See swaps for Magda, Aesi, and Giada—and which cards are only land-drop insurance.
Published
Paper release 2026-08-14
Prices checked 2026-10-01
The Hobbit spreads acceleration across Treasures, extra land plays, and a small number of land-search effects. Several attractive cards only put a land into your hand; those smooth draws but do not accelerate you by themselves.
These selections cover HOB and the HOC Eternal cards. We focus on concrete roles instead of inventing a ramp cycle: Dwarf decks want repeatable resources, landfall decks want additional entries, and white decks can use conditional Treasure income.
Repeatable mana and Treasure income
The best fit depends on what your commander rewards and when you need to spend the resource.
The creature side costs four and adds two red at the beginning of your first main phase on later turns. It is a Dwarf, so it has an additional reason to belong in Magda. Its Adventure can damage opposing small creatures before you cast the body, but the mana is not a rock you can tap whenever you choose.
Each opponent’s second card drawn in a turn generates a Treasure. It can trigger for multiple opponents and during multiple turns. Its paid ability lets two players draw, which can help set up a trigger but is not free mana on its own.
Company’s Leader turns Dwarf combat damage into two Treasures per qualifying creature. King of Durin’s Folk rewards Dwarves entering. Bilbo adds a Treasure whenever you would make a Food. They need their respective engine; none is simply an unconditional two-mana rock.
Magnificent supplies a Treasure on your upkeep. Wicked Worm produces tapped Treasures based on opponents’ artifacts when it enters. The Saga builds Treasures over chapters and can turn into a Dragon payoff. Tapped tokens and delayed chapters cannot fund every spell on the turn these cards are cast.
Extra lands for decks with cards to spare
An additional-land permission needs a land card available to play. It is not the same as searching a basic onto the battlefield.
While you control another Elf, Company gives one more land play each turn. Its landfall trigger adds two counters to a creature and grants vigilance. It stacks with Aesi’s separate extra-land permission, but Company does not count itself as the other Elf.
Beorn’s Adventure grants one extra land play for the turn and leaves the creature available afterward. Reveler draws then discards; a land discarded that way goes onto the battlefield tapped. Neither effect finds a basic out of your library.
A land-search option outside green
Troop of Ponies offers a real extra land, but with several timing and cost limitations.
Pay two to cast the creature, then two more plus tapping and sacrificing it to put one basic onto the battlefield tapped and another into hand. It is a creature, so without haste it normally cannot use that tap ability on the turn it enters. Compared with Wayfarer’s Bauble, the extra investment also secures a future land drop.
Helpful fixing that is not ramp by itself
These cards can make a hand more consistent, but leave the normal one-land-per-turn rule intact.
Map puts a basic into hand; Roads delivers exiled basic Plains into hand across later chapters; Thrush puts a basic on top of your library. Do not count these as mana acceleration unless another card lets you play those lands sooner.
Specific cards. Specific reasons.
Commander upgrades, before and after
These are suggested swaps for the stated deck and board state. The examples isolate what changes; they do not claim every list should make the same swap.
The setup: The ramp permanent survived from a previous turn. You begin your first main phase with five untapped Mountains.
What changes in this example
Before
After
Five Mountains and Manalith can provide six mana for main-phase spells.
Glóin’s trigger adds two red, so the five Mountains plus that mana provide seven.
That is one additional mana during this main phase. Glóin is also a Dwarf: when he later becomes tapped, Magda can produce a Treasure. This creature-type connection is why the more expensive permanent can be worth the slot in Magda.
The tradeoff: Glóin costs four to deploy instead of three, offers only red, and the two mana normally expires as the phase ends. Manalith fixes any color and can be activated on opponents’ turns.
The setup: Aesi, Company, and Llanowar Elves are in play. This is a later turn after the ramp card resolved, and you have three lands in hand.
What changes in this example
Before
After
Aesi alone permits two land plays this turn. A previously resolved Cultivate does not add another recurring permission.
Aesi and Company permit three land plays. Those three entries can trigger Aesi three times and place six total +1/+1 counters via Company.
The incremental gain on this turn is one land play, one Aesi draw, and Company’s repeated counter payoffs. Aesi helps find more lands, while the Elf enables Company. The extra permission continues on later turns if the board stays intact.
The tradeoff: Cultivate costs less and finds its own two basics. Company costs four, requires another Elf, and does not supply lands. With only one land in hand, its extra permission may accomplish nothing.
The setup: Between your turns, each of your three opponents draws a second card during their own turn. Splendor remains in play for all three events.
What changes in this example
Before
After
Manalith is a single reusable mana source and does not accumulate resources while you pass turns.
Splendor creates three Treasures, which can be saved and spent together on a later turn.
Giada can use her own restricted mana for Angels, while Treasures can also pay for protection and non-Angel spells. The three stored mana in this example is a useful burst in a deck that does not naturally search up extra lands.
The tradeoff: If opponents draw only their normal card, Splendor produces nothing. Spending the Treasures uses them up, unlike Manalith. This is a table-dependent engine, not three guaranteed mana every round.
Keep reliable early acceleration, then choose an engine your commander already supports. Magda can justify the Dwarf body, Aesi can feed repeated land plays, and Giada can turn opponents’ card draw into stored mana. Do not cut land count because Map or Roads puts lands into hand.
Rules and printing prices were checked against Scryfall on 2026-10-01; official Wizards references are below. Card images and rules are provided by Scryfall; illustrations belong to their credited artists and Wizards of the Coast. Card links open the exact printings used. Prices are a nonfoil USD snapshot, excluding shipping and tax, and are not historical release prices. Land and ramp costs are kept separate. Commander recommendations and turn examples are our analysis of those rules, not playtest results.