Or, if were playing at a higher power level, theres always Skullclamp
It relies on a lot of trickery to frustrate your opponent

Paths of the Dead (Cavern of Souls) Valley of Gorgoroth (Wasteland) Fangorn Forest (Yavimaya, Cradle of Growth) The Dead Marshes (Urborg, Tomb of Yawgmoth) Helms Deep (Shinka, the Bloodsoaked Keep) Henneth Annn (Reflecting Pool) Inn of the Prancing Pony (Pillar of the Parwns) Bucklebury Ferry (Oboro, Palace in the Clouds) Redhorn Pass (Mouth of Ronom) Osgiliath, Fallen Capital (Kor Haven) White Tower of Ecthelion (Krakas) Bag End (Horizon Canopy) Glittering Caves of Aglarond (Gemstone Caverns) Meduseld, Golden Hall of Edoras (Castle Ardenvale) Minas Morgul (Cabal Coffers) Balins Tomb (Ancient Tomb) Barrow-Downs (Bojuka Bog) Isengard, Sarumans Fortress (Boseiju, Who Shelters All) Weathertop (Deserted Temple) Edoras, Capital of Rohan (Hammerheim) Green Dragon Inn (Homeward Path) Dol Amroth (Minamo, School at Waters Edge) Caras Galadhon (Tranquil Thicket) Tower of Cirith Ungol (Urborg) The Dead Marshes (Urborg, Tomb of Yawgmoth) New and legendary MTG lands in LTR A Common rarity land called Shire Terracere was viewed during the first day of LTR spoilers on May 30

You can always crack it to draw a card as the game goes long, but early on, it messes with A LOT of strategies
While X spells don't always thrive there, given the prevalence of "cast without paying its mana cost" effects that like to cast them for zero, many consider ElectrodominanceElectrodominance worth the risk because it allows you to burn an opponent out with all the mana you've acquired from your rituals, then tack another spell on to continue the process for others
Many fans also attend local trading events to buy and sell cards directly.