Playing a land is a special action governed by CR 305.1, which states that a player may play a land only during their main phase when the stack is empty and it is their turn. This is a fundamental timing restriction that exists independently of how many land plays you have available.
Effects that grant extra land plays — such as the one from Azusa, Lost but Seeking ('You may play two additional lands on each of your turns') — expand the quantity of lands you may play on your turn, but they do not change when you are allowed to play them. The phrase 'on each of your turns' reinforces this restriction (CR 305.2).
To play a land on an opponent's turn, you would need an effect that explicitly grants that permission, such as Teferi, Time Raveler's static ability or Scout's Warning, which specifically allow playing cards or lands at times you normally couldn't. Without such a specific exception, the default timing rule applies.
Example: You control Azusa, Lost but Seeking, giving you three land plays total this turn. Even though you have unused land plays remaining after your turn ends, you cannot use them to play a land during your opponent's turn. Those unused land plays simply expire.
In short, extra land-play effects are additive to your normal allotment but are still bound by the core rule that land plays happen only during your own main phase with an empty stack (CR 305.1, 305.2).
Unofficial fan resource — not affiliated with or endorsed by Wizards of the Coast. Answers are AI-generated estimates grounded in the Comprehensive Rules and are not a substitute for an official judge. Verify anything match-critical.