Port Town

Land

As this land enters, you may reveal a Plains or Island card from your hand. If you don't, this land enters tapped.
{T}: Add {W} or {U}.

CMC
0
Mana cost
Color identity
UW
Rarity
rare
Set
Doctor Who
Price
EDHREC rank
#344
Buy on TCGplayer
Port Town card art
Port Town enters untapped whenever you reveal a Plains or Island from your hand, making it a near-free source of white-blue mana in any deck that runs enough basics to trigger it consistently. The risk is minimal — most Azorius and multicolor shells hit the condition often enough that a tapped land is the exception, not the rule.

Best Commanders

Commanders with the highest synergy

01
Éowyn, Shieldmaiden

Éowyn, Shieldmaiden

62.7% of decks · synergy 0.45

Éowyn, Shieldmaiden runs a white-heavy pip structure that makes Port Town's Plains-reveal condition trivially easy to satisfy, and consistent untapped fixing is exactly what an aggressive go-wide strategy needs to stay on curve.

02
Tidus, Yuna's Guardian

Tidus, Yuna's Guardian

55.2% of decks · synergy 0.42

Tidus, Yuna's Guardian operates in Azorius, where the density of Plains and Islands in the 99 means Port Town almost always enters untapped — reliable early fixing for a color pair that wants mana free on every turn.

03
The Tenth DoctorRose Tyler

The Tenth Doctor // Rose Tyler

58.3% of decks · synergy 0.41

The Tenth Doctor // Rose Tyler spreads across several color pairs, but the white-blue axis of the deck leans on Port Town to deliver clean two-color fixing without the tempo loss of a tapped land in the early game.

05
Commodore Guff

Commodore Guff

50.6% of decks · synergy 0.33

Commodore Guff plays blue-white alongside red, and Port Town fills the white-blue fixing slot without eating into the budget that a three-color mana base already strains.

Format Analysis

Where it lives, where it can’t

FormatVerdict
commander
legacy
modern
pioneer
standard
vintage
pauper
oathbreaker

In Commander, Port Town is a reliable budget dual for any deck in Azorius or any multicolor shell that runs enough Plains and Islands — the one-card condition is easy to meet, and untapped fixing on turns one through three is where games are won or lost on mana. In Pioneer and Modern, it sees play in white-blue and Esper shells as a fetchable-adjacent dual that doesn't require the fetch-land infrastructure that more expensive options demand; the condition is slightly harder to hit in lower basic counts, but still functional. Legacy and Vintage have access to the full suite of dual lands, so Port Town rarely appears there outside of budget builds. Pauper and Standard are off the table entirely.

Key Combos

Combo lines featuring this card

Price Context

Current price

unknown tier

Price data isn't loading for Port Town at the moment, so check Scryfall or your preferred retailer for the current market rate. Historically it has sat in the budget-to-mid range for a dual land, making it an easy include when you need untapped white-blue fixing without paying for a shock or fetch.

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Updated . Data from Scryfall, EDHREC, and Commander Spellbook.