BY COLOR · 200 CARDS
Multicolor Cards in Commander
Multicolor cards in Commander are the connective tissue of any deck running two or more colors — and the most universally played examples aren't spells at all, but lands. The ten shock lands dominate the top of this category for good reason: Watery Grave, Breeding Pool, Hallowed Fountain, Steam Vents, and their cycle-mates enter untapped when you need them to and count as both basic land types, which means they're fetchable, they enable threshold for other lands, and they fix your mana on turn one without asking you to wait. In a format where a missed color on turn two loses games, that flexibility is worth the two life.
The check lands — Sulfur Falls, Clifftop Retreat, Dragonskull Summit, Sunken Hollow — occupy the tier just below. They're free to play budget-wise and enter untapped consistently in the mid-game once your basics or shock lands are already down, which is exactly when you need them most. The tradeoff is that they're dead draws in opening hands built around basic-light mana bases, and they punish greedy three-color builds that can't guarantee the right basic types early.
The broader category of multicolor cards — gold spells with two or more colored pips in their casting cost — represents a different kind of deckbuilding constraint. Running Nicol Bolas, Dragon-God or Atraxa, Praetors' Voice is a commitment to a mana base that can reliably produce multiple colors on curve. Multicolor spells tend to be the most powerful cards in the game precisely because their casting cost is the tax: printing a card that requires blue and black and white lets designers push the effect harder than a mono-colored equivalent. The constraint is real though — the more multicolor spells in the 99, the more the land base has to do, and the higher the floor of lands needed to function.
For Commander specifically, multicolor matters at the commander slot too. A two-color commander is forgiving; a five-color commander like a Child of Alara build demands a land base that can produce any combination on demand, which pushes the entire mana budget toward dual lands at the expense of utility lands. Understanding the color-pip density of your 99 — not just the colors in your commander's identity — is what separates a functional multicolor deck from one that loses to its own lands.
200 multicolor cards
- Watery Grave
- Godless Shrine
- Breeding Pool
- Hallowed Fountain
- Steam Vents
- Stomping Ground
- Blood Crypt
- Overgrown Tomb
- Sacred Foundry
- Temple Garden
- Sulfur Falls
- Clifftop Retreat
- Cinder Glade
- Sunken Hollow
- Dragonskull Summit
- Talisman of Dominance
- Smoldering Marsh
- Isolated Chapel
- Glacial Fortress
- Hinterland Harbor
- Canopy Vista
- Prairie Stream
- Drowned Catacomb
- Woodland Cemetery
- Shivan Reef
- Battlefield Forge
- Assassin's Trophy
- Caves of Koilos
- Talisman of Creativity
- Talisman of Indulgence
- Rootbound Crag
- Yavimaya Coast
- Talisman of Hierarchy
- Sunpetal Grove
- Morphic Pool
- Llanowar Wastes
- Dimir Signet
- Rejuvenating Springs
- Talisman of Progress
- Training Center
- Underground River
- Anguished Unmaking
- Talisman of Conviction
- Sulfurous Springs
- Adarkar Wastes
- Rakdos Signet
- Luxury Suite
- Izzet Signet
- Sea of Clouds
- Vault of Champions
- Spectator Seating
- Orzhov Signet
- Boros Charm
- Undergrowth Stadium
- Dreamroot Cascade
- Spire Garden
- Azorius Signet
- Rhythm of the Wild
- Stormcarved Coast
- Bountiful Promenade
- Rockfall Vale
- Growth Spiral
- Karplusan Forest
- Terminate
- Shipwreck Marsh
- Boros Signet
- Brushland
- Dovin's Veto
- Temple of Epiphany
- Temple of Silence
- Haunted Ridge
- Deserted Beach
- Simic Growth Chamber
- Temple of Triumph
- Choked Estuary
- Overgrown Farmland
- Temple of Mystery
- Sundown Pass
- Underground Sea
- Temple of Enlightenment
- Jungle Shrine
- Shattered Sanctum
- Rugged Prairie
- Darkwater Catacombs
- Golgari Rot Farm
- Flooded Grove
- Cascade Bluffs
- Temple of Deceit
- Foreboding Ruins
- Rakdos Charm
- Putrefy
- Damn
- Dimir Aqueduct
- Arcane Sanctum
- Fortified Village
- Temple of Malady
- Port Town
- Frostboil Snarl
- Volcanic Island
- Skycloud Expanse
- Furycalm Snarl
- Jetmir's Garden
- Ketria Triome
- Baleful Strix
- Crumbling Necropolis
- Nomad Outpost
- Fetid Heath
- Tropical Island
- Game Trail
- Tundra
- Orzhov Basilica
- Opulent Palace
- Mystic Monastery
- Kutzil, Malamet Exemplar
- Kessig Wolf Run
- Scrubland
- Izzet Boilerworks
- Badlands
- Frontier Bivouac
- Spara's Headquarters
- Twilight Mire
- Despark
- Seaside Citadel
- Zagoth Triome
- Lotho, Corrupt Shirriff
- Gruul Turf
- Temple of Malice
- Deathcap Glade
- Raffine's Tower
- Tainted Field
- Shadowblood Ridge
- Shineshadow Snarl
- Tainted Wood
- Bayou
- Azorius Chancery
- Undercity Sewers
- Sungrass Prairie
- Taiga
- Boros Garrison
- Vault of the Archangel
- Tatyova, Benthic Druid
- Talisman of Curiosity
- Plateau
- Indatha Triome
- Xander's Lounge
- Underground Mortuary
- Rakdos Carnarium
- Supreme Verdict
- Savannah
- Bedevil
- Temple of Plenty
- Talisman of Resilience
- Temple of Abandon
- Savai Triome
- Raugrin Triome
- Tainted Isle
- Sandsteppe Citadel
- Tainted Peak
- Ziatora's Proving Ground
- Avacyn's Pilgrim
- Goblin Anarchomancer
- Faeburrow Elder
- Mossfire Valley
- Ignoble Hierarch
- Selesnya Sanctuary
- Vineglimmer Snarl
- Necroblossom Snarl
- Hedge Maze
- Mortify
- Shadowy Backstreet
- Raucous Theater
- Simic Signet
- Talisman of Impulse
- Blazemire Verge
- Mayhem Devil
- Culling Ritual
- Graven Cairns
- Deathrite Shaman
- Elas il-Kor, Sadistic Pilgrim
- Savage Lands
- Sheltered Thicket
- Thundering Falls
- Ruinous Ultimatum
- Goblin Electromancer
- Commercial District
- Gloomlake Verge
- Golgari Signet
- Mirari's Wake
- Abrupt Decay
- Scoured Barrens
- Canyon Slough
- Meticulous Archive
- Lush Portico
- Niv-Mizzet, Parun
- Gruul Signet
- Overflowing Basin
- Elves of Deep Shadow
- Floodfarm Verge
- Viridescent Bog
- Eladamri's Call
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